So I’ve watched the Kronos conference and see how incredibly massive an undertaking Vulkan support is. That said, I’m not sure when to expect either of these to be ready. I’m pretty sure it’s a “When it’s done ™” sort of thing but as that conference is the best indication / resource of the current timeline I’d like to see some sort of “here’s where we are” on both DX12 and Vulkan support. At the moment it looks like Vulkan is only for mobile devices and DX12 is, at the very least, not officially supported? And my understanding is that the reason for both of these is because it requires a pretty heavy re-write of several sections of the engine + additional (vast) bug cleanup + un-hacking your code that “shouldn’t have worked in the first place”
Is this targetted about early next year, a specific build, ect. ? ; I’m just not sure on timelines as focus shifts a lot at Epic as things come up and people get stolen from their work to do other things.
My main driving curiosity for this is 2 things:
- My CPU is weak. When I bought it I wasn’t working in a 3D environment so I just bought the cheapest CPU that could keep up with my GPU in the games that I played.
- Draw calls, man. Draw calls.
To put it simply my Editor opens up at 130FPS in a near-empty world. Open up Blueprints (even near empty ones) and my FPS drops to 30 - 40. I check Resource Monitor and my CPU isn’t keeping up. I’ve run benchmarks ect. It’s clearly my CPU. So maybe draw calls aren’t as bad for others as they are for me but knowing that I was a “smart” consumer and bought this CPU I feel like I have to at least acknowledge that others will have the same struggles I do and should attempt to ease the draw calls. So I’m pretty excited for Vulkan Support (:
I’ve got other solutions in the performance category. Well equipped to deal with this problem without said support. Just rambling. Sorry! D: