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  • replied
    Originally posted by erlog View Post
    Correction, you mean more money.
    yeah, like 98% more money than Linux for example.

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  • Guest's Avatar
    Guest replied
    Originally posted by motorsep View Post
    To be fair, the only OS on PC where games make $$$.
    Correction, you mean more money.

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  • replied
    Originally posted by erlog View Post
    They are too busy sucking up to M$ which they believe is the only OS in existance...
    To be fair, the only OS on PC where games make $$$.
    Last edited by motorsep; 07-19-2016, 12:48 PM.

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    Guest replied
    Originally posted by John Alcatraz View Post
    Vulkan SM5 support was scheduled for July on the Roadmap before todays Roadmap update, now it's on the backlog again. Why? I was really exited about soon being able to use that :/
    They are too busy sucking up to M$ which they believe is the only OS in existance...

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  • replied
    Vulkan SM5 support was scheduled for July on the Roadmap before todays Roadmap update, now it's on the backlog again. Why? I was really exited about soon being able to use that :/

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  • replied
    [MENTION=1017]RCL[/MENTION] [MENTION=18739]duva[/MENTION] That Epic will have a motion on this matter can be doubted. There is never a motion when it is about the GNUX(GNU/Linux) platform since they decided (trello) that the support for GNUX is "Finished". There will be no motion on that pull request from my side either as you can see I closed it because I am tired of begging EPIC to merge stuff. If someone needs it can ask me privately. I have already another working version.

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  • replied
    Unfortunately there was no motion on that pull request yet.

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  • replied
    Plans for Vulkan on Linux?

    Hi Epic, any update on [MENTION=10867]Yaakuro[/MENTION]s Pull Request to enable Vulkan on Linux?

    Originally posted by Yaakuro View Post
    Hi Epic

    [MENTION=396]RCaloca[/MENTION] You asked me for the PR that supports Vulkan on GNU/Linux (GNUX)

    https://github.com/EpicGames/UnrealEngine/pull/2276

    and here how it works on GNUX: https://www.youtube.com/watch?v=Z6TwWHoGBpE

    This is an older commit point of the master branch.


    Unfortunately when I use the current master branch, I get this:
    Code:
    Fatal error: [File:/media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 444] 
    Result failed, VkResult=-4
     at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:1237 
     with error VK_ERROR_DEVICE_LOST
    
