With a helpful nudge from @motorsep I’m posting my previous post about the same issue (or something that just buggers me).
As I’m currently working on a project for Linux and Windows using Vulkan as my chosen RHI I noticed that packaged application that has nothing but Vulkan used for it still uses d3dx9.dll and d3dx11.dll as I have mindset of “If you want something done, do it yourself” I’m diving in source code to check if this is just routine, or this is the sole fact why Vulkan RHI is still experimental.
Before you say anything, note that DOOM doesn’t need Directx libaries to work in Vulkan rendering mode (I checked it myself). So there has to be a way to do it in UE4 too. (I checked loaded libraries with process explorer.)
TBH we haven’t done a pass-through on why there is still a dependency on the old DLLs. I vaguely recall that d3dx9.dll was used for some mesh functions, and in any case that might be an editor only issue. I’ll enter a ticket so investigate.
He sometimes wouldn’t post for a longer period of time. Just odd when someone uses “RIP” without having a solid evidence of something unfortunate happened to a person. Scratch odd, plain stupid.
What’s the status of Vulkan as of 4.20? Is its implementation complete and production ready yet and are there real benefits to switching to it at this point?
I saw a lot of Vulkan related entries in the release notes for 4.20… but then I saw that Vulkan is still in the ‘future releases’ section of the roadmap
so at this point I don’t know what to think of it. some info would be nice
There is something not quite right with the vulkan renderer here, i get around 17 fps with vulkan and 120+ with DirectX11. My processor is an AMD FX 6300 and the gpu is a R7 260X.
Making singleplayer & competitive multiplayer games here. Very interested in being able to use Vulkan on PC (High End) and possibly also on consoles in a near future.
I don’t think you will see Vulkan on consoles any time soon (read: not in your life time). Mobile and PC (both including VR and non-VR) is where Vulkan is.
That I don’t know… Khronos is set to release Vulkan extension for mobile that should solve the performance issue (this is just my simplified understanding of it), but who knows when it will happen.
Why is it taking years to get Vulkan to work on PC for UE4? Doom was released with it in 2016, that was the huge difference between running the game at 80fsp VS 150fps at max settings (Vulkan). On the lowest settings in UE4 games I only get 50-110 fps. Again, that’s on the** lowest settings (DX11)**, plus the frame rate is totally unstable on meshed maps and in multiplayer! And if I set graphics to max settings, I get tremendous amount of mouse input lag. I don’t quite understand why Vulkan is seems to be such a low priority for Epic Games.
Don’t get me wrong. I’m super happy to see that this is on the Roadmap for future releases. I’m just wondering why it’s taking so long to get it in this particuliar case. A solid FPS boost is a big deal. It can be the difference between playable and unplayable. Shouldn’t it even become the main API of UE4 for all platforms?
Well its because implementing Vulkan is not a trivial task! The most likely reason as to why Id was able to implement it so fast is because, well… they are masters of the FPS genre and experts when it comes to rendering. Therefore they could pull it off. Unreal Engine on the other hand has a much wider variety of use cases. So the technical hurdle is way higher, resulting in a longer development time. Just wait and drink some tea