Vulkan support

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Re: Vulkan support

Post by Berg » 14 Jul 2019, 00:00

Thank you pastdue Keep up the good work!

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Re: Vulkan support

Post by moltengear » 17 Jul 2019, 10:01

A new version of Raspberry PI has been released.
Most likely for the new gpu they will release a vulkan api.
Compressed texture patterns of models (units, structures) are displayed correctly.
But with compressed landscape textures, textures with an alpha channel are not displayed correctly, unlike version 3.1.5.
For me, this is a mystery.
But even so it was possible to reduce the download time of the beginning of the battle.
And also increase the FPS, which favorably affects the delay in multiplayer on weak machines.
We can use compressed textures only to the models at this stage.

I think it makes no sense to implement the lighting, but just take what Nvidia offers.
hardware lighting is always better than software in terms of speed. Other manufacturers will sometime implement hardware lighting anyway.

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Berserk Cyborg
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Re: Vulkan support

Post by Berserk Cyborg » 24 Jul 2019, 04:36

Setup the Vulkan sdk and all that on my Ubuntu-mate 19.04 install. Was successfully able to compile your latest branch and tested it a few times. At least the Vulkan backend doesn't get all laggy in fullscreen mode like it did for me with Windows, though maybe that is because I compiled Warzone myself. Runs smooth for both backends.

That upload assert can happen with the OpenGL backend too:

Code: Select all

info    |21:07:52: [upload:242] Attempt to upload to buffer more than once per frame
info    |21:07:52: [upload:242] Assert in Warzone: ../lib/ivis_opengl/gfx_api_gl.cpp:242 (lastUploaded_FrameNum != current_FrameNum), last script event: '<none>'
I think it can be triggered by viewing the research in the intelligence screen as well.

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