Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

View Stats:
jqpdev Feb 13, 2018 @ 2:12pm
What is Vulkan and why it matters
What is Vulkan?
https://www.youtube.com/watch?v=dvioALNs_Bc

Vulkan vs OpenGL performance:
https://www.youtube.com/watch?v=WOaHpZjQ73M

It compares OpenGL to Vulkan in DOOM (AAA gaming title) on nVidia and AMD graphics cards. With Vulkan nVidia is no longer the default option when looking for a gaming graphics card and Windows is no longer the default option for gaming. The gaming industry is changing.
< >
Showing 1-15 of 20 comments
Phoenix Feb 13, 2018 @ 9:18pm 
Does it matter for Wolcen?
Last edited by Phoenix; Feb 13, 2018 @ 9:18pm
jqpdev Feb 13, 2018 @ 9:21pm 
It matters for PC gaming, thus it matters for Wolcen.
jqpdev Feb 15, 2018 @ 11:38am 
There is an interview with the some of DOOM dev team where they explain why they chose OpenGL/Vulkan. The following is an excerpt from the interview:

“Overall we had very little issues developing DOOM with OpenGL. DirectX 11 might have an advantage when it comes to optimizations on driver side, as more effort was put into that over the years by the IVHs compared to OpenGL. Also admittedly, there is a broader range of tools that work with DirectX than OpenGL at this point in time. On the other hand, OpenGL has a bigger feature set through extensions and it is less restrictive in terms of certain GPU operations.”

...and their view of Vulkan vs. DX12 (considering the future):

“DirectX 12 and Vulkan are conceptually very similar and both clearly inherited a lot from AMD’s Mantle API efforts. The low level nature of those APIs moves a lot of the optimization responsibility from the driver to the application developer, so we don’t expect big differences in speed between the two APIs in the future. On the tools side there is very good Vulkan support in RenderDoc now, which covers most of our debugging needs. We choose Vulkan, because it allows us to support Windows 7 and 8, which still have significant market share and would be excluded with DirectX 12. On top of that Vulkan has an extension mechanism that allows us to work very closely with AMD, NVIDIA and Intel to do very specific optimizations for each hardware.”

Interview article URL:
https://www.dsogaming.com/news/id-software-on-opengl-versus-directx-11-and-on-why-it-chose-vulkan-over-directx-12/
DxDark Feb 15, 2018 @ 1:07pm 
This feature is still in beta and subject to constant change. We encourage you to use it in TEST PROJECTS and provide your feedback to us.

However, DO NOT use it in production where it creates dependencies! Always back up your projects to make sure that you can go back to a previous version.
-CryEngine Vulkan API -B E T A-
Last stable CryEngine update was in September of last year, and 5.6 looks to be when they'll have full support for the API.

So how about we wait until the mess we currently have is ironed out and Cryengine finishes THEIR side of the problem before we start spamming the forum asking developers to do something that could ruin them (the company), and leave us without a game to play, yeah?

And even after that your proselytising isn't going to circumvent any budget and workforce constraints...unless they're working on it in the background for that level of support (which they've openly said they aren't), then nothing you post here is going to make any difference. They're in-industry developers. They know good and well about the API and its usefullness, but it isn't not going to be any use if adding it to the game causes the company to run out of funding in the process...
Last edited by DxDark; Feb 15, 2018 @ 1:17pm
AH-1 Cobra Feb 15, 2018 @ 7:45pm 
Vulkan might not be the best API for Wolcen. That's something only the developers would know. Armchair developers sitting on an internet forums might not really know what they're talking about.

I will say that Vulkan API on DOOM did get me better frame rates than DX11 did, but that might not be the case for every single game. We can't take favorable API results from 1 freaking game, and apply that to mean that it's going to be better for each and every single game. None of us here, other than the Wolcen development team are qualified to make that determination.
Last edited by AH-1 Cobra; Feb 15, 2018 @ 8:08pm
jqpdev Feb 15, 2018 @ 9:50pm 
@DxDark:
Cryengine does fully support OpenGL (since June 2015), another cross-platform open standard. DOOM 2016 proves OpenGL is viable as an API to produce AAA quality games. The Wolcen team could use OpenGL and later introduce Vulkan support just like id Software did.

