Originally posted by geearf
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Zink Is Moving Closer To OpenGL 3.0 Support Over Vulkan
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Originally posted by log0 View Post
Only if you don't mind having (in some cases massively) lower performance. Such layers will never be as fast as a native implementation.
On my system I get around 20-30% faster performance on GTA V for instance, and several other titles either match or exceed (by small amounts) Windows/DX11 performance.
EDIT: Though I do agree I don't see this project going very far unless they find a way to utilize threading to speed up OpenGL rendering.
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Originally posted by Britoid View Post
You're somehow implying each layer is adding some kind of performance overhead.
They shouldn't add any, any performance slowdown is a bug.
At least not in all cases. For example, sometimes certain things are slow on certain hardware. A native OpenGL driver can go to great lengths to try to avoid such instructions on that hardware, while Zink is just generating standard Vulkan and won't know to avoid the slow calls. By doing the calls in Vulkan, it may explicitly require the vulkan driver to do the slow instructions, rather than allowing the driver options to choose some workaround that would end up being faster.Last edited by smitty3268; 05 January 2020, 10:26 PM.
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it would be interesting to see this added to mesamatrix.
As for performance, I suspect the performance difference to be greater for the OpenGL1.x/2.x than later as those were generally mapped to fixed hardware functions and any intermediate layer would be slower than direct access. For Open GL3.x+, it will be interesting to see where they end up.
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