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StarCitizen:Vulkan: Difference between revisions

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It sits between the render engine and the graphics card driver, allowing the developer a fine grained control over what they develop. It also gives flexibility for cross-platform, including [[StarCitizen:Linux]] as it is an open standard API, contrary to Microsoft proprietary.
It sits between the render engine and the graphics card driver, allowing the developer a fine grained control over what they develop. It also gives flexibility for cross-platform, including [[StarCitizen:Linux]] as it is an open standard API, contrary to Microsoft proprietary.


The design of Vulkan allows to alleviate some CPU bottlenecks by submitting work in parallel to the GPU.<ref>{{Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/a-couple-of-questions-about-the-vulkan-api/3300192|text=If the conversion works, there'll be no visual difference at all and the performance will be better (in cases where the CPU graphics workload was the limiting factor)|accessdate=August 11th 2020}}</ref><ref name=":0" />  
The design of Vulkan allows to alleviate some CPU bottlenecks by submitting work in parallel to the GPU.<ref>{{SC/Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/a-couple-of-questions-about-the-vulkan-api/3300192|text=If the conversion works, there'll be no visual difference at all and the performance will be better (in cases where the CPU graphics workload was the limiting factor)|accessdate=August 11th 2020}}</ref><ref name=":0" />  


A graphic API is a tool that interfaces between the players graphics card and the developers.
A graphic API is a tool that interfaces between the players graphics card and the developers.
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Vulkan has many features that [[StarCitizen:Cloud Imperium|Cloud Imperium Games]] will be exploring in the future, such as variable rate shading, boundless resources and GPU accelerated [[StarCitizen:ray tracing]]. Vulkan can also help collect live hardware data on a large scale that can be used to target specific features and extensions.
Vulkan has many features that [[StarCitizen:Cloud Imperium|Cloud Imperium Games]] will be exploring in the future, such as variable rate shading, boundless resources and GPU accelerated [[StarCitizen:ray tracing]]. Vulkan can also help collect live hardware data on a large scale that can be used to target specific features and extensions.


Vulkan was a requirement in order to use [[StarCitizen:DLSS]].<ref>{{Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/dlss3/5378017|text=We are very interested in DLSS, but as already said many times we need Vulkan first.|accessdate=September 20th 2022}}</ref> Its implementation has been worked on in parallel with the development of [[StarCitizen:Gen12]].<ref>{{Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/dlss3/5378547|text=It's been in development in parallel along Gen12.
Vulkan was a requirement in order to use [[StarCitizen:DLSS]].<ref>{{SC/Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/dlss3/5378017|text=We are very interested in DLSS, but as already said many times we need Vulkan first.|accessdate=September 20th 2022}}</ref> Its implementation has been worked on in parallel with the development of [[StarCitizen:Gen12]].<ref>{{SC/Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/dlss3/5378547|text=It's been in development in parallel along Gen12.
It is to be expected that it won't take long to have a first Vulkan version running once Gen12 is complete.|accessdate=September 20th 2022}}</ref> Its implementation is also a requirement before [[StarCitizen:Virtual reality|VR]] can be implemented, including due to its VR dedicated extension.<ref>[https://youtu.be/eSxDQx0AFXs?feature=shared Star Citizen VR QnA Session with Silvan from CIG], Chachi Sanchez, Youtube, 19 December 2021</ref><ref>[https://www.youtube.com/watch?v=BXNGpg6ZfD0&t=2806s Star Citizen: Reverse the Verse LIVE - All About Alpha 3.5]. Star Citizen, Youtube, 29 mars 2019</ref>
It is to be expected that it won't take long to have a first Vulkan version running once Gen12 is complete.|accessdate=September 20th 2022}}</ref> Its implementation is also a requirement before [[StarCitizen:Virtual reality|VR]] can be implemented, including due to its VR dedicated extension.<ref>[https://youtu.be/eSxDQx0AFXs?feature=shared Star Citizen VR QnA Session with Silvan from CIG], Chachi Sanchez, Youtube, 19 December 2021</ref><ref>[https://www.youtube.com/watch?v=BXNGpg6ZfD0&t=2806s Star Citizen: Reverse the Verse LIVE - All About Alpha 3.5]. Star Citizen, Youtube, 29 mars 2019</ref>


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[[Category:Development]]
[[Category:Development]]
[[Category:IRL_companies_%26_organizations]]
[[Category:IRL_companies_%26_organizations]]
{{Short description|Modern Graphics API}}
{{SC/Short description|Modern Graphics API}}

Latest revision as of 23:42, 9 April 2026

Template:For

File:Vulkan logo.png
Vulkan logo

Vulkan is a modern graphics API released in 2016 that allows developers to take greater control over what the player sees, and greatly affects performance.<ref name=":0">CitizenCon 2951: Gen 12 & The Multicore of Vulkan, Star Citizen, YouTube, 9 october 2021</ref> It is an alternative to DirectX.

It sits between the render engine and the graphics card driver, allowing the developer a fine grained control over what they develop. It also gives flexibility for cross-platform, including StarCitizen:Linux as it is an open standard API, contrary to Microsoft proprietary.

The design of Vulkan allows to alleviate some CPU bottlenecks by submitting work in parallel to the GPU.<ref>Script error: No such module "Cite RSI".</ref><ref name=":0" />

A graphic API is a tool that interfaces between the players graphics card and the developers.

Vulkan has many features that Cloud Imperium Games will be exploring in the future, such as variable rate shading, boundless resources and GPU accelerated StarCitizen:ray tracing. Vulkan can also help collect live hardware data on a large scale that can be used to target specific features and extensions.

Vulkan was a requirement in order to use StarCitizen:DLSS.<ref>Script error: No such module "Cite RSI".</ref> Its implementation has been worked on in parallel with the development of StarCitizen:Gen12.<ref>Script error: No such module "Cite RSI".</ref> Its implementation is also a requirement before VR can be implemented, including due to its VR dedicated extension.<ref>Star Citizen VR QnA Session with Silvan from CIG, Chachi Sanchez, Youtube, 19 December 2021</ref><ref>Star Citizen: Reverse the Verse LIVE - All About Alpha 3.5. Star Citizen, Youtube, 29 mars 2019</ref>

External Links

References

<references /> Template:SHORTDESC:Modern Graphics API