Vulkan status

Do you happen to know if Khronos already added front buffer or multiple queue rendering to mobile Vulkan API ? (those are required for Gear VR)

Nothing public to announce yet :slight_smile:

Long time ago I made a patch to make it work on GNUX, now with modification that extended SDL with Vulkan functionality. Here if you interested some SM4 UE4 demos. https://www.youtube.com/watch?v=CJqDyLDlIV4&feature=youtu.be . Seems like some parts with CubeTextures are not ready yet so come examples crash. In the videos you can see that sometimes I switch on r.Vulkan.WaitForIdleOnSubmit =1. That seems to get rid of some artifacts that appears on Cave, Matine and BlueprintOffice demo.

Cool Yaakuro! If you get a chance, start trying -sm5 and/or the editor :slight_smile: (if you run off main github).
If you do run sm5, make sure to disable tiled reflections as there is a known issue (ie r.DoTiledReflections=0)
Do you have a PR for the cube arrays? I’d love to take a look.

Does Vulkan already support running the editor?

Experimentally :slight_smile:

Any news about mobile Vulkan getting to the point where it’s usable on Gear VR ?

Hi, it’s good to hear some news. I have a question, I made a really little project (just the starter scene of the starter content, with 2 chairs and 1 table), I set up my project to run on Vulkan and Google VR (Cardboard). Everything work except 2 things. I run at 8fps on my Samsung Galaxy S7. And I have no Anti-aliasing ! So my question is, does anyone got it a similar project working with UE4.14 ? Is it possible to do ?

Any news about the Gear VR and Vulkan ? As the 4.15 will be release soon ! :slight_smile:

Oculus said they are working on it: Home - Meta Community Forums

Thanks ! That’s cool ! I can’t wait for that !

any ideas on how to crosscompile etc. I get tons of:
[2017.02.12-08.42.40:282][810]LogShaderCompilers:Warning: Failed to compile Material /Game/Ocean/Materials/M_Ocean_Versions/M_Ocean_SSR.M_Ocean_SSR for platform GLSL_430, Default Material will be used in game.
Should Vulkan help once we get that?

Hey @, I just saw this: .com/ValveSoftware/openvr/wiki/Vulkan

And obviously I wondered, now that OpenVR supports Vulkan, does UE4 also support using Vulkan for VR rendering? Since performance is so important in VR, I just really want to be able to make use of all the parallel rendering stuff that’s not available with D3D11, so I can’t wait for finally being able to use Vulkan :cool:
I know some other devs who are really heavily draw call limited in VR, so much that their game runs faster on PSVR than it does on PC because on PS4 the rendering is spread way better over all the cores. I don’t have that many draw calls, but I would still really like to be able to use async compute for the things where UE4 supports it, like SSAO. And in general the performance with Vulkan should just be a bit better I think.

So, what can you tell me about Vulkan + VR in UE4? :slight_smile:

I’ll have to let the VR team speak for that one :slight_smile:

While I can’t comment on timelines, Vulkan + VR is something we’re working on, now that OpenVR is supporting it :slight_smile:

Thanks!

That sounds great! Thanks! I’ve spent quite some time lately in the SteamVR UE4 code, and as far as I see it there aren’t many RHI specific things there. So I guess that it shouldn’t be much work to make it compatible with Vulkan? :slight_smile:

@

I’ve tried running my game with Vulkan, and this is where it crashed:

I see that function is implemented for OpenGL, D3D11, D3D12 and Metal, just Vulkan is missing.

Hello, here is a few month than UE 4.15 was released, is there any new about Vulkan ? And Vulkan + Gear VR ?

Hey @, is that something that you are aware of? :slight_smile:

No, we haven’t hit that case here, is that a custom code path? Is there an easy way to repro?