
PULSAR LOST COLONY THE SWARM CODE
Even VP can actually recompile the original game to work better with eON, if they have source code access.Įven within that, shaders contribute a lot to performance, and if a porting company can modify those to work better with Vulkan, then it _can_ make quite a big difference. So it's not a "pure" translation in all cases. Yes, the bulk of the work is some kind of translation layer, but there are additional changes around that that are sometimes made. So really, we're comparing "porting house X's DXVK equivalent" (for Feral, IndirectX? for VP, eON) - some using OGL, some using Vulkan - to DXVK, not "native opengl" to DXVK. Quoting: Guest Quoting: GuestAn awful lot of modern ports (eg Feral, VP etc) use translation layers like DXVK anyway - it's not like porting houses are writing whole new renderers for AAA titles - that'd be cost and time prohibitive. I suppose laboriously programming Vulkan is much more predictable (if you know what you're doing) than guessing what the OGL black box needs. If I am informed correctly programming OpenGL was is a bit like programming a black box.

No, don't stop your passions! You wrote a great article and I love learning more and completing my picture about the topic! (damn I gotta stop blabbing on, it's just an area that I'm passionate about) And if Vulkan crashes out, it's usually a bit more spectacular than OpenGL crashing out.
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Not enough free time to play around that much. Last I heard, Unreal Engine has a load of validation errors with Vulkan, and I'm not sure on the state of Unit圓D and Vulkan right now. but yes, a developer can still bugger up if they ignore all that help. That's something that was actually difficult to say for OpenGL. There's a tweet somewhere from someone who developed entirely on nVidia, and then with almost no changes it ran perfect on AMD hardware (the one change was a different bit of hardware support that should have been properly queried, and was actually caught by the validation layers and reported to the developer).

Khronos have put just as much effort into developer help as they have with the API, so as I see it Vulkan even wins out against OpenGL in that regard! Developers need help: documentation, debugging tools, stable drivers, examples, all that kind of thing. Oddly enough, I think more people are doing it "right" with Vulkan than with OpenGL. I suppose it's not DX12 or Vulkan to blame. Quoting: Guest Quoting: NeverthelessI guess with more freedom and responsibilities you can easily do things not exactly right.
