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Vulkan 1.0 Released: What You Need To Know About This Cross-Platform, High-Performance Graphics API

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  • #71
    I don't think it actually matters at all, but if counting china, XP still has a huge marketshare.

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    • #72
      Originally posted by azari View Post



      Just because something uses the same engine, it doesn't mean they will go through all the pain of testing the new engine with all their old games and fixing all the bugs that come up.
      If the engines haven't had too much changed in the renderer between SS3 and talos, then it should be fairly trivial to "port" over the changes made to talos. If they can get it done with less than 100 man hours of time, and in turn get a few hundred extra sales because of the increased linux performance (and hopefully performance to surpass dx11 on windows when they get to "part 2" and "part 3" of their vulkan plan), then it would be a win for them.
      They still push updates to SS3, and having it be the same engine code-base as talos would make maintenance updates easier.
      Last edited by roboman2444; 02-17-2016, 03:08 AM.

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      • #73
        Originally posted by azari View Post

        Except that what matters isn't how many XP or Vista gamers are still out there; what matters is how many of those XP/Vista gamers have graphics cards that are capable of supporting Vulkan in the first place, like the GCN series in the case of AMD (or perhaps even HD 5000 & 6000 series).
        NVIDIA GeForce 600 series up through some of the GeForce 900 series support XP. AMD Radeon HD 7700 series through the Radeon R7 200 series support XP. I have known people who are more begrudging of upgrading Windows than their hardware. Who can say with certainly what hardware XP gamers have? Microsoft and Valve would be in a better position to know. But, again, this is tangential to my original post, which was not advocating Vulkan support on XP or Vista, but was fully accepting that Vulkan wouldn't make its way to XP or Vista, as that was my expectation to begin with. I found suggestion otherwise to be spurious.
        Last edited by eidolon; 02-17-2016, 03:28 AM.

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        • #74
          Originally posted by eidolon View Post
          NVIDIA GeForce 600 series up through some of the GeForce 900 series support XP. AMD Radeon HD 7700 series through the Radeon R7 200 series support XP. I have known people who are more begrudging of upgrading Windows than their hardware. Who can say with certainly what hardware XP gamers have? Microsoft and Valve would be in a better position to know. But, again, this is tangential to my original post, which was not advocating Vulkan support on XP or Vista, but was fully accepting that Vulkan wouldn't make its way to XP or Vista, as that was my expectation to begin with. I found suggestion otherwise to be spurious.
          I know it was a tangent, I wasn't suggesting you were advocating Vulkan on XP, I was just pointing out that I don't expect there really are many XP users (that upgrade their drivers regularly) left regardless; my guess is precisely that AMD, Nvidia, and Intel probably have access to Microsoft's data, as well as Valve's Steam data, and have probably judged that even if they released drivers for XP/Vista, few would use those drivers since those people probably don't upgrade their software very often (only when buying new PCs maybe), and many may not even have Vulkan-capable hardware in the first place.

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          • #75
            Hmm as expected, AMD has nothing to show on launch day. It would have been a nice surprise for once but oh well ...

            Anyway I hope they get things working when ZEN APUs hit the market (my intended next upgrade).

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            • #76
              Originally posted by tuke81 View Post

              It's not a game it's nvidia's vulkan demo:
              https://github.com/nvpro-samples/gl_vk_chopper

              Thanks now how to compile? I get this:

              [email protected]:/media/michael/DATA/gl_vk_chopper-master$ cmake
              Usage

              cmake [options] <path-to-source>
              cmake [options] <path-to-existing-build>

              Specify a source directory to (re-)generate a build system for it in the
              current working directory. Specify an existing build directory to
              re-generate its build system.

              Run 'cmake --help' for more information.

              [email protected]:/media/michael/DATA/gl_vk_chopper-master$ cmake .
              -- The C compiler identification is GNU 5.2.1
              -- The CXX compiler identification is GNU 5.2.1
              -- Check for working C compiler: /usr/bin/cc
              -- Check for working C compiler: /usr/bin/cc -- works
              -- Detecting C compiler ABI info
              -- Detecting C compiler ABI info - done
              -- Detecting C compile features
              -- Detecting C compile features - done
              -- Check for working CXX compiler: /usr/bin/c++
              -- Check for working CXX compiler: /usr/bin/c++ -- works
              -- Detecting CXX compiler ABI info
              -- Detecting CXX compiler ABI info - done
              -- Detecting CXX compile features
              -- Detecting CXX compile features - done
              -- -------------------------------
              -- Processing Project gl_vk_chopper-master:
              CMake Error at CMakeLists.txt:27 (INCLUDE):
              include could not find load file:

              /media/michael/DATA/gl_vk_chopper-master/../shared_sources/CMakeLists_include.txt


              CMake Error at CMakeLists.txt:28 (add_subdirectory):
              add_subdirectory given source
              "/media/michael/DATA/gl_vk_chopper-master/../shared_sources" which is not
              an existing directory.


              CMake Error at CMakeLists.txt:31 (_add_project_definitions):
              Unknown CMake command "_add_project_definitions".


              -- Configuring incomplete, errors occurred!
              See also "/media/michael/DATA/gl_vk_chopper-master/CMakeFiles/CMakeOutput.log".
              [email protected]:/media/michael/DATA/gl_vk_chopper-master$

              Thanks

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              • #77
                Originally posted by timofonic View Post
                Too much patience in FOSS. things need to CHANGE.
                It would imply that the open-source community need to have access to GPU hardware as it develops. As far as I know, such a transformation in companies like NVidia or AMD hasn't been ever tried yet. It is unverified whether such an open GPU development strategy works or doesn't work, is profitable or isn't profitable, has definite advantages over closed GPU development or hasn't.

                It would be nice if anybody could play with a GPU emulator before the actual GPU hardware is released. Maybe this is something that is bound to happen in the long-term future, because the open-source drivers might be ready when the GPU is released, or even better the drivers might be ready before the GPU hardware is released.

                On the other hand, the above paragraphs might just be pure fantasy.

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                • #78
                  When you have
                  /media/michael/DATA/gl_vk_chopper-master/
                  you also need https://github.com/nvpro-samples/shared_sources in
                  /media/michael/DATA/shared_sources

                  Also the binaries will not be inside the repository (that would be expected), but it will be in
                  /media/michael/DATA/bin_x64

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                  • #79
                    Originally posted by Pecisk View Post
                    And people wonder why sometimes open source community is viewed as toxic, lots of cheers on this board... First, AMD are in the middle of their driver restructuring....as long as they give clear timeline of providing Vulkan drivers, it's really not that big deal. Missed PR opportunity? Get a grip, this is no iPhone/Samsung S6 contest. Intel links will get fixed, because we know driver exists. Nvidia proprietary BS? Just a few extensions to help developers. It is up to devs to level the game. Vendors have to do their part.
                    exactly. it is sometimes toxic. sometimes. and sometimes working in closed source teams is also be toxic. but then it more often stays behind closed doors / is not that openly communicated as within FOSS. I think in the long run the more or less transparent communication of FOSS communities is healthier because it tends to be more honest.

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                    • #80
                      Originally posted by tomtomme View Post

                      exactly. it is sometimes toxic. sometimes. and sometimes working in closed source teams is also be toxic. but then it more often stays behind closed doors / is not that openly communicated as within FOSS. I think in the long run the more or less transparent communication of FOSS communities is healthier because it tends to be more honest.
                      Overreacting is not being honest. Well balanced opinions in FOSS world is still rarity. Granted, in closed enviroments there's sometimes nothing at all. Doesn't mean it should be balls to wall shouting/panic fest I see these days on forums.

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