Just a few answers to questions: Q. Will DirectX12 and Vulkan improve the performance of my games? A. No, not unless the devs release a new version of the game with a new rendering back-end that actually takes advantage of the more explicit interface. Q. Will new games with DX12/Vulkan rendering back-ends run faster? A. Impossible to tell. They could be anywhere from slower to faster, depending on how the devs use the APIs; just because there is an increase in performance potential doesn't mean it will be taken advantage of. A(Continued). Also, games will still be capping out at 60(updates per second) FPS for a while. That huge FPS # just means that (that # - game updates per second) frames are being spent rendering objects where they WOULD be assuming that their current velocity/anything else that has an effect on their movement stays constant. These APIs are only giving a boost to how fast we can render objects; any extra CPU time gained in one update/render cycle will likely just be spent on adding more features to the game logic, physics, etc because 1) The extra time won't be significant enough to be able to afford to up the refresh rate to say 120 FPS and 2) Even if it were that significant, there is more demand for computationally expensive game-mechanics than there is for higher FPS. Q. Which is better? A. While they offer similarly explicit access to the GPU and, thus, similar potential performance gain, the answer is Vulkan, Vulkan, Vulkan... Why should this answer be so obvious? You have equal performance gain potential with both, yet Vulkan is an open-source C API. This means that Vulkan implementations can be provided and used on ANY platform (including Windows!) and will be friendly for compiling against/calling into with multiple compilers. The only use for DX12 is for XBOX/other non-desktop Windows platform development. Couldn't they just support Vulkan in the future as well? Of course they could, but they are Microsoft, one of the greediest, most corrupt tech companies in existence; I wouldn't put it past them to go out of their way to thwart a Vulkan app's performance on Windows, creating yet another artificial dependence on Windows products that isn't based on features and coming out on top of fair competition. Comments: 1. Hopefully, if you are not a programmer, you will start to see how Microsoft is hurting the gaming community, not helping it. 2. If you are planning on learning programming in the future, please do us all a favor and use open-source/free APIs/data formats and tools. In case Microsoft has successfully indoctrinated you into thinking that you can't build games on Windows with cross-platform stuff, here are my recommendations for different components: Graphics: OpenGL/Vulkan. Vulkan isn't a replacement for OpenGL for ALL purposes. If you are writing a game on par with the games you currently play on Desktop, you will be fine with OpenGL, and your development time would probably be reduced significantly. Audio: OpenAL. It has a similar API to OpenGL, and can do everything you need for a 3D game. 3D data exchange file format: COLLADA. Audio file format: OGG Vorbis. OS Window/Events/Keyboard abstraction layer: SDL2. Any platform specific code that you need for performance or capability will be greatly reduced and more easily managed if you start from these. Nit Pick: these APIs (Vulkan and the proprietary interface that DirectX12(just a framework) uses) are not offered by OSes, they are offered by device drivers or wrappers that use a different DDI. EDIT 6/2020: The graphics landscape has changed since I made this comment. Vulkan had a lot of potential, but now that Apple has dropped OpenGL/Vulkan in favor of Metal, the answer for which API is best to use on Windows/XBOX is D3D11/12. For Mac/IOS, it's Metal, for Linux, it's OpenGL/Vulkan, and for PlayStation it's their proprietary API. It's sad, but we're at the point where the standardization effort has failed, and it's best to go as native as possible on each platform.
well written summation of it. I'd done a bit of stuff with OpenGL (via SDL2), and it wasn't bad. However, for most people, with normal amounts of time on their hands, they won't be touching these interfaces at that level, they'll use an IDE of some sort. There's a few free ones, but most of the better ones are payware or closed source (UE4 guy here) And... honestly, I've never seen anything use Collada format, like. ever. I hate FBX as much as the next guy, but it works.
That's fair. I'm not bashing people for using a game engine; I am just trying to help make it known to future devs that there are cross-platform and open standards/libraries that cover most game engine's requirements. As for COLLADA, don't all the big 3D editing programs have COLLADA support? I have only really used Blender, so I am not sure. I have just been reading the spec for it on and off and noticing how much of a gem it is; any lack of use of it in the industry is a shame. As soon as I get time, I plan on writing the equivalent of Assimp (except actually give it a good interface and documentation... lol) for COLLADA only. I figure if my channel ever gets decent sized, I can help give it some more exposure by writing tutorials on it. Cheers! EDIT: I think I see why you brought up pre-built game engines now. By "devs" I have been referring to the C/C++ programmers who write the engines, not people who develop the actual games using the engines. That is just lazy wording on my part.
Okay, referring to engine specialists makes the whole argument make a lot of sense, they're the ones who have to write the graphics pipeline (and get caught sobbing in corners). I've seen Collada used in modelling software, but most engines either 1) support some proprietary format 2) some Autodesk format. A good number of modern engines do actually support OpenGL these days.... just not as well as they support DirectX. That's one of the main reasons Linux games don't happen as much as they aught to.
Oh, I see what you mean by not seeing COLLADA being used. It is an INTERMEDIATE XML file format for assets. Engines are expected to take an optimized binary file format as input to their engines, and that is fine. I just want to see COLLADA become the standard input/output of all 3D asset pipelines and be supported by engine tools for conversion into engine consumable formats.
I mean Linus himself was dumbing down the computer jargon so if you can't understand the simplified version anything more accurate would be even more confusing for you.
