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RADV Picks Up A Performance Boost For id Tech Vulkan-Powered Games On Linux + AMD APUs

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  • RADV Picks Up A Performance Boost For id Tech Vulkan-Powered Games On Linux + AMD APUs

    Phoronix: RADV Picks Up A Performance Boost For id Tech Vulkan-Powered Games On Linux + AMD APUs

    Those running the RADV Vulkan driver on AMD APUs could soon find themselves having even better performance in select games...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Great work.

    Surprised that id got this wrong. Considering that game consoles using APUs are a primary target.

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    • #3
      Originally posted by humbug View Post
      Great work.

      Surprised that id got this wrong. Considering that game consoles using APUs are a primary target.
      Game consoles aren't using Vulkan AFAIK. I do express great hope that Sony is going to do it with the PS5.

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      • #4
        Sounds like an easy "mistake" to make. You find the first local buffer, and use that. For a large majority of cases you only have one local buffer.

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        • #5
          Originally posted by sandy8925 View Post

          Game consoles aren't using Vulkan AFAIK. I do express great hope that Sony is going to do it with the PS5.
          The Switch at least does, and id's recent games (Doom 2016/Eternal, Wolfenstein 2 the New Colossus etc.) have been/are being ported to it. But id aren't doing the porting themselves, so this may be why this part was overlooked. IGPs are also not supported officially.

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          • #6
            Originally posted by sandy8925 View Post

            Game consoles aren't using Vulkan AFAIK. I do express great hope that Sony is going to do it with the PS5.
            There is no need for that, and that might not even be a good idea ; consoles have an important advantage over PCs : they don't need to provide a generic API ; the are allowed to propose an API which targets exactly the GPU they are using (this is what Sony have done since the very beginning).

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            • #7
              Originally posted by Emmanuel Deloget View Post

              There is no need for that, and that might not even be a good idea ; consoles have an important advantage over PCs : they don't need to provide a generic API ; the are allowed to propose an API which targets exactly the GPU they are using (this is what Sony have done since the very beginning).

              Yes and no. It was kind of important in the times of OpenGL. Vulkan is the API that targets GPU removing obsolete abstraction layers. And supporting Vulkan doesn''t exclude support for custom API. Eg. PS3 had support for api very close to OpenGL, it's just that few people used it.
              On top of that Microsoft for example provided support for Direct X for their consoles which increased portability of games written for their consoles, and Xbox Series X is rumoured to use Direct X 12 Ultimate.
              And using common API means increased portability which means lower costs and increased income for game developers which means more games. In the times of GeforceNOW and Stadia it might be more important than in the past.

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              • #8
                Vulkan was inspired by AMD's Mantle, which in turn is inspired by Sony's libGPU. AMD ported libGPU to AMD APUs for PS4. And based on this experience they had developed Mantle API. Then Nvidia and others joined AMD and had developed a Vulkan standard. MS in turn had developed DX12 and AMD in known as close partner of MS. Apple also developer Metal API.

                So the common root of all modern low-level graphics APIs is Sony's libGPU.

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