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Zink OpenGL-On-Vulkan Ready To Switch To Lazy Descriptors - Big Performance Win

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  • #21
    Originally posted by cooperate View Post

    I’ve been looking for info about this as I’ve been running a small server for me and my friends. Do you know where I can learn more about it? Everything I find seems outdated to java 11 minecraft era.
    For client optimization I'd recommend looking at https://eternity.community/index.php...-optimization/ which walks you through getting MultiMC and all the relevant mods and configurations going to improve performance and optionally add some quality of life improvements. For servers you should check out Paper and https://paper-chan.moe/tag/optimization-guide/ for tips on what all the settings for it do and when you might want to change them for better performance or more vanilla compatibility. For JVM flags for the server there is https://startmc.sh/ (doesn't matter what Mojang-based server you're using, these are good) or if you have CPU cores to spare you can try using ZGC by following https://krusic22.com/2020/03/25/high...jdk11-and-zgc/ but I haven't seen anything saying this is noticeably better.
    Last edited by Amaranth; 20 July 2022, 10:03 PM.

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    • #22
      Originally posted by mdedetrich View Post

      For starters, Metal is actually a very good API. Its basically a subset of Vulkan with some minor differences. Secondly Apple created Metal when Vulkan was barely a thing, it was honestly more about timing. Its quite possible that if a matured Vulkan already existed when Apple was considering creating Metal they would have just used Vulkan, but its too late now.
      If Apple was ready to adopt an open standard it would've simply opened up Metal before Vulkan became a thing, but they didn't because they want developer lock-in.

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      • #23
        Originally posted by sarmad View Post

        If Apple was ready to adopt an open standard it would've simply opened up Metal before Vulkan became a thing, but they didn't because they want developer lock-in.
        Except that Metal is an API that directly mirrors their GPU hardware, it wasn't designed as an open standard. If they wanted to adopt an open standard they would have adopted Vulkan but it wasn't mature at the time.

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        • #24
          Metal, DirectX 12 and Vulcan are very close to the same thing. That’s why there is a shim layer for Metal to Vulcan.

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