***** both work to minimize graphical driver overhead by simplifying protocol routes and reducing operation redundancies and both focus heavily on preventing draw calls etc etc etc multi thread etc etc garble garble. Like wtf ?!?!?!?! plz accurately explain wtf he said.
+Temple Pate And don't forget Windows 7/8 which Microsoft somehow missed out... there is literally no reason for anyone to prefer DirectX 12 over Vulkan.
The biggest benefit from DX12 will be in VR. Depth faking shaders simply look like wallpaper in virtual reality, you need real geometry; which DX12 claims to bring in the truck load with its much higher draw calls. Add in the lower latency asynchronous shaders and other utilisation of multi-threading and maybe you won't need a beast to run VR after all.
AnnoyedDragon It's good to use low base geometry and scale up using tessellation. Virtual dicing can be used to get past the 0-64 limit. This lets you reduce communication overhead and the amount of geometry you need to transform. It's not easy though, as many things need to be done to prevent issues cracking or watery distortions in textures.
AnnoyedDragon I have a question lets say someone has a GTX titan and they run battlefield 4 on 1080p at ultra settings and average about 144 fps,how much would vulcan increase the fps?
Shelton Dunlap Probably not very much. Battlefield 4 will be optimised with the performance limitations of pre-DX12 in mind, therefore the areas DX12 will benefit will have been minimised anyway. You're not going to see big performance leaps in existing titles converted to DX12, it will be the titles DX12 will enable that will show the major performance gains when compared to prior APIs.
AnnoyedDragon Would you recommend a i5 4690k CPU or a Xeon e3 1231 v3 (basically a i7 4770 clockced 0.1ghz lower and without the iGPU) with DirectX 12 in mind?
so directx 12 is universally compatible? this is good news indeed! this means that my tech doesnt need to be upgraded if i decide to temporarily get a cheap gpu in place of a more expensive one so that it can be "just enough" until i have the budget for a really beefy one
IDK about anyone else, but I'd be interested in seeing an API As Fast As Possible video. Not just going over differences between APIs and giving a rough description of APIs that we've all heard once or twice, but helping us understand the difference between DX11.2 (that's current on Xbone), the PS4's API, and understanding what makes it difficult/easy to develop games using those APIs.
***** he did, but it was only brief and as a result not a great explanation - of course, I understand he was pressed for time and it's not the main topic of the video. He could go into a lot more detail in another video that I think would be very interesting to most of this channel's viewership and could shed some light on what the differences in APIs are and also just generally how software works and how OSes work.
luke timothy Well, API is what programmer programs it to be. Its not really possible to explain it in depth. Lego blocks is very good explanation. They are all just lego blocks with diffrent shapes that programmers use to build cars and planes whatsoever. A most simple example would be. Method sum2numbers (number1,number2) numbertotal = number1 + number2 return numbertotal. for example what you see above is part of the api. Instead of bothering to write the code that makes the sum calculation, you can simply call sum2numbers method and let it do the calculation. So think it this what, instead of bothering how to visualize shadows, you can simply call castshadows method and let it do the work for you. Allowing you to spend your time in the bigger parts of the code.
Thank you for taking the time to explain, I appreciate the enthusiasm and I am sure it'll be useful to others. However, I am a driver programmer so I am fully aware of what an API is. :P
luke timothy you should start with that. I spent about 10 minutes to figure out how to explain what the function is :) And I think, in the driver development it is the very well explanation (I mean for C and ASM, but it was like a definition for procedure ). Navhkrin I don't think that what did you said "instead of bothering how to visualize shadows, you can simply call castshadows method and let it do the work for you" is the correct. It more looks like a definition of the function. API is the glue between some "lego" blocks. API is like a manager, men that need you to contact with the management :D
HonzoNebro AMD cant afford to do that . they come second in sales and revenue , they must use all their money to flip the situation . just saying , because i see much blind affection for AMD while forgetting they would do the same crap as NV if they had the chance ;)
Giorgos Chatziioannou Looking at the financial records of AMD, if they don't come out with something big soon they will be sold or bankrupt, stock is down to 2.68 per share as of this posting, Samsung may buy them or someone else, we need AMD for competition, Intel is still the number one GPU and CPU manufacturer, i would like to see another party get involved, more choices is best for the consumer.
michael weiss while i agree , if i have a certain amount of money i want the best use for them . i am ok with helping AMD , but i wont shoot my leg for them . i waited 3 months last year for aftermarket cooled 290 to show up . there was no way i would buy the attrocious stock one . in the end i run out of patience and went for a 780 . oh and when the aftermarket 290 released they were like 20$ cheaper than 780 ... i had waited 3 months for 20$ *facepalm* while i dont have a need to upgrade , i am keeping an eye for 390 and their new cpus . if they are good i will give them my money . if they crap it again its their loss .
i have an i5-4670k and my friend has fx-8320* . both overclocked and while i very rarely get fps drops , its very common for my friend . *since 8320 is 8350 with lower clock , he basicly has a 8350 overclocked :P so while dx12 will probably fix that , then game developers will be free to push more . then once again the weak cores AMD uses will bottleneck , again . so i believe AMD should use more powerful cores too , hopefully with their next release (2016 i believe?)
***** the gpu being underpowered makes the game feel like slow-mo, while cpu being underpowered micro-freeze the game. you can test yourself with older components :) other than that both gpu are high end and they have no problem running the game and we dont run at max graphics anyway. grass, shadows, etc are useless so no reason for gpu to generate heat for something unimportant :)
ZewRongGuy Idk if AMD's cpu performance will improve much, because AMD focuses sooo much on more cores, while Intel focuses on IPC which is waayyyy more important.
