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Zink OpenGL-On-Vulkan Making Progress On Windows, X-Plane Looking To Use It

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  • Zink OpenGL-On-Vulkan Making Progress On Windows, X-Plane Looking To Use It

    Phoronix: Zink OpenGL-On-Vulkan Making Progress On Windows, X-Plane Looking To Use It

    There is some exciting progress around Zink as the OpenGL 4.6 implementation built atop Vulkan APIs for generally quite performant OpenGL-on-Vulkan acceleration... Zink with the recently-merged Kopper code is even beginning to work on Windows and Laminar Research is hoping to use Zink for the next major X-Plane release!..

    https://www.phoronix.com/scan.php?pa...opper-Progress

  • #2
    And what about hw drivers for avionic devices?

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    • #3
      Originally posted by elbar View Post
      And what about hw drivers for avionic devices?
      How does this relate to the article?

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      • #4
        nice to go for the easy way instead of going directly vulkan. no wonder there are so few games using vulkan.
        i guess that a few frames less and probably some artifacts on the screen will not be a problem.

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        • #5
          Originally posted by loganj View Post
          nice to go for the easy way instead of going directly vulkan. no wonder there are so few games using vulkan.
          i guess that a few frames less and probably some artifacts on the screen will not be a problem.
          I wouldn't consider porting a driver to windows to be the "easy" way when they already have vulkan plumbing or would you rather they just break all the plugins, just tell everyone useing them to go screw a cow or use opengl. Im not too familiar with driver or windows development, but I would be extremely hesitant in ever saying that porting the first mesa driver to windows is the "easy" way.

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          • #6
            Quackdoc i ment in general. not just this game. the rest of the games. but i have to admit that there are not so many games using opengl on windows. but the idea is that instead of using vulkan for the new games, people will consider using opengl/dx because of these layers (dxvk/zink). vulkan is present in almost every device.

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            • #7
              It would be very interesting to see how Zink stacks up to the OpenGL proprietary counterpart.
              Especially for AMD which proprietary OpenGL driver is less than optimal.

              Edit: I mean on Windows, but is definitely also interesting on Linux

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              • #8
                Originally posted by davibu View Post
                It would be very interesting to see how Zink stacks up to the OpenGL proprietary counterpart.
                Especially for AMD which proprietary OpenGL driver is less than optimal.

                Edit: I mean on Windows, but is definitely also interesting on Linux
                https://www.supergoodcode.com/do-not/

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                • #9
                  Thanks m8

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                  • #10
                    Originally posted by loganj View Post
                    nice to go for the easy way instead of going directly vulkan. no wonder there are so few games using vulkan.
                    i guess that a few frames less and probably some artifacts on the screen will not be a problem.
                    This is classic problem. https://www.pcgamingwiki.com/wiki/List_of_Vulkan_games 159 for vulkan vs 193 for DX12 vs 1,341 for opengl vs 2,803 for DX11

                    Vulkan is doing quite well on uptake. DX12 does clearly show that uptake is not fast for either. Companies have legacy code bases that work they don't migrate in most cases.

                    Do note that opengl on windows is %50 of Dx11 and opengl has been around for many versions of DX. If opengl uptake was good on windows it should be at least thousand higher than DX11. Opengl was around in the Dx9 time frame that another 2,514 games.

                    There is a reason why Opengl has such low uptake. Opengl drivers have been different levels of horrible. Yes developer code their game tests on AMD/ATI GPU now game does not work with NVIDIA and then the reverse is also true has been going on as long as Opengl has been implemented by AMD/ATI and Nvidia. Of course developer goes and codes using DX9 and DX11their game works no matter the GPU as long as platform is Windows historically. Of course wine and dxvk are doing well today.

                    X-Plane developer did mention having to go to the gpu vendor to have them fix their driver to remove artefact problems. You see this with opengl games over and over again of update or downgrade your GPU drivers to fix X problem.

                    Zink advantage for X-Plane developer will be they will only have to complain about Vulkan issues not Vulkan and Opengl issues to GPU vendors. Vulkan is a lot more compact standard at this time.

                    Please note there are a lot of opengl artefacts that appear with Nvidia closed source drivers that open source GPU drivers don't have as well.

                    I don't know of something like https://mesamatrix.net/ for closed source opengl drivers. It would be interesting to see that match up as well as benchmarking as well.

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