DOOM
Vulkan gives worse performance.
5930K, GTX 970 SLI, 16GB DDR4 - Max settings (not nightmare), 1440p.

Previous driver:
OpenGL (SLI enabled) = 150-160FPS
OpenGL (SLI disabled) = 90FPS
Vulkan = 80FPS

New driver:
OpenGL (SLI enabled) = 130-140FPS
OpenGL (SLI disabled) = 70-80FPS
Vulkan = 70-80FPS

Since when was SLI enabled for OpenGL? I thought this game only used a single GPU, and either way, with the latest drivers the game runs slightly worse. I did the test in exactly the same area with the same enemies every time.

And before any of you start, I have the game on Family Share.
Last edited by Talkie Toaster; Jul 11, 2016 @ 9:36am
< >
Showing 1-15 of 65 comments
SprySabre Jul 11, 2016 @ 9:44am 
i7 2700k 4.5g 770grx vulkan +30fps 1080p
Xaero Jul 11, 2016 @ 9:45am 
Use what works.
Fitfit Jul 11, 2016 @ 9:49am 
You are lucky, my SLI never worked. I even tried other games profiles with Nvidia inspector.
I always get stuttering with SLI enabled, and worse performance.
Which profile do you use ?

I get also +- 10 to 20 fps less with Vulkan instead of OpenGL 4.5.
A7ibaba Jul 11, 2016 @ 10:03am 
First thing you need to know is that vulkan is meant for AMD cards and DX 12 Asynchronous compute.Since Nvidia doesnt support that on hardware level,nVidia users will see small or no improvement whatsoever.
Last edited by A7ibaba; Jul 11, 2016 @ 10:03am
Blusher Jul 11, 2016 @ 10:04am 
KILLS MY FPS FROM 70 DOWN TOO 21FPS
Magneo Jul 11, 2016 @ 10:07am 
Open GL 4.5 smoother on my rig. AMD Phenom X6 & GTX 970. Sticking with
OpenGL for now.

Originally posted by Gareki no Kami:
Use what works.
Last edited by Magneo; Jul 11, 2016 @ 10:07am
Talkie Toaster Jul 11, 2016 @ 10:50am 
Originally posted by Fitfit:
You are lucky, my SLI never worked. I even tried other games profiles with Nvidia inspector.
I always get stuttering with SLI enabled, and worse performance.
Which profile do you use ?

I get also +- 10 to 20 fps less with Vulkan instead of OpenGL 4.5.

It never worked before, not even played it for a while - since today if I disable SLI in NVIDIA Control Panel I get like 80% less performance, all on the standard profile as I wasn't even aware it was enabled lol.

The game still only seems to detect the one card but I am definitely getting a massive performance increase just by enabling SLI. I wonder if a dev can chime in on this?
EgoChecker Jul 11, 2016 @ 7:26pm 
I was thinking about making a post about this as well. I have the same issue on a 980ti. I even tweeted to @DOOM about it twice to no avail.

Previous Driver - 120+ FPS Constantly with rare dips into 90's on nightmare settings @1080p

New Driver - Can barely hold 60 FPS with constant drops into 50's and only if I look at paint drying or at the sky do I get 80-90. Regardless if I use the Vulkan API or OpenGL 4.5

Very irritated by this new update. Like come on, how in the hell did they manage to possibly make the game run worse when their whole idea was to make it run better. What the absolute ♥♥♥♥?
Last edited by EgoChecker; Jul 11, 2016 @ 7:26pm
VinnieONeill Jul 11, 2016 @ 7:32pm 
Originally posted by A71baba:
First thing you need to know is that vulkan is meant for AMD cards and DX 12 Asynchronous compute.Since Nvidia doesnt support that on hardware level,nVidia users will see small or no improvement whatsoever.

100% not true. While it does support ASync, it still offers numerous performance gains/benefits with both Nvidia and AMD GPUs. Maybe actually know what the hell you are talking about before posting, 30 second Google search will tell you all the benefits.

Vulkan is intended to provide a variety of advantages over other APIs as well as its spiritual predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage.

Intended advantages include:

Reduced driver overhead, reducing CPU workloads.

Reduced load on CPUs through the use of batching, leaving the CPU free to do additional computation or rendering than otherwise.

Intelligent and even CPU scaling for multi-core CPUs, which are by far the majority type of CPU on the market. Previous APIs like DirectX 11 and OpenGL 4 were initially designed for use with single-core CPUs and could not easily use multiple or scale the workload evenly across them, leaving some CPU cores underworked and some not even utilized at all, resulting in performance issues and frequent CPU bottlenecks.