+IridiumFlare we have got Steam & GOG on Linux as well. give it a try... Steam on Linux has got more games than PS4 & XBone combined... Happy gaming... Hail #PCMasterRace... #PCMR
+Krishan Kumar K Like saying you have 400 variants of Candy Crush Saga. Linux won't be a legitimate alternative to Windows as far as games go until more devs can safely move away from DX.
We'll see what Vulcan really gets us, but I just made some of my code use multi-threaded OpenGL command issuing. Yes, you can already do this with OpenGL. Yes, you need a separate GLX context per thread, but you can *share* textures etc. between contexts, so you can prepare data and issue GL commands from separate threads. So, that idea is not new. Of course, there are other performance benefits to Vulcan. And, it's a *cross-platform standard*. So, suck it Microsoft!
Yeah, videos refuse to load for me on vessel, Idk if it's their servers or something, but a video will be buffering at 360p when 1080p loads just fine for me on RUclips.
MrDynamicMan Google has servers everywhere, Vessel doesn't have the infrastructure to serve world wide It may improve in the future but Google has years on them, Who Knows, Google could shut down You Tube any day, from a business standpoint i think they should, it bleeds money, from a fans point on view of RUclips i certainly hope they don't,
I love you Linus! I stumbled on your channel several months back and I am now a regular watcher... Of everything you put out! You make things easy to understand and have such a great on-air personality. Anyway, just wanted to say that, and thanks!
API is like the steering wheel, gas paddle, breaks, and light switches of your car, it is an interface. In this example, it specifies what is needed to drive a car. Programmers are the driver, they only need to know how to uses these interface to drive a car. On the other hand, the engine, wheel, and all the details of your car are done by the hardware manufacturers, they implement the details of what happens when programmers(drivers) uses(interact) the interface. Notice that because the interface remains the same, different hardware manufacturers just have to implement their system based on the interface(specification), then the whole program can run on their hardware with out need to change anything.
The PS4 already has a low-level API. Even if DX12/Vulkan would be supported on the PS4, there wouldn't be any performance improvements. And Tengu Siv is right, DirectX is patented by Microsoft. So no DirectX on the Playstation, but that doesn't matter.
SirSleepzAlot Well, since it's we're talking about software interfaces it's not really possible to take pictures. But here are some sources with info on PS4's technical aspects: www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4 en.wikipedia.org/wiki/PlayStation_4_system_software Like the article states, the PS4 has two graphical API's: a high level one called GNMX, and a low-level one called GNM. Also, DX12 will probably not change the situation on the Xbox drastically: wccftech.com/directx-12-game-changer-xbox-targeted-pc-flying-wild-hog/ Naughty dog developers already stated that the PS4's API was much faster than DX on the Xbox. So no loss for the PlayStation there: wccftech.com/naughty-dog-devs-talk-directx-12-xbox-ps4-upsurge-30-xbox-performance-gain/
Not exactly, on windows Vulkan will be slower than DX-12 because DX-12 is made for Microsoft windows, by Microsoft, and they tell specifications to the GPU manifacturer to make their graphic API faster on Windows, like Metal is faster on Mac OS. But Vulkan is a really good graphic API, I'm currently working with it for a new rendering engine with linux compatibility and it's great (but we're still working with DX-12 for windows because it's better than Vulkan).
While in Breakpoint, it just as trash as DirectX 11. And has performance degradation, requiring you to restart the game. We're still not at that point where Vulkan and DirectX 12 is just straight up better than DirectX 11. Because most triple A developers still refuse to properly update their engines to fully utilize the new API or develop new engines with them in mind. It's a goddamn shame. Some companies do get it right, but are still in minority.
TheSomersaultProductions Vulkan is openGL Next or technicly it was called glNEXT. They renamed it after Leonard Nimoy passed away (the guy that played Spock in Star Trek).
TheSomersaultProductions Its not released yet so at the moment, you dont (oviously). But when it is out it will probably the same deal as with openGL. Either it ships with windows or you simply load it seperately. I am sure that Vulkan will be the way to go for the indie developers since Vulkan is crossplattform.
TheLordOfWar It is not named after Leonard Nimoy (and please stop telling people it is). Any reference to the death of actor Leonard Nimoy is coincidental; the trademark was filed before his death. From Wikipedia: "The word "Vulkan" is the word for "Volcano" in German and many nordic languages including Danish, Norwegian and Swedish. The name's relation with Mantle (the API Vulkan is based on) does not appear to be an accident. The name also continues Khronos' use of mythological figures with adapted spelling using the letter K: Vulcan is the god of metalworking and the forge, signifying industrial-grade strength and power (as well as Vulkan's "down to the metal" GPU programming approach)."
+Haneix if i get fucking my cpu bottleneck fixed for games not like metro 2033, crysis 2.3..pc preform just fine with that but, dota fucking 2 and some online games that use 2 cores for no reason i will b happy.
I'd say the majo advantage of Vulkan is that the base concept is built up for low driver overhead. They use a total different way to get up the commands and data that I'd guess any DirectX optimization isn't able to catch up. Coz the base concept is different. Additionally the platform independence which Vulkan provides 'd be an another good argument. If the time 'd come when DirectX is getting to die, then it is now with Vulkan. Very huge Companies are involved - in this front nearly all huge silicon producer...
