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    #16
    From what I've heard.

    1. "Vulkan will be officially supported in Android commencing with Android "N"". So support on Galaxy S6 would depend on Samsung updating their phones. In the past Samsung is slow and bad about keeping their phones on the latest version of Android, except for their flagships, so the S7 might get it by the end of the year, and the S6 might get it months later or never.

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      #17
      [MENTION=3163]ZacD[/MENTION]: I'll let someone [MENTION=2150]JackP[/MENTION] answer the android question, but FYI we're actively working on Vulkan: We don't have a firm/commited date yet but I'd expect Vulkan to be very close to 'done' in a few months. This is in part as Vulkan is driving changes to the RHI interfaces which have to be done on all other RHIs (D3D11, D3D12, Metal, OpenGL, consoles) so it's not quick, and we want to build a solid foundation for the future of the renderer/engine

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        #18
        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!

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          #19
          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!

          Comment


            #20
            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.
            Easy to use UMG Mini Map on the UE4 Marketplace.
            Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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              #21
              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...

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                #22
                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)

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                  #23
                  Hi motorstep, I'll let the HISM guys know.

                  Comment


                    #24
                    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

                    Comment


                      #25
                      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.

                      Comment


                        #26
                        Unfortunately there was no motion on that pull request yet.
                        twitter.com/RCL

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                          #27
                          [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.
                          Support me if you like on https://www.patreon.com/ue4linux

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                            #28
                            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 :/
                            Easy to use UMG Mini Map on the UE4 Marketplace.
                            Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                            Comment


                              #29
                              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...

                              Comment


                                #30
                                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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