Vulkan API has been released
Started by Ekaseo




12 posts in this topic
Ekaseo
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02-18-2016, 03:35 PM -
#11
hm... i wonder if it is much harder to code for vulkan than opengl
tambre
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02-18-2016, 03:58 PM -
#12
(02-18-2016, 03:35 PM)Ekaseo Wrote: hm... i wonder if it is much harder to code for vulkan than opengl

Much harder? It's very hard.
I have yet to dive into Vulkan myself, but I will soon. From what I've heard, it's basically like writing a driver. What previously would have been done by the driver you can now do yourself, thus leaving out or optimizing stuff, that otherwise would cause driver overhead.
This approach also allows greater control over the rendering pipeline, which can be probably very useful in emulating many consoles' rendering techniques and features.

This graph gives quite a good explanation of Vulkan vs OpenGL:
[Image: hLRbSeW.png]
ps0ne
Member


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304 posts 59 threads Joined: Oct 2017
02-18-2016, 10:06 PM -
#13
I will cross my fingers for vulcan development. Rpcs3 may be first emu with this backend, work woth of glory Smile Smile

In the meantime, please dont forget Opengl. Last kd-11's commit made unbelievable speedup in some parts. Im sure there is still some space for optimization.


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