Originally posted by George99
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After ~70% FPS Boost For Zink, The OpenGL-on-Vulkan Code Is ~50% The GL Native Speed
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Originally posted by curfew View PostEmulation layer cannot be as fast as the native implementation that properly utilizes the underlying hardware. Previously some people said the Vulkan implementation allows for skipping some redundant error checks, but that is only one slight theoretical improvement, whilst there must be a ten-fold amount of drawbacks.
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Originally posted by DebianLinuxero View PostI don't see the point on this.
I remember the 3dfx days, when voodoo hardware hasn't a native OpenGL implementation, but an OpenGL to Glide wrapper.
Something like this Zink.
That wrapper costed performance to the voodoos.
I remember a press note of one 3dfx manager saying that the next drivers they'll do will be native OpenGL because of this.
Too late I "Zink"
Vulkan is a very low-level API, which is ideal if you want to build something at higher level, such as OpenGL. OpenGL instead is a giant state machine that abstracts a lot of the underlying features and capabilities of the hardware.
Of course making an OpenGL driver directly on the hardware will make it much faster because you can access all the features of the hardware, but it is also a lot more of work to create the driver and also to maintain it when the underlying hardware changes.
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Originally posted by George99 View Post
You're right. Normally I don't care about spelling mistakes but the missing n changes the meaning to something funny. (If you speak German)
The correct spelling of the word itself would be Blumenkranz (without the t). I speak German.
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Originally posted by DebianLinuxero View PostI don't see the point on this.
I remember the 3dfx days, when voodoo hardware hasn't a native OpenGL implementation, but an OpenGL to Glide wrapper.
Something like this Zink.
That wrapper costed performance to the voodoos.
I remember a press note of one 3dfx manager saying that the next drivers they'll do will be native OpenGL because of this.
Too late I "Zink"
We already see examples of this on Windows, where a few vendors don't want to invest in OpenGL anymore. That is why Microsoft is now contributing an “OpenGL on DX12” layer in mesa.
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Originally posted by ShFil View Post
You make a wrong assumption here. It's not about emulating aka having the exact same behavior like other software, but to match the same specification. So under the hood it can do less and achieve the same results.
In reality drivers will have their own abstractions in there and depending on the architecture, some workloads will always be preferred to others.
In the long run I would expect Zink to have comparable performance with a better GL implementation overall (given that the Vulkan specification and implementation are good enough)
Sounds like that would be ideal for WebGL (I'm not a fan of it)
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Originally posted by DebianLinuxero View PostI don't see the point on this.
I remember the 3dfx days, when voodoo hardware hasn't a native OpenGL implementation, but an OpenGL to Glide wrapper.
Something like this Zink.
That wrapper costed performance to the voodoos.
I remember a press note of one 3dfx manager saying that the next drivers they'll do will be native OpenGL because of this.
Too late I "Zink"
If Zink works reasonably well, I would probably use it as well instead of Intel/radeonsi as long as the frame rate will be OK.
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Originally posted by eydee View PostMostly in select few games, when running under Windows, on AMD cards, due to bad Directx drivers. Generally, no. When running games in Wine under Linux, the performance hit is still very noticeable, in all games, often exceeding 50%. Many of the core components of Wine were written 20+ years ago, for old Pentiums, and they lack support for both multicore architectures and modern CPU instructions. This is also the reason why native Vulkan games tend to get a severe performance hit, like DOOM (2016) does.
Doom (2016) runs faster in Wine than on Windows with Radeon when GPU bound, while CPU bound performance probably doesn't differ much...
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