OpenGL uses the high-level language GLSL for writing shaders which forces each OpenGL driver to implement its own compiler for GLSL that executes at application runtime to translate the program's shaders into executable code for the target platform. Vulkan instead provides an intermediate binary format called SPIR-V (Standard Portable Intermediate Representation), analogous to the binary format that HLSL shaders are compiled into in DirectX. By allowing shader pre-compilation, application initialization speed improved and a larger variety of shaders can be used per scene. This also removed the need for GPU vendors to implement GLSL compilers, resulting in easier driver maintenance, and smaller driver packages in theory (as GPU vendors still have to include OpenGL/CL).

Unified management of compute kernels and graphical shaders, eliminating the need to use a separate compute API in conjunction with a graphics API.

https://en.wikipedia.org/wiki/Vulkan_(API)

ASync, while nice, is in no way necessary/required for any game on any API.
heccma79 Jul 11, 2016 @ 7:37pm 
OpenGL 4.3 = 30 to 45 FPS in my rig. Before patch.
Vulkan = 60+ FPS same PC.
Didn't care to try OpenGL 4.5 with the new patch, unless I find issues.

All Ultra settings, R7 370 4GB / A8-5600K (ooold) / 8GB RAM DDR3.
Salamand3r- Jul 11, 2016 @ 7:39pm 
Originally posted by JMaster299:
[extreme correctness]

I was going to write a similar rant, but basically, exactly what he said.
Chilled Out Jul 11, 2016 @ 8:10pm 
Originally posted by JMaster299:
Originally posted by A71baba:
First thing you need to know is that vulkan is meant for AMD cards and DX 12 Asynchronous compute.Since Nvidia doesnt support that on hardware level,nVidia users will see small or no improvement whatsoever.

100% not true. While it does support ASync, it still offers numerous performance gains/benefits with both Nvidia and AMD GPUs. Maybe actually know what the hell you are talking about before posting, 30 second Google search will tell you all the benefits.

Vulkan is intended to provide a variety of advantages over other APIs as well as its spiritual predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage.

Intended advantages include:

Reduced driver overhead, reducing CPU workloads.

Reduced load on CPUs through the use of batching, leaving the CPU free to do additional computation or rendering than otherwise.

Intelligent and even CPU scaling for multi-core CPUs, which are by far the majority type of CPU on the market. Previous APIs like DirectX 11 and OpenGL 4 were initially designed for use with single-core CPUs and could not easily use multiple or scale the workload evenly across them, leaving some CPU cores underworked and some not even utilized at all, resulting in performance issues and frequent CPU bottlenecks.

OpenGL uses the high-level language GLSL for writing shaders which forces each OpenGL driver to implement its own compiler for GLSL that executes at application runtime to translate the program's shaders into executable code for the target platform. Vulkan instead provides an intermediate binary format called SPIR-V (Standard Portable Intermediate Representation), analogous to the binary format that HLSL shaders are compiled into in DirectX. By allowing shader pre-compilation, application initialization speed improved and a larger variety of shaders can be used per scene. This also removed the need for GPU vendors to implement GLSL compilers, resulting in easier driver maintenance, and smaller driver packages in theory (as GPU vendors still have to include OpenGL/CL).

Unified management of compute kernels and graphical shaders, eliminating the need to use a separate compute API in conjunction with a graphics API.

https://en.wikipedia.org/wiki/Vulkan_(API)

ASync, while nice, is in no way necessary/required for any game on any API.

Thanks for this post. I thought that Vulcan aside from possible allowing for SLI its main benefit for myself would be to redirect Work done by my CPU to my GPU.

I think I may be noticing one thing and that is the Graphics quality seems like it might be a bit drab. Iike some of the definition in textures is less compared to OpenGL 4.5.

What do you think?
chadmagedogdad Jul 11, 2016 @ 8:17pm 
KEK someone actually though SLI in this day and age works in games...

To be fair it does work in DX12 AOTS but thats literally the only game that really supports SLI and Crossfire atm.

Also the reason OP is seeing more fps on older drivers is because nvidia starts 'optimizing' their drivers for newer cards and slows the older ones down.

main reason i switched sides in the 2 months since ive gotten speed increases from my 390x to rival some 980 oc's
Last edited by chadmagedogdad; Jul 11, 2016 @ 8:19pm
Hell-Bent Jul 11, 2016 @ 8:31pm 
on my 6700k 980ti windows 10 rig the game runs worse for me i get nearly 10-15 frames lower in vulkan than i do opengl.
chadmagedogdad Jul 11, 2016 @ 8:39pm 
Yikes.

Seems its a nvidia problem then AMD people say it gives them a huge boost.

Told you guys the lack of hardware async sheduling is a big problem.
< >
Showing 1-15 of 65 comments
Per page: 1530 50

Date Posted: Jul 11, 2016 @ 9:34am
Posts: 65