I get that you are scared and see the Wolcen team as a fledgling team. However, game development (and software development in general) is really not for the timid or shy. Its for those who are passionate about building and creating. Its for the creative types with sharp minds, strong problem solving skills, and the ability to adapt. From what I've seen so far the Wolcen team has the qualities described above.

If the Wolcen team are saying that they are going to support Linux then let them support Linux fully. Why should those of us on Linux be treated as second class customers and be relegated to spectator status while those on Windows are allowed hands on testing? Let go of your fear and let the team rise to the challenge.

Also, there are selling early access on Steam. They are generating capital to fund their development efforts. Who ever is wearing the management hat has to deal with managing, which includes bringing in more resources (money, people, etc.) if need be. My US currency spent on early access is just as good as anyone else's currency.
jqpdev Feb 15, 2018 @ 10:16pm 
@Crimsonedge11:
Nice try with the "armchair developer" stab. Did you read the excerpt on why id Software chose OpenGL and Vulkan or the entire interview article? Why are you assuming that what is presented is just favorable API results? OpenGL has a longer history than Direct X. Its not some fresh off a restaurant napkin idea that a random undergrad student stumbled upon. The Wolcen team isn't a collection of geniuses with 10x the smarts of normal people, therefore we mere mortals shouldn't bother to think. You assume what my qualifications are, what the Wolcen team's qualifications are, and disregard the qualifications of the id Software team.

Just in case I'm wrong and I'm rocking an "Armchair Developer of the Year" pin... a 3D game engine should act as an abstraction layer to a large degree, shielding the game developer from the details of the underlying API (Vulkan, OpenGL, DirectX). This shielding, to a degree, extends to abstract the underlying OS when we are talking cross-platform 3D game engines. However, most modern 3D game engines, if not all, should provide the ability to introduce C++ code or other programming code to suite the developer's needs (usually low level or time critical tasks). I believe this describes the features of the Cryengine.
AH-1 Cobra Feb 15, 2018 @ 10:46pm 
My point is that you're not qualified enough to make a determination as to whether or not Vulkan is better than DX11 in every situation. You also haven't proven that Vulkan is better in any situation.

There could be a whole slew of reasons that you're unaware of as to why they might be using DX11 over Vulkan that have nothing to do with your view of perceived ignorance about Vulkan on their part.

If Vulkan was that great, more developers would be using it. Because the last thing developers want is to get their games review bombed over performance/optimization issues, and refunded. Publishers would be telling developers to use Vulkan, if it meant less complaints, and better sales.

Like I said - armchair developer.
Last edited by AH-1 Cobra; Feb 15, 2018 @ 10:51pm
jqpdev Feb 16, 2018 @ 1:18am 
Again, nice try with an attempt to belittle my qualifications through your broad assumptions. I don't have to prove Vulkan's viability. id Software's 2016 game did. I know... you still thinking "...but that is just one game". Here is a list:
https://en.wikipedia.org/wiki/List_of_games_with_Vulkan_support

Here is what the Ashes of Singularity developers are saying about Vulkan and it enabling a Linux port:
https://www.gamingonlinux.com/articles/looks-like-a-linux-version-of-ashes-of-the-singularity-escalation-with-vulkan-is-still-on-the-table.10224

Epic Games added Vulkan support to Unreal Engine 4, which will lead to Vulkan support coming to Unreal Tournament 4.

...and you said "If Vulkan was that great, more developers would be using it." Your words not mine. The short list is linked above and...
https://www.khronos.org/vulkan/

Look at them game engines.

I never stated or implied that the Wolcen team was ignorant. Nice try. Nice fail.