+DimmerWorld yeah and this guy from linus tech tips pop us this company in our faces with out even try to explain it... it is similar to Microsoft dx division, they partners.. they provide api for Microsoft and then Microsoft to develoopers /???????? This folk thinks us dumb
I have HD6370M .. and got 2x performance boost in league of legends just from jumping from win7 to win10 and I am playing on higher settings! really amazed :D I like it for now
Wow you just described every DirectX and Opengl upgrade with no specifics why makes one better than the other and what will make these in general better than the past
A draw call = CPU telling GPU to draw an object on the screen. Communication between gpu and cpu is slow so you shouldn't do many for a single frame, so instead of sending,for example, 1 draw call per object on screen, vulkan and dx12 allow for sending 1 draw call describing all objects: Old: draw call 1 -> draw cube 1 draw call 2 -> draw cube 2 draw call 3 -> draw cube 3 New: draw call 1 -> draw 3 cubes you probably already know this as you asked this 6 years ago but i don't care.
Vulkan 1.0 specification has been completed and under compliance review. Almost here. Valve is waiting for public release before they get the ball rolling on showing us what they've been up to. I heard by a few industry insiders that H-L 3s ai animation/interaction system will rival surpass Natural Motion/Euphoria/Morpheme technology as well other ground breaking tech tools have have been developing. This is going to blow us away just like the H-L2, 2003 tech demo.
we are only finally getting away from directx 9 games that were being churned out during the days of xbox360. I really hope vulkan takes off instead of dx12 therefor allowing the linux gaming community to flourish. Although at the same time, I have to hand it to microsoft that they really have been doing great things recently compared to the m$ of old
Just like I keep telling every idiot who's overly excited about performance boosts of DX12...Devs will be able (and WILL) to DO more to utilize that power, not that you will get more fps! Finally someone with a bit of credibility said it!
This video is over 7 years old. But if you have beam ng. You can use Vulcan. It gives you 70 extra frames. It used to run a 60. Now it runs at 120. it's crazy.
7 years later and barely any game uses Vulkan, some games use DX12 and no matter what they perform like shit so it's always better to move back to DX11 if available
3:16 mb x number syste 3:38 Tap on a clip to paste it in the text box.Touch and hold a clip to pin it. Unpinned clips will be deleted after 1 hour.Welcome to Gboard clipboard, any text you copy will be saved here.m@@misterPAINMAKER
Vulkan was developed by kronos group (maintainers of opengl) as a complete restructuration of the opengl specification to handle graphics at lower system levels than opengl. Usually all the memory and processing was handled by the drivers but as a result we developed bloated software (you maybe want to do something really simple but the driver includes all the stuff anyway), with vulkan we can use thin layers between hardware and graphics processing by defining a lot of stuff by hand, so it's a lot harder to develop using vulkan but It can be faster and better (for energy usage), because also you can use parallelism and for this reason you can develop something for multi architectures with less effort. Like for ARM architecture and run the same graphics code in x64 or whatever supported by vulkan.
Game Engine Tutorials It doesnt use mantle at its core. AMD simply gave it to them to work with and use it with Vulkan (former known as GL Next) when they relized that it was pretty much dead before it even started off. Vulkan is not built around Mantle.
The last Direct X has been about graphical fidelity and some optimizations. This is the first along the new API for Direct X to promote it so highly. Although this may help developers to spend less time on development, I have no doubt that they'll add more things to slow the game down because of extra head room. To those think that this will help XO, don't get your hopes up. Just keep in mind that there are no API that adds 1 million and and 30 more fps.
One thing that's important about Vulkan that sets it apart from DX12 is that Vulkan will be an open standard. It seeks to supplant the (heavily-maligned) OpenGL API, and provide a more robust and feature-rich API that can be used across different platforms, while DX12 is stuck on Microsoft Windows and other Microsoft devices.
Back in the late 90s I bought some video cards and tested them all side by side. I tried having an Nvidia TNT2 M64 card as my main card with 3dfx Voodoo2 SLI (Reference V2 1000 models) alongside it. I couldn't for the life of me get the Voodoo2s to work in that setup; every game crashed. Strangely enough, an ATI Rage 128 card allowed the Voodoo2s to work. Nvidia and 3dfx were huge rivals back then and I wouldn't be surprised if Nvidia specifically coded their driver with the equivalent of, "If detect 3dfx then cause error." It would be very surreal to have Nvidia and AMD cards playing nice in the same rig in the near future...
linus, had this great 'joke' video: A "DIY Sub-Zero Cooler". all you do is get a bucket of dry ice, and a copper tube sticking above a processor. Have the computer beep at you whenever the temperature reaches -10°C (or whatever is reasonable) This would make a great video, and even better if it worked!
Holy shit! Linus is everywhere! We Canadians are taking over, first the Radeon card, then Justin Bieber and now Linus! LOL EDIT: Sorry Linus, I didn't really mean to mention you and Justin Bieber in the same sentence. I do hope that you're not too offended. ;)
Thanks A LOT! I just recently found about (or heard about) Vulkan from Kronos. But things like "API" and all the rest of it? Nope! Thanks, and I hope to learn more from you
Great video as always guys....still, I'd like to have seen a little more in-depth, specifics, but maybe you could do an "in-depth" video too? Either way, much appreciated :D
1:39 Wait, that is Khronos and not Kronos! And that slide definitely is not Khronos spelt wrong! It is talking about workforce management and stuff. Khronos deals with Vulkan(and of course OpenGL) and not Kronos. I have no idea what that slide was about :D
If I understand it correctly Vulcan is supposed to be an API for everything from PCs consoles to tablets and phones. So if a game engine is updated to vulkan, it would work on all these things from windows linux all the way to android. While a game engine made for DX12 would work on windows and xbox. So why use DX besides being used to, am I mission something?
