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Vulkan

Open IntegratedQuantum opened this issue 2 years ago • 1 comments

While it probably won't make the game any faster since it's not API bound, I think Vulkan does offer some advantages:

  • better tooling (there is a GPU profiler from AMD that only works with Vulkan)
  • better platform support: with MoltenVK there is apple support. And Vulkan also supports mobile GPUs, which at the moment would require OpenGL ES
  • better error detection with validation layers. OpenGL is really inconsistent with errors and warnings, which appear to be driver dependant.
  • Vulkan does provide more consistent performance. For example on my intel laptop the OpenGL driver creates a copy of a given buffer when doing glBufferSubData.
  • Vulkan is probably more future-proof at this point.
  • Vulkan allows for larger buffers (SSBOs can be up to 4GB instead of 2 GB like in OpenGL)

But all that comes at a heavy development cost.

I heard that this guide should be useful: https://vkguide.dev There is an official documentation now: https://docs.vulkan.org/spec/latest/index.html

Prerequisites:

  • #101 would make porting easier

IntegratedQuantum avatar Sep 22 '23 11:09 IntegratedQuantum

https://github.com/ashpil/moonshine A general purpose ray traced renderer built with Zig + Vulkan

ghost avatar Jul 07 '24 01:07 ghost

There is also https://vulkan.gpuinfo.org/ page which is very handy for querying for how widely are different Vulkan features available.

Argmaster avatar Apr 23 '25 00:04 Argmaster