vulkan support
is it planned support of vulkan rtx or ray_query pipelines? it can be good fore multi-os support
Cross-platform support would indeed be nice. Vulkan is unlikely, but I might add a CUDA/OptiX backend in the future, so at least Linux/NVIDIA would be supported. It won't be anytime soon though.
why Vulkan port not planned? Vulkan is faster and universal
Hoping in, how would Vulkan be faster than DX12? Just curious
up to 20-40%. try it with chameleonRT code for example
and vulkan ray_query can be worked good on linux, windows, android, macos w/o code change. take a look at https://github.com/gameknife/gkNextRenderer
One more thing. Hlsl can be used as shading language for vulkan project also
I haven't tried ChameleonRT myself, but I don't think we can draw conclusions about performance based on a single data point. Many games -- where performance is critical -- use DX12, so I guess it comes down to the implementation.
My lack of interest is mainly because tooling and ecosystem of CUDA is much nicer compared to graphics APIs like DX and Vulkan. Also, CUDA is C++ whereas these APIs use shader languages like HLSL, which have more limited language features. Finally, I've already explored one such API and Vulkan is pretty similar, so it doesn't feel like a good time investment in terms of learning new skills.
As I seen people choose DX12 for more features implementation maybe because it simpler and have better support in windows. Or maybe other things have sense for devs. Dont know. But nvidia's examples more extended in DX12 versions like DLSS, NRC and something else
I haven't tried ChameleonRT myself
You can try it with release pre build - just render with different "backends"
I haven't tried ChameleonRT myself
You can try it with release pre build - just render with different "backends"
Regardless, it's a single data point. Besides, unless the difference can be explained -- as in which specific mechanism of Vulkan is leading to better performance -- no conclusions can be made.