***** I have a question lets say someone has a GTX titan and they run battlefield 4 on 1080p at ultra settings and average about 144 fps,how much would vulcan increase the fps?
Same amount as directx 12 I guess? Still, at that resolution and framerate you have no gains left. Does the monitor support 200hz refresh rate and can you see the difference? And battlefield already can use mantle on AMD cards. Vulkan is a better version of mantle basically, so the gains should be similar. Which a year ago on bf4 were about 10%.
as a developer of vulkan i see first hand the incredible performance gains... dont care about dx12 tho, neither should any other engineer. but to be fair it should have similar gains.
Cant wait to get direct x 12 and some games supporting it. Smoother is better after all. Especially when everyone is headed towards 4k gaming on the pc but doesnt want to have to run 3 way SLI titans to do it.
Vulkan is based on Mantle and it's difficult to imagine Mantle really going anywhere from now. It only runs on AMD cards and only on relatively new ones, while DirectX runs on all available cards. No developer is going to solely develop a game with Mantle, which would technically only run on something like 25% of all gaming PCs. DirectX was never the best API, but it was at least a standard every dev could count on. The problem was that Microsoft really let it catch dust and only ever piled on new features instead of trimming the fat.
You forgot to mention that DX12 is a Windows 10 exclusive API (at least until Windows 11 will be released) and Vulkan is going to work on everything (possibly all the way back to Windows XP; but at the very least back to Windows Vista/7) from Mobile Phones to crap like OS X or nice stuff like Linux and the BSDs.
Also is normal that the first Dx12 demos and games will not have a big impact on performance, that's because first having so big improvement on Draw Calls developers will try to squeeze more stuff into the game, bringing the frames per second to the 30 and 60's like they always have, more power not always means more fps but more and better graphics, the second reason is because they still do not know it that well to use it efficiently, the third and final reason is because of the increased difficulty of the API, it's a very hands off API, this means it doesn't help or hides complicated stuff from developers, in the past D3D and OpenGL did many stuff automatically ( with something called an abstraction layer ) with D3D 12 and Vulkan almost everything falls into the hands of developers, the past API's managed "jobs" distribution, usage, deletion and CPU utilization for the developers, on D3D 12 this is now their job, in the past if they made a mistake the API and the GPU vendor tried to solve it themselves, now if a developer makes a mistake the game or the API will crash and burn. D3D 12 is not for junior game developers those should stick with the "easier" D3D 11 and OpenGL.
Just a few answers to questions:
Q. Will DirectX12 and Vulkan improve the performance of my games?
A. No, not unless the devs release a new version of the game with a new rendering back-end that actually takes advantage of the more explicit interface.
Q. Will new games with DX12/Vulkan rendering back-ends run faster?
A. Impossible to tell. They could be anywhere from slower to faster, depending on how the devs use the APIs; just because there is an increase in performance potential doesn't mean it will be taken advantage of.
A(Continued). Also, games will still be capping out at 60(updates per second) FPS for a while. That huge FPS # just means that (that # - game updates per second) frames are being spent rendering objects where they WOULD be assuming that their current velocity/anything else that has an effect on their movement stays constant. These APIs are only giving a boost to how fast we can render objects; any extra CPU time gained in one update/render cycle will likely just be spent on adding more features to the game logic, physics, etc because
1) The extra time won't be significant enough to be able to afford to up the refresh rate to say 120 FPS and
2) Even if it were that significant, there is more demand for computationally expensive game-mechanics than there is for higher FPS.
Q. Which is better?
A. While they offer similarly explicit access to the GPU and, thus, similar potential performance gain, the answer is Vulkan, Vulkan, Vulkan... Why should this answer be so obvious? You have equal performance gain potential with both, yet Vulkan is an open-source C API. This means that Vulkan implementations can be provided and used on ANY platform (including Windows!) and will be friendly for compiling against/calling into with multiple compilers. The only use for DX12 is for XBOX/other non-desktop Windows platform development. Couldn't they just support Vulkan in the future as well? Of course they could, but they are Microsoft, one of the greediest, most corrupt tech companies in existence; I wouldn't put it past them to go out of their way to thwart a Vulkan app's performance on Windows, creating yet another artificial dependence on Windows products that isn't based on features and coming out on top of fair competition.
Comments:
1. Hopefully, if you are not a programmer, you will start to see how Microsoft is hurting the gaming community, not helping it.
2. If you are planning on learning programming in the future, please do us all a favor and use open-source/free APIs/data formats and tools. In case Microsoft has successfully indoctrinated you into thinking that you can't build games on Windows with cross-platform stuff, here are my recommendations for different components:
Graphics: OpenGL/Vulkan. Vulkan isn't a replacement for OpenGL for ALL purposes. If you are writing a game on par with the games you currently play on Desktop, you will be fine with OpenGL, and your development time would probably be reduced significantly.
Audio: OpenAL. It has a similar API to OpenGL, and can do everything you need for a 3D game.
3D data exchange file format: COLLADA.
Audio file format: OGG Vorbis.
OS Window/Events/Keyboard abstraction layer: SDL2.
Any platform specific code that you need for performance or capability will be greatly reduced and more easily managed if you start from these.
Nit Pick: these APIs (Vulkan and the proprietary interface that DirectX12(just a framework) uses) are not offered by OSes, they are offered by device drivers or wrappers that use a different DDI.