    Thread 30 "RenderThread 1" received signal SIGTRAP, Trace/breakpoint trap.
    [Switching to Thread 0x7fff7a345700 (LWP 12505)]
    0x00007ffff7bcb2a9 in raise (sig=5) at ../sysdeps/unix/sysv/linux/pt-raise.c:35
    35	../sysdeps/unix/sysv/linux/pt-raise.c: No such file or directory.
    (gdb) bt
    #0  0x00007ffff7bcb2a9 in raise (sig=5) at ../sysdeps/unix/sysv/linux/pt-raise.c:35
    #1  0x00007fff9dc6a032 in FLinuxPlatformMisc::DebugBreak () at Runtime/Core/Public/Linux/LinuxPlatformMisc.h:38
    #2  VulkanRHI::VerifyVulkanResult (Result=VK_ERROR_DEVICE_LOST, VkFunction=0x7fff9dd93215 "Result", Filename=0x7fff9dd933dc "/media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp", Line=1237)
        at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp:443
    #3  0x00007fff9dc85fb5 in VulkanRHI::FFenceManager::CheckFenceState (this=<optimized out>, Fence=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:1237
    #4  0x00007fff9dc6ad2f in VulkanRHI::FFenceManager::IsFenceSignaled (this=0x3082, Fence=0x30d9) at Runtime/VulkanRHI/Public/VulkanMemory.h:884
    #5  FVulkanCmdBuffer::RefreshFenceStatus (this=0x7fffa33ee4f0) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:89
    #6  0x00007fff9dc6b870 in FVulkanCommandBufferManager::PrepareForNewActiveCommandBuffer (this=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:173
    #7  0x00007fff9dc9be82 in FVulkanDynamicRHI::Present (this=0x7fff9e1cae00) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:364
    #8  0x00007fff9dc9bbb3 in FVulkanCommandListContext::RHIEndDrawingViewport (this=0x7fffa28fab40, ViewportRHI=<optimized out>, bPresent=<optimized out>, bLockToVsync=<optimized out>)
        at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:718
    #9  0x00007ffff10301c0 in FRHICommandList::EndDrawingViewport (this=0x65acf8 <GRHICommandList@@UE4+16>, Viewport=0x7fff85113e60, bPresent=true, bLockToVsync=true) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:1342
    #10 0x00007fffca15d1d9 in FSlateRHIRenderer::DrawWindow_RenderThread (this=<optimized out>, RHICmdList=..., ViewportInfo=..., WindowElementList=..., bLockToVsync=<optimized out>, bClear=<optimized out>)
        at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateRHIRenderer.cpp:480
    #11 0x00007fffca188625 in FSlateRHIRenderer::DrawWindows_Private(FSlateDrawBuffer&)::EURCMacro_SlateDrawWindowsCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) (CurrentThread=ENamedThreads::StatsThread, this=<optimized out>, 
        MyCompletionGraphEvent=...) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateRHIRenderer.cpp:648
    #12 TGraphTask<FSlateRHIRenderer::DrawWindows_Private(FSlateDrawBuffer&)::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) (this=<optimized out>, NewTasks=..., CurrentThread=<optimized out>)
        at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:999
    #13 0x00007ffff6f03992 in FBaseGraphTask::Execute (this=<optimized out>, NewTasks=..., CurrentThread=5) at Runtime/Core/Public/Async/TaskGraphInterfaces.h:472
    #14 FNamedTaskThread::ProcessTasksNamedThread (this=<optimized out>, QueueIndex=<optimized out>, bAllowStall=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:930
    #15 0x00007ffff6f01535 in FNamedTaskThread::ProcessTasksUntilQuit (this=<optimized out>, QueueIndex=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:677
    #16 0x00007ffff12a691a in RenderingThreadMain (TaskGraphBoundSyncEvent=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:318
    
    Signal 11 caught.

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  • replied
    Originally posted by RCaloca View Post
    Hi motorstep, I'll let the HISM guys know.
    Thanks a bunch!

    Here are bug reports for HISM and foliage:

    https://answers.unrealengine.com/que...either-ba.html
    https://answers.unrealengine.com/que...he-device.html

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  • replied
    Hi motorstep, I'll let the HISM guys know.

    Leave a comment:


  • replied
    Originally posted by RCaloca View Post
    Hey John, we're first fixing additional bugs on ES3.1/Mobile before we get to SM4, so that roadmap might not be accurate anymore. Definitely sooner rather than later!

    Side note, integrations to master from DevRendering go around every week...
    Are you fixing ES2 by chance too? (HISM doesn't get any lighting on mobile and foliage doesn't render at all)

    Leave a comment:


  • replied
    Hey John, we're first fixing additional bugs on ES3.1/Mobile before we get to SM4, so that roadmap might not be accurate anymore. Definitely sooner rather than later!

    Side note, integrations to master from DevRendering go around every week...

    Leave a comment:


  • replied
    Are the dates on the roadmap still accurate? SM4 support in June and SM5 support in July?

    I'm looking at github every day and hope to see SM4 support added to master I know it takes a while before it's merged from Dev-Rendering to master, so it might already be done.

    Leave a comment:


  • replied
    Originally posted by mebalzer View Post
    Just created a new "Promo" branch from scratch and will be using this clean build of UE4.12. But you I understand correctly, the "bug fix" still not be added to the current build? If so, then yes please, let me know when it becomes available. I have tried the builds on the Tegra Shield and they don't crash but some severe artifacting. If you can let me know if you have tested this as well, I would really appreciate it.

    Thanks!
    The Vulkan RHI is changing very often, so your best bet is to get code form github's main branch!

    Leave a comment:


  • replied
    Just created a new "Promo" branch from scratch and will be using this clean build of UE4.12. But you I understand correctly, the "bug fix" still not be added to the current build? If so, then yes please, let me know when it becomes available. I have tried the builds on the Tegra Shield and they don't crash but some severe artifacting. If you can let me know if you have tested this as well, I would really appreciate it.

    Thanks!

    Leave a comment:

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