Originally posted by MauganRa
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Zink Lands Async Pipeline Precompiles For Better Performance, Less Game Stuttering
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Maybe using Vulkan more to help OGL threading work better would be neat! If there is still room for that. I think that was a big issue with OGL to begin with.
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Originally posted by uid313 View Post
I don't know, after the easy optimzations have been done it gets harder to optimize much more, then after more smaller optimizations have done, then there is not much more room for further optimization, maybe none when its pretty optimized overall.
After it has matured and lots of bugs have been fixed without any new features having been added, its not going to be much bugfixes either.
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Originally posted by MauganRa View Post
He probably meant that it left the experimental phase for good. OpenGL compatibility was achieved, weird bugs got trimmed down to a minimum, and performance was acceptable, at least for the time being. Of course, optimization and bugfixing never stops.
After it has matured and lots of bugs have been fixed without any new features having been added, its not going to be much bugfixes either.
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Originally posted by uid313 View PostI remember hearing that "Zink was done", like was complete and there would be nothing more coming to it, but it keeps getting better and better and more improvements all the time.
What is next for Zink?
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I remember hearing that "Zink was done", like was complete and there would be nothing more coming to it, but it keeps getting better and better and more improvements all the time.
What is next for Zink?
- Likes 7
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Zink Lands Async Pipeline Precompiles For Better Performance, Less Game Stuttering
Phoronix: Zink Lands Async Pipeline Precompiles For Better Performance, Less Game Stuttering
Mesa's Zink driver implementing the OpenGL API atop Vulkan continues advancing at a rapid pace and today the latest major addition landed: async pipeline precompiles...
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