EDIT 6/2020:
The graphics landscape has changed since I made this comment. Vulkan had a lot of potential, but now that Apple has dropped OpenGL/Vulkan in favor of Metal, the answer for which API is best to use on Windows/XBOX is D3D11/12. For Mac/IOS, it's Metal, for Linux, it's OpenGL/Vulkan, and for PlayStation it's their proprietary API. It's sad, but we're at the point where the standardization effort has failed, and it's best to go as native as possible on each platform.
well written summation of it. I'd done a bit of stuff with OpenGL (via SDL2), and it wasn't bad.
However, for most people, with normal amounts of time on their hands, they won't be touching these interfaces at that level, they'll use an IDE of some sort. There's a few free ones, but most of the better ones are payware or closed source (UE4 guy here) And... honestly, I've never seen anything use Collada format, like. ever. I hate FBX as much as the next guy, but it works.
That's fair. I'm not bashing people for using a game engine; I am just trying to help make it known to future devs that there are cross-platform and open standards/libraries that cover most game engine's requirements. As for COLLADA, don't all the big 3D editing programs have COLLADA support? I have only really used Blender, so I am not sure. I have just been reading the spec for it on and off and noticing how much of a gem it is; any lack of use of it in the industry is a shame.
As soon as I get time, I plan on writing the equivalent of Assimp (except actually give it a good interface and documentation... lol) for COLLADA only. I figure if my channel ever gets decent sized, I can help give it some more exposure by writing tutorials on it.
Cheers!
EDIT:
I think I see why you brought up pre-built game engines now. By "devs" I have been referring to the C/C++ programmers who write the engines, not people who develop the actual games using the engines. That is just lazy wording on my part.
Okay, referring to engine specialists makes the whole argument make a lot of sense, they're the ones who have to write the graphics pipeline (and get caught sobbing in corners). I've seen Collada used in modelling software, but most engines either 1) support some proprietary format 2) some Autodesk format.
A good number of modern engines do actually support OpenGL these days.... just not as well as they support DirectX. That's one of the main reasons Linux games don't happen as much as they aught to.
Oh, I see what you mean by not seeing COLLADA being used. It is an INTERMEDIATE XML file format for assets. Engines are expected to take an optimized binary file format as input to their engines, and that is fine. I just want to see COLLADA become the standard input/output of all 3D asset pipelines and be supported by engine tools for conversion into engine consumable formats.
why the fuck this kind of answers isn't top comment
I didnt learn anything
I still have no idea what direct x does and the rest sounded like highschool calculus
I mean Linus himself was dumbing down the computer jargon so if you can't understand the simplified version anything more accurate would be even more confusing for you.
***** both work to minimize graphical driver overhead by simplifying protocol routes and reducing operation redundancies and both focus heavily on preventing draw calls etc etc etc multi thread etc etc garble garble. Like wtf ?!?!?!?! plz accurately explain wtf he said.
Kim Jong Un whats API
Kim Jong Un but i dont know what they are, thats why i watched the video, but still dont know what they are xD
If I'm being completely honest, I only watch FAP for the seamless transitions into the sponsor.
you're missing the whole point of FAP, but whatever floats your boat m8
FAP FAP FAP
boywhogames I only watch because I'm waiting for linus to go through puberty.....
one of these days. one of these days...
AwesomeVindicator wait that's a guy?
i ah... i need to take a shower...
indeed lmao .. thats not confirmed, Dont feel bad it could still have a vagina!
Vulcan is on Linux as well, making it the far superior choice to me.
+Chris Josten Android is Linux...
Chris Josten But it uses a modified Linux kernel like most Linux distributions and people consider it as Linux.
+PC MASTER RACE yup
+Temple Pate And don't forget Windows 7/8 which Microsoft somehow missed out... there is literally no reason for anyone to prefer DirectX 12 over Vulkan.
Ben Snow Especially if you're just a consumer. It really is the choice of the game devs, such as myself.
My Benchmark:
DX11: 143fps
DX12: 998fps
is this minecraft lol
Paulleroni NO.
I said Benchmark.
3DMark benchmark.
And Minecraft doesn't use DirectX.
It uses OpenGL.
COOLGAMETUBE mybad
minecraft doesnt even use DirectX
kniew01 if you want I can redo the Benchmark from 3DMark
The biggest benefit from DX12 will be in VR. Depth faking shaders simply look like wallpaper in virtual reality, you need real geometry; which DX12 claims to bring in the truck load with its much higher draw calls. Add in the lower latency asynchronous shaders and other utilisation of multi-threading and maybe you won't need a beast to run VR after all.
AnnoyedDragon It's good to use low base geometry and scale up using tessellation. Virtual dicing can be used to get past the 0-64 limit. This lets you reduce communication overhead and the amount of geometry you need to transform. It's not easy though, as many things need to be done to prevent issues cracking or watery distortions in textures.
AnnoyedDragon Oculous rift requires a GTX 970/R9 290, 8gb ram. and i5 4690.
AnnoyedDragon I have a question lets say someone has a GTX titan and they run battlefield 4 on 1080p at ultra settings and average about 144 fps,how much would vulcan increase the fps?
Shelton Dunlap Probably not very much. Battlefield 4 will be optimised with the performance limitations of pre-DX12 in mind, therefore the areas DX12 will benefit will have been minimised anyway. You're not going to see big performance leaps in existing titles converted to DX12, it will be the titles DX12 will enable that will show the major performance gains when compared to prior APIs.
