any updates?
More like they have very specific use case and very specific game.
UE is generic engine, so you can’t make to many assumptions that make rendering easier to implement.
Bump @ any updates? Maybe we get to see news at GDC tomorrow during the Unreal Keynote
Google’s Stadia uses Vulkan, so I guess that’ll get a nice boost now.
come on guys! there is so much money involved and so many new features that could massivly benefit from an API more modern than Directx 11 from freaking 2008! I get it, its much more complicated since it’s so fundamental but this has been in the coming up tab for literal years! This thread alone is over 3 years old!
Stadia will use it, Mobile uses it, it is not linked to Windows, so Linux users can benefit from it as well as all the other plattforms. Big companies get way better performance out of it, so please please get on with it or hire some people to help you do that!
Testing Vulkan on the Quest - even the most simple project crashes immediately at launch.
Strange thing is: on https://developer.oculus.com/blog/down-the-rabbit-hole-w-oculus-quest-the-hardware-software/ it states the Quest supports Vulkan.
UE 4.22 also supports Vulkan. So why doesn’t it even launch? Anyone any suggestions?
Should have read into it - Vulkan will be supported on Quest with OS update, which hasn’t come out yet.
any updates for 4.23?
Hi guys, apologies for the lack of updates. We’ve been focusing on improving Vulkan for Stadia, and a lot of work on stability for Android. Magic Leap is the other Vulkan-based platform we have right now and people are shipping content there as well; finally on Linux we are still running into driver issues and working with IHVs to fix them.
Thats good news, will there also be fixes for Vulkan on Windows?
How come there is no Android Vulkan in the Feature Level Switch material node ?!
Created packages made with Unreal Engine 4.23 aren’t rendering properly in Vulkan.
Some context:
- I have the latest Vulkan SDK installed.
- I have updated Drivers that support Vulkan installed.
- I have enabled the VulkanRHI in the Project Settings menu via UnrealEditor.
- Created packages render fine in DX11 and DX12.
When running the created packages in Vulkan, it displays a pink haze with green and purple artifacts.
NOTE: I am only trying to create packages of free Unreal Engine demos, like SunTemple and ShooterGame.
Just saw in the roadmap that Vulkan support has been archived?
Anyone knows anything about this?
I guess they are either going to depreciate it or it’s a standard feature and the job is done for now! Also, Fortnite 2 doesn’t probably need it :rolleyes:
In the end, they simply fed us promises. And how many hype there were several years ago: “this is the first engine with Vulkan API!”
If you want a cool Vulkan render, go to Godot.
Vulkan support looks better than ever in 4.24, it also works in VR which was not the case with 4.23.
Oculus has a fork of UE4 with Vulkan support on the Oculus Quest, it allows post processing too.
@demonixis
Oculus Quest runs with android or not? The problem is Vulkan on Windows and Linux. Does it also work better on Windows in 4.24?
It works indeed in 4.24 (with the Oculus fork) but there are some purple artifacts and it performs on par with OGL so whats the benefit of switching to Vulkan for Quest?
@Socke81 The Quest is running a custom Android version yes. The Vulkan implementation is better in 4.24 on Windows.
@maxbrown With the Oculus fork you can enable post processing on the quest using Vulkan, you can’t enable them with OpenGL ES.
Do you notice something strange with the camera fov with mobileHDR enabled (required for post processing) on the Quest? It’s like everything is slightly zoomed in / magnified which makes me sick pretty quickly I tried a few different projects and settings but always get it not looking right which makes it unusable