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Acriz: Just like that?
That's what they said. No idea how extensive their testing was.

It's pleasantly surprising to hear such numbers though, because even if Mantle-style systems are as good as they claim to be one might still reasonably expect initial implementations to end up a bit slower than DX11 until developers get used to the new approach. To see large improvements right away is very encouraging. To be fair, they've probably been playing around with DX12 since before Vulkan was released, and that's mostly the same thing.
Nintendo Switch will support Vulkan: https://www.khronos.org/conformance/adopters/conformant-products#vulkan
Some Unity based Vulkan demos you can test: https://plus.google.com/104339689434081533648/posts/2CoPhJ8dhxQ
Thanks for sharing, that's interesting to know. Let's wait and see what kind of performance they'll be able to squeeze out of that thing. If nothing else, Vulkan support on such a ( potentially ) popular gaming device should also help increase the amount of Vulkan compatible games on PC.
A blog post by Rich Geldreich relevant to Vulkan:
https://richg42.blogspot.no/2017/01/the-faster-zombies-blog-post.html

If they made a visit because of that (read in post) then imagine what they are doing to extinquish Vulkan's fire. This is why I believe consumers's effort won't be in vain if we voice ourselves about what api we want, Vulkan not D3D12. I feel like there is a battle going on behind the curtains of industry, where Microsoft is "supporting" game developers, and we the consumers are left in the dark about it happening.

If only PS4 support for Vulkan came!
Short term it might not do alot but in long run it should?
Post edited January 05, 2017 by ZeroDrm
IMHO, the absolute worst case scenario that is likely for Vulkan, is for it to end up as the standard API in more places than OpenGL currently is. I say this because nowadays tonnes of stuff is made cross platform to the trifecta of Windows/Mac/Linux, as well as the mobile platforms, and for the most part OpenGL is used everywhere with the exception of Windows generally with such apps. So developers will either continue to support OpenGL alongside Direct3D and/or any other APIs they're supporting (such as Metal), or they'll start supporting Vulkan as well so that all the platforms they'd otherwise be using OpenGL on end up with better performance.

I think the future looks at least as bright for Vulkan as it has been for OpenGL in the past, but probably better even if the API never becomes as ubiquitous as many of us would like it to become. Only time will tell however.
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skeletonbow: IMHO, the absolute worst case scenario that is likely for Vulkan, is for it to end up as the standard API in more places than OpenGL currently is.
That already happened to a degree. Nintendo didn't support OpenGL until now, and now they plan Vulkan support. Though it seems that they'll support OpenGL too.

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skeletonbow: tonnes of stuff is made cross platform to the trifecta of Windows/Mac/Linux, as well as the mobile platforms, and for the most part OpenGL is used everywhere with the exception of Windows generally with such apps. S
MacOS is in a weird siutation. OpenGL is stagnated there to the point of not being usable for any modern stuff (even Wine developers pointed out, that they can't support DX11 on MacOS in Wine because of it), and Vulkan isn't available there either. So I'd expect MacOS to fade way gaming wise altogether.
Post edited January 05, 2017 by shmerl
Vulkan on PS4 (Linux): https://twitter.com/marcan42/status/817235485689020417
Post edited January 06, 2017 by shmerl
That's interesting, but from what I understand, that requires some hack/custom firmware to work, right?

Hmm, why exactly doesn't the PS4 support Vulkan natively?
Whoa pretty amazing stuff. Would love to check that in motion!!
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JK41R4: That's interesting, but from what I understand, that requires some hack/custom firmware to work, right?

Hmm, why exactly doesn't the PS4 support Vulkan natively?
They have GNM and GNMX APIs. From what I read they say the low level one (GNM?) is good so using Vulkan is not necessary for them. For developers though Vulkan seems to be best option. But it's companies, they do exclusives and try to shut down developers from developing on more platforms.
Post edited January 06, 2017 by ZeroDrm
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JK41R4: That's interesting, but from what I understand, that requires some hack/custom firmware to work, right?

Hmm, why exactly doesn't the PS4 support Vulkan natively?
It involves installing Linux first, and then installing another firmware for the GPU (not the operating system of the computer, but internal firmware of the GPU. Most GPUs have those today). They replaced the GPU firmware with one for the Sea Island cards (more precisely - Bonarie. See https://en.wikipedia.org/wiki/Radeon_HD_7000_Series ).

Installing Linux itself involves breaking Sony's DRM and various exploits.

Sony don't support Vulkan because they are lock-in freaks. I expect that in the future though, the pressure on them will increase, and they'll start supporting it eventually.
Post edited January 06, 2017 by shmerl
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JK41R4: That's interesting, but from what I understand, that requires some hack/custom firmware to work, right?

Hmm, why exactly doesn't the PS4 support Vulkan natively?
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ZeroDrm: They have GNM and GNMX APIs. From what I read they say the low level one (GNM?) is good so using Vulkan is not necessary for them. For developers though Vulkan seems to be best option. But it's companies, they do exclusives and try to shut down developers from developing on more platforms.
Huh, never knew. I just assumed it also used some version of OpenGL and GLSL. Hmm, now that makes me wonder why they wouldn't just use OpenGL.
Preventing Devs for making games for other platforms... Yeah, that just sounds like standard for a console company. And that's terrible.
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JK41R4: Preventing Devs for making games for other platforms... Yeah, that just sounds like standard for a console company. And that's terrible.
Such crooked behavior is nothing new and not limited to consoles. MS uses DirectX for exactly the same purpose - making porting games much harder if not outright impossible. Recent example - The Witcher 3. Developers failed to release it for Linux because they were too deep into DX11 swamp.

Here is an article, which mentions how MS got really scared when OpenGL was demonstrated as really competitive: https://richg42.blogspot.co.uk/2017/01/the-faster-zombies-blog-post.html
Post edited January 06, 2017 by shmerl
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JK41R4: That's interesting, but from what I understand, that requires some hack/custom firmware to work, right?

Hmm, why exactly doesn't the PS4 support Vulkan natively?
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shmerl: It involves installing Linux first, and then installing another firmware for the GPU (not the operating system of the computer, but internal firmware of the GPU. Most GPUs have those today). They replaced the GPU firmware with one for the Sea Island cards (more precisely - Bonarie. See https://en.wikipedia.org/wiki/Radeon_HD_7000_Series ).

Installing Linux itself involves breaking Sony's DRM and various exploits.

Sony don't support Vulkan because they are lock-in freaks. I expect that in the future though, the pressure on them will increase, and they'll start supporting it eventually.
Breaking their DRM? Yeah, Sony's probably going to clamp down on this. Hard. Eventually.

They're just as bad as MS in that regard I guess. They would probably benefit if they supported it, some games may actually run at 60fps, or just look better at the same framerates.