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Updated Portal 2 Vulkan Rendering Code Yielding Great Radeon Results

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  • sandy8925
    replied
    Originally posted by lyamc View Post
    It would be nice if the loading screens didn't appear so often. I've got this thing running on an m.2 SSD, 5700XT, and Ryzen 3600 and the loading times between scenes is super jarring.
    Most likely inefficient code that's doing unnecessary work on the rendering/input thread. Or well, due to OpenGL API requiring some binding shader and texture objects for both configuring and using them.

    The idiotic thing about OpenGL is that the API a very non-object oriented API which makes it tougher to do things in parallel.

    ​​​​​

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  • sandy8925
    replied
    Originally posted by tildearrow View Post
    I feel they're doing this for eventually publishing on a small console (e.g. Atari VCS or Intellivision Amico), or on mobile....
    Or could be Stadia. Or their own game streaming thing.

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  • humbug
    replied
    Originally posted by sarmad View Post
    But seriously, why are they updating a 10 years old game? It already runs very smooth even on integrated graphics.
    I think castlefox is correct.

    They probably want to update the other old engine games like CS:GO and Team Fortress 2. But those have active online player bases who will freak out if something doesn't work properly. So they picked Portal 2 to hone the Source 1 Vulkan implementation before rolling it out where it matters.

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  • castlefox
    replied
    Originally posted by sarmad View Post
    Great leap. I can finally play Portal 2 at ~750 fps.
    But seriously, why are they updating a 10 years old game? It already runs very smooth even on integrated graphics.
    I am going to take a wild and guess this is practice for bringing Vulkan Rendering to additional titles. (Might be wishful thinking on me end)
    I imagine that bringing Vulkan to and older game could be easier since it probably has (less bugs, better / more stable drivers, and know what the outstanding issues are).
    In general the developers get more practice working with Vulkan. and the public gets to benefit from the results of this Vulkan project.
    Last edited by castlefox; 02 March 2021, 07:31 PM.

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  • Black_Fox
    replied
    Originally posted by ivan.cwb View Post
    FYI: Black Mesa guys put intended delays in the game, to mimic original 'screen loading' of HL... can you believe it?
    No, I can't and I donẗ have to. I've only ever read the opposite about all Source-based games (such as any HL or Left4Dead as far as I know) - the're taking Source engine to the limit and the loading times reflect that.
    Here are my official sources disproving any intention - source #1, source #2 (excuse the pun). Is there any official source for your claim, too?

    EDIT: fixed a typo
    EDIT: turns out HL2 runs on Source engine and HL1 runs on Goldsrc engine, Black Mesa thus runs on Source and not Source 2; fixed my post accordingly
    Last edited by Black_Fox; 03 March 2021, 04:01 AM.

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  • sarmad
    replied
    Great leap. I can finally play Portal 2 at ~750 fps.
    But seriously, why are they updating a 10 years old game? It already runs very smooth even on integrated graphics.

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  • ceztko
    replied
    Originally posted by lyamc View Post
    It would be nice if the loading screens didn't appear so often.
    Not gonna happen unless they port the game to source 2 engine, where they should have introduced maps streaming.

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  • ivan.cwb
    replied
    Originally posted by skeevy420 View Post

    You just described why I've never been able to finish Half Life. One of these days I'll get around to firing up Black Mesa....it's in the backlog.
    Same with me...

    FYI: Black Mesa guys put intended delays in the game, to mimic original 'screen loading' of HL... can you believe it?

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  • HenryM
    replied
    I also see a pretty substantial boost on my R9 390 at 1080p all max, 2xMSAA.

    another thing I noticed with the first Vulkan update is that, for me at least, some shadows and ambient lighting effects are broken on GL. easy to miss but obvious when comparing to Vukan screenshots.

    the update(s) are not all trouble free, though. at least on my hardware, mouse input becomes buggy and unreliable when not playing at native resolution. native 1080p is perfect 1:1 mouse response as you would expect, but 720p or anything 4:3 stretch fullscreen and mouse movement is selectively ignored below a certain speed.
    this only happens with scaling, reduced res is fine when windowed.

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  • Michael
    replied
    Originally posted by Tomin View Post
    In that Openbenchmarking.org table it lists the processor as


    Pretty hefty overclock that you have there. Where does that number come from?
    That's from a bug currently in the kernel, well, the fix will be in the next 5.11 point release. The borked frequencies are exposed via cpufreq/sysfs.

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