Vulkan status

Crazy town? :confused:

I have a AMD R9 390 with the 16.9.2 driver.

Nice! I hope they talk about VR!

As I understand it, they said that SteamVR will work on Linux at some time and that it will use Vulkan there? Nothing too specific though. But if SteamVR runs with Vulkan on Linux it should also be able to run with Vulkan on Windows I hope :slight_smile:

Today or tomorrow you should be getting a new drop into main from my SM4 changes. Includes occlusion queries and texture streaming :slight_smile:

For VR, as soon as we have SM5 working (and thoroughly tested on Linux) we can look into adding SteamVR support. Valve is still working on it.

Awesome! Does it make sense yet to compare performance between DX and VK? I think all the debug things that are enabled for Vulkan in UE4 probably make it way slower than it would be without those, right? And I know the last time I wanted to compare performance the problem was that VSync couldn’t get disabled in Vulkan, is that possible now?

Awesome too! It would make a lot of stuff easier for me to be able to use Vulkan in my current VR game, I currently have to reduce draw calls way more than I would like to.

Perf is not ready for testing yet, it’s an unfair comparison :slight_smile:
Until we propagate more changes to the higher levels of the renderer, the RHI has to basically emulate the D3D11 code path.
Haven’t looked at the vsync, thanks for the reminder, I’ll add it to the TODO list.

when comes this Trello labled to October?

[FONT=Courier New]10 characters…

Does that mean that Vulkan in SM4 and SM5 is basically currently still doing this:

http://puu.sh/s3JwZ/20fb5f1fc8.png

and not this?

http://puu.sh/s3JxH/c402fba050.png

Yes, it’s still ā€˜emulating’ D3D11 as in the RHI cross platform code still looks like D3D11, which we are still changing. It looks somewhere in the middle, the Renderer does run parallel but there’s only an extra RHI thread running, this is waiting on some changes to the high-level so we can go wide there too (which has always been the plan). There should be an integration done this week back to main/master where both EffectsCave and ElementalDemo should be running with no artifacts.

ok, interesting :slight_smile:

Running with no artifacts on which feature level? EffectsCave already looked quite perfect with SM4 the last time I tested. I’m always looking a few times a day at the UE4 github to see if there are new interesting integrations, so I’ll definitely test it after it’s there :slight_smile:

SM4. There were some issues on AMD now fixed.

Ok, after the merge from Dev-Rendering to master happened today I tested it again :cool: Tested EffectsCave in SM4.

The flickering I saw the last time in EffectsCave when moving is fixed! There are some new issues though. I took a small video to show you the issues I see.

First, there is a strange pixel flickering on some meshes, almost like tiny holes in the meshes. This happens with both Vulkan and DX, so it’s not related to Vulkan, just a general bug in the current master branch. You see that at the beginning of the video.

Vulkan related bugs are:

Particle system are ā€œfreezingā€. Sometimes particles move correctly, but (usually when being a bit further away) the particles are freezing and stop doing anything.

Also, some particles seem to use a way lower resolution than they should. You see the smoke at 0:37 in the video, it looks like it uses a very low-res mipmap. The same seems to be the case for the waterfalls. Also, the fire does not looks the way it does in DX, but not sure if thats also just a lower resolution or some other bug.

The capturing hurt the performance a bit, so it’s better than the video suggests. I roughly see the same performance in DX and Vulkan, DX a bit better though. I thought the last time I tested I had better performance with both DX and VK, but that might just be because I still remember how performance was when only testing ES31 :stuck_out_tongue:

In VK ES31 I still get that strange ASCII pattern:

Huh, interesting, the pattern I don’t repro it here.
We’ll start QA testing SM4 in the near future so they will find all these issues :slight_smile:
Thanks for the reports!

It runs under Linux? not by me.

see Attachments

The editor does not run yet on any platform, only running projects with -game work.

A shipped game will work with -vulkan too?

Yes it will, if the version it was packaged with supported vulkan.

btw, the last dev-rendering merge was almost 3 weeks ago, I would love to know about all the awesome new stuff that was added in the last 3 weeks :cool:

We missed this months integrations for various reasons, so next one will be around Dec 1. Nothing big to report, some SM5 work been done but running into some hangs on NVidia :frowning:

Any news on Vulkan?

It would really be nice to get rid of DX11, and finally have an API that works well with both GPU-Vendors, and is not bound to any OS. (Especially since 970 gets more FPS in UE4 than the more powerful 390… even with AMDs very optimized drivers that they have now.)

Hi Yaeko, we’re currently focused on Vulkan for mobile, therefore making slow progress on desktop: The editor runs with -sm4 and we have TappyChicken on sm5 working off the main github repository.