DOOM
Mojo May 12, 2017 @ 10:22am
No sound with Vulkan
So, here's an interesting thing. My sample rate is cranked way up -- 192khz for a total sample rate of 96khz based on the Nyquist limit with a bit depth of 24. I keep it there because the sampling, plus my headphones, allows for reach over- and undertones. I can't hear them, but I can feel them, and I can feel them when they're not there. Tonally, there's no difference as the sounds are (well) outside the bounds of human hearing, but the sound is considerably richer and fuller -- like feeling the rumble of an earthquake even if you can't hear it. It's also a lot more virtualization-effect friendly, such as for surround sound virtualization.

Anyway, all that works fine in OpenGL. 192khz presents no problems for Doom in OpenGL. Great. On the other hand, the second I switch to the Vulkan API, the sound cuts out. I can re-enable it by dropping my sampling rate to 48khz for an effective Nyquist limited rate of 24000khz, which buggers my virtualization all to hell and makes Doom go from sounding _and feeling_ heavy to just sounding heavy (I am, after all, quartering the sampling points of the audio).

Now, as far as I know, neither OpenGL nor Vulkan touch audio in any way. They're purely graphics APIs, so I'm baffled as to why switching from two fully functional graphics APIs changes how sound is handled in-game -- it's a bit like finding out getting gas from Gas Station X instead of Gas Station Y causes your windshield wipers to stop working.

Even stranger, the demo of Doom worked fine with Vulkan & 192khz sampling rate.

Has anybody had this problem and found a way to fix it without compromising rendering or audio resolution?

Things that obviously aren't fixes include: "Run it in OpenGL," "Just put it at 48khz," etc. No kidding.
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Salamand3r- May 12, 2017 @ 11:42am 
No, there are no other fixes that have been so far identified.

Conjecture time for the root of the issue (also noting that many people have this issue in OpenGL as well - it was present before the Vulkan patch as well):

I believe it is one of many issues to have cropped up due to the uncapping of the frame rate late in development. Much of the inner workings of idTech, including audio, have been tied to frame rate with a complex system of dividers and formula - at least that is my layman's understanding after talking to smarter people.

Why you are having issues under Vulkan and not OpenGL is frankly unusual. Generally, that issue is not directly related to the API.

And I know you don't want to hear this, but it needs to be said - if you aren't running an AMD card, you may as well run OpenGL. The performance differential is negligible at best on nVidia, and there are specific texture glitches that crop up under Vulkan in certain maps.
Last edited by Salamand3r-; May 12, 2017 @ 11:45am
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Date Posted: May 12, 2017 @ 10:22am
Posts: 1