So what’s the status of Desktop Vulkan?
Just because you can, doesn’t mean you should. Oculus still recommends NOT to use Mobile HDR.
So what is the actual status of Vulkan support for Windows and Linux (and consoles, I guess, too)? There are so many articles and tutorials out there, but they’re all from 2018 or something… And with the archival of the feature card on the Trello board, I’m not sure what’s going on.
I do not think they have ditched Vulkan as it is future for everything from PC to consoles and mobiles.
I get about 30% more fps with Vulkan but it seems to have bugs in the editor, sometimes my editor crashes on launch when its trying to do asset discovery. Using 4.24
Also in the editor I only get 60fps… with directx 12 I get 120fps.
I’ve been unable to change the 60fps behavior and ive tried everything I could think of. Feels like a hardcoded limit put in the editor for some reason
Is there any information on whether or not the editor’s support for Desktop Vulkan includes support for all the wonderful ray-tracing features, namely reflections? I’m running a GTX 970 currently so I can’t check myself. If someone could knows anything or could check for me I’d be very grateful
Is there a timeline for implementing Vulkan Ray-Tracing into the RHI? Linux support for ray-tracing would be great.
Could be the multiple-UWorld functionality of the editor? Make sure you don’t have any blueprint, material, etc editors open when looking at engine viewport performance.
From what I see, the 60Hz cap only occurs when VSync is enabled, even when using a high refresh rate display.
Set r.Vulkan.CPURHIThreadFramePacer
to “0”, as the code in the Vulkan RHI suggests that it uses a 16.6ms CPU-based framepacer instead of your screen refresh rate. It should then lock to your screen refresh rate if you have VSync enabled (Although there may be some weird oddities when doing this).
Several Vulkan based games on Linux suffer with this issue, and it’s also an issue on basically any platform that supports the Vulkan RHI in Unreal Engine.
Well i have tested Vulcan and all it does is crash my project then they will not reopen after setting it in Project Settings so i won’t use it on my PC for any projects, direct x12 works fine on my systems so i’ll stick to that, what is supposed to be the difference in render between the two if any.
I’m using a RTX 4070 with current drivers with Windows 10 Pro so it reads over 4TB hd’s and over 128GB ram on Mainboard as i have 256GB for caching which helps with the heavy tasks on my i9 10th gen, I usually setup raytracing with direct x12, is it better to use virtual shaders or have my hardware just draw it? does Vulcan take more advantage of shaders 5 & 6 because when i set them up they look bad on maps so i tend not to use them with most my content.