AnnoyedDragon Would you recommend a i5 4690k CPU or a Xeon e3 1231 v3 (basically a i7 4770 clockced 0.1ghz lower and without the iGPU) with DirectX 12 in mind?
DirectX 12 will be great!
...where it's applicable to BE great, that is...
***** A fellow programmer? :P
***** /if (honesty==true)
{
/startMotor(rightHand); //High five me! :D
/wait(.1);
/stopMotor(rightHand);
}
aawwwee yaaa
Afromancer This was an epic conversation
so directx 12 is universally compatible? this is good news indeed! this means that my tech doesnt need to be upgraded if i decide to temporarily get a cheap gpu in place of a more expensive one so that it can be "just enough" until i have the budget for a really beefy one
IDK about anyone else, but I'd be interested in seeing an API As Fast As Possible video. Not just going over differences between APIs and giving a rough description of APIs that we've all heard once or twice, but helping us understand the difference between DX11.2 (that's current on Xbone), the PS4's API, and understanding what makes it difficult/easy to develop games using those APIs.
Might be a good idea to do an APIs as fast as possible...?
***** he did, but it was only brief and as a result not a great explanation - of course, I understand he was pressed for time and it's not the main topic of the video.
He could go into a lot more detail in another video that I think would be very interesting to most of this channel's viewership and could shed some light on what the differences in APIs are and also just generally how software works and how OSes work.
luke timothy Well, API is what programmer programs it to be. Its not really possible to explain it in depth.
Lego blocks is very good explanation. They are all just lego blocks with diffrent shapes that programmers use to build cars and planes whatsoever.
A most simple example would be.
Method sum2numbers (number1,number2)
numbertotal = number1 + number2
return numbertotal.
for example what you see above is part of the api. Instead of bothering to write the code that makes the sum calculation, you can simply call sum2numbers method and let it do the calculation.
So think it this what, instead of bothering how to visualize shadows, you can simply call castshadows method and let it do the work for you. Allowing you to spend your time in the bigger parts of the code.
Thank you for taking the time to explain, I appreciate the enthusiasm and I am sure it'll be useful to others.
However, I am a driver programmer so I am fully aware of what an API is. :P
luke timothy you should start with that. I spent about 10 minutes to figure out how to explain what the function is :) And I think, in the driver development it is the very well explanation (I mean for C and ASM, but it was like a definition for procedure ).
Navhkrin I don't think that what did you said "instead of bothering how to visualize shadows, you can simply call castshadows method and let it do the work for you" is the correct. It more looks like a definition of the function. API is the glue between some "lego" blocks. API is like a manager, men that need you to contact with the management :D
Michael Manukyan API is basically list of such functions.
Can we take a moment to acknowledge how satisfying is the way "Application Programming Interface" aligns with Linus' silhouette? OCD Nation Unite!
Combining nVidia and AMD GPUs .... WHAT DIMENSION IS THIS?!?!!
A bad one.. nvidia will still disable their features for sure (if an amd gpu is installed)!
***** AMD doesn't do that, for example, TressFX
HonzoNebro
AMD cant afford to do that . they come second in sales and revenue , they must use all their money to flip the situation .
just saying , because i see much blind affection for AMD while forgetting they would do the same crap as NV if they had the chance ;)
Giorgos Chatziioannou Looking at the financial records of AMD, if they don't come out with something big soon they will be sold or bankrupt, stock is down to 2.68 per share as of this posting, Samsung may buy them or someone else, we need AMD for competition, Intel is still the number one GPU and CPU manufacturer, i would like to see another party get involved, more choices is best for the consumer.
michael weiss
while i agree , if i have a certain amount of money i want the best use for them . i am ok with helping AMD , but i wont shoot my leg for them .
i waited 3 months last year for aftermarket cooled 290 to show up . there was no way i would buy the attrocious stock one . in the end i run out of patience and went for a 780 .
oh and when the aftermarket 290 released they were like 20$ cheaper than 780 ... i had waited 3 months for 20$ *facepalm*
while i dont have a need to upgrade , i am keeping an eye for 390 and their new cpus . if they are good i will give them my money . if they crap it again its their loss .
I'm just hoping DX12 will bridge some of the difference in gaming performance between an AMD 8-core and an Intel i5.
i have an i5-4670k and my friend has fx-8320* . both overclocked and while i very rarely get fps drops , its very common for my friend .
*since 8320 is 8350 with lower clock , he basicly has a 8350 overclocked :P
so while dx12 will probably fix that , then game developers will be free to push more . then once again the weak cores AMD uses will bottleneck , again . so i believe AMD should use more powerful cores too , hopefully with their next release (2016 i believe?)
Giorgos Chatziioannou Unless you use the same GPU and such, your comparison is completely invalid.
*****
the gpu being underpowered makes the game feel like slow-mo, while cpu being underpowered micro-freeze the game. you can test yourself with older components :)
other than that both gpu are high end and they have no problem running the game and we dont run at max graphics anyway. grass, shadows, etc are useless so no reason for gpu to generate heat for something unimportant :)
ZewRongGuy Idk if AMD's cpu performance will improve much, because AMD focuses sooo much on more cores, while Intel focuses on IPC which is waayyyy more important.
DX12 is going to be good
Plot Twist:It fucking sucks
XD
Moethedirt We'll see.
Gaming Needs More Color Is your username related to your profile pic lol?
