Vulkan status

That’s great news! I know this will be answered when the slides and/or the full talk is finally available, but does Vulkan fully make use of parallel rendering now in UE4?

When you say “faster than D3D11”, with what amount of draw calls did you test to get that number? “Normal” amounts that are common currently with D3D11, or more crazy numbers that only really become possible with Vulkan?