Interview with Neil Trevett about the Vulkan API

Started by JeGX, July 08, 2015, 03:29:23 PM

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JeGX

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- Vulkan API is more low-level than OpenGL (programmer is responsible for memory and threads management for example), what triggered this decision?

A low level API has simpler drivers.  This means reduced driver overhead – which results in higher performance for CPU limited applications – and fewer differences between multiple GPU vendors' implementations.  Also, another fundamental advantage of handing the application more control is that the driver has to do less 'behind the scenes' management – resulting in much more reliable and predictable performance which doesn't hit unexpected road bumps as the driver undertakes complex housekeeping tasks.


- What concrete improvements will gamers see, when Vulkan is used by video game studios? Can they expect better performance and better graphics, or is it just about simplifying studios backend work?

For applications that are CPU limited, which happens on desktop, and even more on mobile, end users should notice better performing applications with less stuttering and halting.


- When will Vulkan first version be released?

Vulkan is still on schedule to have specs and implementations before the end of the year.

Full interview: http://home.seekscale.com/blog/the-future-of-graphics-programming-the-vulkan-api