Tightly coupling code to DX11 means one is creating a Windows game not a cross-platform game. The Wolcen team can share the reasoning behind their choices with community if and when they want to. I'm not asking them for an explanation of their choices.

You said "...the last thing developers want is to get their games review bombed over performance/optimization issues". Your fear is showing. Your lack of confidence in the Wolcen team is showing as well.

Oh and you didn't get DX11 frame rates in DOOM. DOOM 2016 is based on the id Tech 6 engine which is fully OpenGL and Vulkan based. It won't matter if you are on Win 7, 8, 8.1, or 10, the game fully side steps Direct X.
AH-1 Cobra Feb 16, 2018 @ 4:06pm 
Very short list of Vulkan API titles. If that's your counter evidence for me saying that not many developers are using Vulkan, then you just proved my point.

Vulkan support for a number of game engines does nothing but further reinforce my point. If developers have support for it in their engines, and still choose to not use it, then there must be a very good reason for it.

It seems like you're trying to market Vulkan API. Yet don't come across as smart enough to be an actual developer or sales rep. What's your angle here? If you're actually here to shill for Vulkan API, you're doing an insanely bad job at it.

The only thing you were right about is DOOM not using DX11, and that was a mistake on my part. I only played the game for a few hours via family share. Vulkan API got the best frame rates.

I'm honestly neutral on the matter. If Wolcen developers decide to use it, fine, if not then I don't really care. But I'm not taking the armchair developer seat by showing up and telling them which API they should use on their game. Doing so implies that you know more than they do about their own game.

You have yet to state your credentials. And I'm not talking about unverified internet claims. Reasonable evidence would be you linking to some steam games that you're tagged as a developer on.

I most definitely do not believe in "Muh Vulkan", as that magical API sauce that makes every game run to its best potential. Because I'm not. and never have been a sucker for cheap marketing gimmicks. You sound like Vince from "Shamwow" trying to sell a 50 cent rag for $20.

And yes, Wolcen does have performance/optimization issues at the moment. But it's an early access game in alpha. You haven't proven that Vulkan can solve these problems. If Vulkan was truly that magical sauce that makes everything better, then everybody would be using it. And Khronos Group wouldn't need shills (paid or unpaid) like you trying to go door to door on steam games forums trying to sell it, if the product truly speaks for itself. The fact that they're not using Vulkan, and that they haven't bothered to comment on this topic speaks volumes. Not that they have to explain to you why they're not using an API.

Post your developer credentials, or prove to be yet another armchair developer. If you're a shill working for Khronos group, feel free to state that as well.
Last edited by AH-1 Cobra; Feb 16, 2018 @ 4:53pm
Caracole Feb 17, 2018 @ 3:20am 
Hi,
Thanks for sharing info about Vulkan.
However, I would like to remind you that we are a small independant team using CryEngine, a game engine we didn't develop ourselves with millions of lines of code.
Adding support for a rendering API in an already existing engine is a lot of work (talking about months with multiple people working on it) and therefore this isn't something we can afford to develop given our manpower and the amount of work we have to do for Wolcen.
If Crytek add supports for Vulkan in CryEngine (which they started to do but is still very early stage), we might consider it but otherwise we probable won't.
jqpdev Feb 19, 2018 @ 8:45am 
Thanks for replying Caracole. I never didn't suggested that you guys build your own engine in-house unless your team has that level of expertise. I'm well aware of how an API like Vulkan would be introduced and integrated into a product like Cryengine and the time investment needed to make that happen. Adding Vulkan to the Cryengine isn't something your team has control over. However, my point was that Vulkan has been shown to be direction that several cross-platform game dev shops are heading and with good reason. I was already aware that the Cryengine's Vulkan implementation was only in BETA, which is why I pointed out the fact that id Software started out with OpenGL exclusively and later added Vulkan support to their game. Both the OpenGL and Vulkan implementations are performing well and there was a performance increase when players enabled Vulkan in the game settings. Having a dramatic performance increase while using existing hardware is great news.

