I have done my testings with Vulkan and shared with , basically because I was not being able to have a successful material presentation (no error in compiling) meaning it was invisible. The material compiler was unable to handle a custom node as dependency of another custom node (weird but understandable trick teached by Ryan Brucks). To make my material work I had to unfold the custom node (dependency) inside the main custom node, which in the end resulted in the same amount of instructions inside the shader, which seems correct too.
Now, my testings didn’t show a good performance with Vulkan in any scenario I have tested. I think it can’t properly handle the raymarching custom node as efficient as DX12 can. I also have tried both DX12 and Vulkan (tested OpenGL too later) with Forward Render and both executed faster, but still Vulkan was behind DX12.
Im cool everything at least works, but I was really with the thought that maybe Vulkan would provide significant gains over DX12. Maybe thats mainly because Im using NVidia card and not AMD, which some speculates have a better Vulkan implementation and the GPU also helps with their technology. (I dont have a card to test unfortunetely and for their cost today I wont buy one)