DirectX,OpenGL,Mantle, Vulkan

Recently the API Vulkan was fully used in the new DOOM game on PC.
Many think Vulkan is just an upgraded Mantle API from AMD it’s partially true.
AMD donated their Mantle API to the Khronos group which stated that this new API would be the new OpenGL which that name was discontinued and is now called Vulkan. Much cooler name anyhow especially for Trek fans.

Vulkan is intended to provide a variety of advantages over other APIs as well as its spiritual predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage.Intended advantages include:Vulkan API is well suited for high-end graphics cards as well as for graphics solution present on mobile devices (OpenGL had a specific sub-set for mobile devices called OpenGL ES).

  • In contrast to DirectX 12, Vulkan is available on multiple modern operating systems; like OpenGL, the Vulkan API is not locked to a single OS or device form factor. As of release, Vulkan runs on Windows 7, Windows 8, Windows 10, Tizen, Linux, and Android.
  • Reduced driver overhead, reducing CPU workloads.
  • Reduced load on CPUs through the use of batching, leaving the CPU free to do additional computation or rendering than otherwise.
  • Better scaling on multi-core CPUs. Direct3D 11 and OpenGL 4 were initially designed for use with single-core CPUs and only received augmentation to be executed on multi-cores. Even when application developers use the augmentations, the API regularly do not scale well on multi-cores.
  • OpenGL uses the high-level language GLSL for writing shaders which forces each OpenGL driver to implement its own compiler for GLSL that executes at application runtime to translate the program’s shaders into the GPU’s machine code. Vulkan drivers are supposed to ingest instead shaders already translated into an intermediate binary format called SPIR-V (Standard Portable Intermediate Representation), analogous to the binary format that HLSL shaders are compiled into in Direct3D. By allowing shader pre-compilation, application initialization speed is improved and a larger variety of shaders can be used per scene. A Vulkan driver only needs to do GPU specific optimization and code generation, resulting in easier driver maintenance, and smaller driver packages in theory (as GPU vendors still have to include OpenGL/CL).
  • Unified management of compute kernels and graphical shaders, eliminating the need to use a separate compute API in conjunction with a graphics API.The part listed above was taken directly from Wikipedia.
    Vulkan has the same things DirectX 12 is offering but is not locked into a specific OS and from what I have seen performs fantastic.
    And the API works with all flavors of graphics cards Nvidia ,AMD, Intel.
    From what I have seen at least with DOOM is Vulkan works great with AMD cards expect excellent frame rates.

    My experience with Vulkan on DOOM has been amazing I can crank it up with Nightmare settings well above 1080p with 8xAA and it never even gets a hiccup.
    Hoping the new Battlefield 1 will be implementing the Vulkan api I look forward to many, many games supporting it.
    Mantle was good but from what I see with Vulkan it’s many jumps ahead of what Mantle was doing.

    Nvidia was always the better card for OpenGL. AMD finally has a API that favors them.
    AMD’s Crimson drivers  are excellent and in the next year things will get even better.
    The new drivers have already shown great improvements in AMD cards they are performing above similar Nvidia cards that at one point were faster than AMD cards.

    Hopefully AMD will keep pace and do something huge in the CPU department for desktops very soon. Like a 5.0ghz 16 core or more CPU;-) We can hope. Or I can anyhow.

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