9/26/2023 0 Comments El2 talos principle![]() Well, not exactly that, but it's kinda message to expect, well, anything! When you select it you'll get a warning message that you'll loose your warranty. Q: Will there be Vulkan support for 32-bit version of the game?Ī: If you installed driver correctly, there should be "Vulkan (beta)" in graphics API menu under Options->Graphics options. Or just make it run, for that matter.Ī: No, you also need to run 64-bit version of The Talos Principle.Ī: No. We're still trying to test it and make it run well. wait! What about Intel?!Ī: Driver should be available soon. With Windows, if you're in doubt - reboot! ![]() Q: Should I reboot the system after installing drivers?Ī: I'm not sure, but better reboot. They should be available from nVidia and AMD. Q: I think I've been patient enough - can I go and benchmark now?Ī: Yes, you can. At least, this is how I tested when wanted to see what Vulkan can do. Like, rendering whole levels, without any help from visibility system, frustum, distance or occlusion culling.Ī: Well, not that much. But for now, those scenarios really have to be super-CPU-bound. We'll get to the bottom of this!Ī: Same or a bit faster. This is work in progress, and we (both Croteam and IHVs) are analyzing and optimizing the performance. :)Ī: Ok, first, in GPU-bound scenarios (ultra settings, resolution higher than full HD), you'll see lower performance, 20 to 30% lower. C'mon, it's brand new API, give it some time. But then we optimized the game, and the drivers were optimized in the meantime, and now D3D11 is 20-30% faster than D3D9! I have a firm belief that this will also happen to Vulkan vs D3D11, over time However, for now you can actually expect lower frame-rate compared to D3D11. But please be patient: in time, after optimizations are done, Vulkan will be faster, I'm sure.Ī: Let me put it this way: When The Talos Principle came out, it had a very similar frame rate in DirectX 9 vs DX 11. :( This is a beta phase, and there's still work to be done from our (Croteam) side and IHVs from driver side. Q: Then I can expect some great benchmark results?Ī: Not so fast! Sorry. It is (or will be) much faster than Direct3D 9, 11 and OpenGL! However, Vulkan really shines when it comes to reducing application and driver CPU overhead. For simple games, OpenGL (or Direct3D for that matter) is here to stay learning curve is not that steep as with Vulkan. Or maybe there's something in the fact that our GPU department is comprised of just one guy. Our entire GPU department was hard at work for three whole months. We (Croteam) really need some more assistance from our great community because, well, programming Vulkan is very complex! I'm still not sure if I did everything right. We were only able to test the game with a few cards and we would like to know û how does it run on your end?Ī: Well, yes. On a more serious note, we (Croteam) are kinda expecting your assistance to find bugs and performance issues with different GPUs. :)Ī: First, because The Talos Principle is a great game! Believe me - I've played it! :) Otherwise it's a bug! Except if it looks better û then we'll just call it a feature. The Talos Principle will look exactly the same as on other gfx APIs (Direct3D 9 and 11, and OpenGL). Q: So, we can expect new super-duper graphics effects and more explosions?Ī: No, this is graphics _programming_ interface, not effects designer. It's really great to have that much control. You better know what you're doing, because you won't get any help from the driver. Bad because there's a lot more coding and in general, it's a more complex approach. Good for performance reasons, because driver doesn't assume what game wants to render (I won't go into any more details here, sorry). ![]() This is both good and bad at the same time. You have to do a lot of things manually, instead of relying on drivers to do the work for you. Now, why was Vulkan support added to Talos?Ī: Good question! We (Croteam) firmly believe that Vulkan is really the best low(est)-level API there can be. What's Vulkan again?Ī: A PORTABLE low-level graphics API, that works across many GPU vendors (NVIDIA, AMD, Intel, Qualcomm, PowerVR.) and OSes (Windows, Linux, Android). It served its purpose to get things started and I think that a lot of Mantle is now incorporated into Vulkan. But portable, not restricted to just one GPU vendor. But again, portable, and not restricted to iOS and OS X.Ī: Right again. A: Vulkan is a great new graphics programming interface that has much less overhead compared to previous APIs like Direct3D 9, 11 or OpenGL.Ī: Quite like it, but portable, and not restricted to Windows 10 OS.Ī: That too.
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