Full OpenGL support has been in the Cryengine since June 2015, which is quite a long time. This should translate to a rather robust OpenGL implementation and level of support, thus making OpenGL a cross-platform API option that is "prime-time" ready. Using id Software as an example, is to show how a polished AAA title is developed in a manner where the cross-platform decisions/considerations are a priority versus developing a Windows only product and leaving other platforms as an after thought. There is a difference between doing cross-platform development and simply porting a product to additional platforms. I'm well aware of the argument centered on the end-result; the product on multiple platforms. The difference is important because:
1 - I can not participate in your early access program because there is no native Linux game implementation available for me to purchase.
2 - My early access $$$ are just as valuable as anyone else's $$$.

I'll wager that you might say that it is not your team's intent to devalue one platform (Linux) while catering to another platform (Windows). My response would be the argument of end results; not making cross-platform a priority and tightly coupling the Wolcen code base to DX11/12 is tantamount to devaluing Linux and Linux gamers.

Not using Windows is my choice and I'm owning my decision. I do not wish to spend real money on a Windows product license for the purpose of upgrading to Windows 10 in a legit manner. I do not wish to be bound by the Win 10 EULA. However, I would love to run and test the Wolcen game on my bleeding edge Ryzen 7 1700X hardware in Linux, and contribute feedback to aid in development of the game.

Lastly, I'm aware of the published 2018 Roadmap as well as the arguments centered on time and monetary resources needed by the development team. However, I believe I've proposed a civil, and passionate counter proposal to the published 2018 roadmap. You guys stepped into the big leagues of game development. Welcome to the big leagues of game development challenges. Congratulations on cultivating a passionate community around your team and game.
Last edited by jqpdev; Feb 19, 2018 @ 9:10am
Faceroller Feb 19, 2018 @ 9:52am 
Originally posted by jqpdev:
What is Vulkan?
https://www.youtube.com/watch?v=dvioALNs_Bc

Vulkan vs OpenGL performance:
https://www.youtube.com/watch?v=WOaHpZjQ73M

It compares OpenGL to Vulkan in DOOM (AAA gaming title) on nVidia and AMD graphics cards. With Vulkan nVidia is no longer the default option when looking for a gaming graphics card and Windows is no longer the default option for gaming. The gaming industry is changing.

You level of credibility has been mined by your lvl1 Steam Account and by your penguin avatar.
Who the hell would use a penguin avatar, seriously.
AH-1 Cobra Feb 19, 2018 @ 9:06pm 
Originally posted by jqpdev:
Not using Windows is my choice and I'm owning my decision. I do not wish to spend real money on a Windows product license for the purpose of upgrading to Windows 10 in a legit manner. I do not wish to be bound by the Win 10 EULA. However, I would love to run and test the Wolcen game on my bleeding edge Ryzen 7 1700X hardware in Linux, and contribute feedback to aid in development of the game.

If you're not using a Windows platform, then you're not a serious gamer. The amount of people using Linux are an extreme minority.

Why would they waste time just so a small minority of people can play the game that could take away from other areas, such as adding more content and squshing out bugs?

Time constraints was the reason given, and that's logically one of the reasons that a lot of developers aren't using Vulkan. Which means that Vulkan is not like magic.

Last edited by AH-1 Cobra; Feb 19, 2018 @ 9:14pm
jqpdev Feb 22, 2018 @ 6:28pm 
@Caracole:
Consider providing me with an evaluation copy of the game when a Linux client is ready for testing. Since I can't participate in the early access consider me waiting for the Linux client to be the equivalent of buying an early access copy. It will be a nice way of rewarding patience. If there is a means of signing up to be a tester of the Linux client let me know. I'll spread the word.
Last edited by jqpdev; Feb 22, 2018 @ 6:35pm
< >
Showing 1-15 of 20 comments
Per page: 1530 50