Just got my first rig
Gaming Needs More Color Thank you for that comment. I can tell you put a lot of thought into it. :)
Hey Linus I'd love to see a video on gaming for linux.
+IridiumFlare open a terminal and keep looking.
+IridiumFlare we have got Steam & GOG on Linux as well. give it a try...
Steam on Linux has got more games than PS4 & XBone combined...
Happy gaming... Hail #PCMasterRace... #PCMR
+Krishan Kumar K Like saying you have 400 variants of Candy Crush Saga. Linux won't be a legitimate alternative to Windows as far as games go until more devs can safely move away from DX.
What did I do there?
***** Hahahahahahaaaaaah... Good joke. See you in a decade.
The hot AMD girl shows how hot the GPU gets.
As im gaming in a room where the heating isnt realy up to sniff, i sometimes just run unigine heaven so that the gpu can heat my room a little bit.
+CactusBoys How about, 3 way GTX 480 SLI on an 80+ rated PSU with an i7-990X with phase change cooling? Ultimate heater.
0:49 - you just summarized an 1.5 hour lecture I once took in a mere 10 seconds :)
Great video, always excited to see new and improved tech.
Lol
We'll see what Vulcan really gets us, but I just made some of my code use multi-threaded OpenGL command issuing.
Yes, you can already do this with OpenGL.
Yes, you need a separate GLX context per thread, but you can *share* textures etc. between contexts, so you can prepare data and issue GL commands from separate threads.
So, that idea is not new.
Of course, there are other performance benefits to Vulcan.
And, it's a *cross-platform standard*.
So, suck it Microsoft!
Please tell vessel to use squarespace
I know right ? This site is so broken
*****
Yup
the worst video service ever, at least i can see what video are coming in the future for LTT on RUclips by looking at the vessle titles lol
Yeah, videos refuse to load for me on vessel, Idk if it's their servers or something, but a video will be buffering at 360p when 1080p loads just fine for me on RUclips.
MrDynamicMan Google has servers everywhere, Vessel doesn't have the infrastructure to serve world wide It may improve in the future but Google has years on them, Who Knows, Google could shut down You Tube any day, from a business standpoint i think they should, it bleeds money, from a fans point on view of RUclips i certainly hope they don't,
I love you Linus! I stumbled on your channel several months back and I am now a regular watcher... Of everything you put out! You make things easy to understand and have such a great on-air personality. Anyway, just wanted to say that, and thanks!
1:13 Direct X-ess. U punny Linus. Real punny.
More direct ACCESS
You dont get it, do you?
+The Dark Night don't you mean amd.
Ben Laty My icon used to be apple.
+Kenrick Brown ok
API is like the steering wheel, gas paddle, breaks, and light switches of your car, it is an interface. In this example, it specifies what is needed to drive a car. Programmers are the driver, they only need to know how to uses these interface to drive a car. On the other hand, the engine, wheel, and all the details of your car are done by the hardware manufacturers, they implement the details of what happens when programmers(drivers) uses(interact) the interface. Notice that because the interface remains the same, different hardware manufacturers just have to implement their system based on the interface(specification), then the whole program can run on their hardware with out need to change anything.
The Chad VULKAN vs the virgin OpenGL
Thanks again for the quick informative video Linus!
Linus is wearing a FaZe shirt lololol
Can't wait to see what Vulkan has to offer :)
really hoping vulkan will become more popular than dx.
maybe we can actually have a year of gnu/linux eventually
lol
Can't wait ! My ps4 is gonna be able to play games at 4k !
no way ps4 has directx 12. this is gonna be better than pc and xbox for sure
The PS4 already has a low-level API. Even if DX12/Vulkan would be supported on the PS4, there wouldn't be any performance improvements.
And Tengu Siv is right, DirectX is patented by Microsoft. So no DirectX on the Playstation, but that doesn't matter.
Lewis Clement pics or gtfo
SirSleepzAlot
Well, since it's we're talking about software interfaces it's not really possible to take pictures. But here are some sources with info on PS4's technical aspects:
www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4
en.wikipedia.org/wiki/PlayStation_4_system_software
Like the article states, the PS4 has two graphical API's: a high level one called GNMX, and a low-level one called GNM.
Also, DX12 will probably not change the situation on the Xbox drastically:
wccftech.com/directx-12-game-changer-xbox-targeted-pc-flying-wild-hog/
Naughty dog developers already stated that the PS4's API was much faster than DX on the Xbox. So no loss for the PlayStation there:
wccftech.com/naughty-dog-devs-talk-directx-12-xbox-ps4-upsurge-30-xbox-performance-gain/
captain plast
That's the name of the shading language, just one component of the full spec.
vulkan > dx
Linux support man!
Not exactly, on windows Vulkan will be slower than DX-12 because DX-12 is made for Microsoft windows, by Microsoft, and they tell specifications to the GPU manifacturer to make their graphic API faster on Windows, like Metal is faster on Mac OS. But Vulkan is a really good graphic API, I'm currently working with it for a new rendering engine with linux compatibility and it's great (but we're still working with DX-12 for windows because it's better than Vulkan).
5 years later Vulkan is lit. Triples my performance in rainbow six siege over direct X
While in Breakpoint, it just as trash as DirectX 11. And has performance degradation, requiring you to restart the game.
We're still not at that point where Vulkan and DirectX 12 is just straight up better than DirectX 11.
Because most triple A developers still refuse to properly update their engines to fully utilize the new API or develop new engines with them in mind.
It's a goddamn shame. Some companies do get it right, but are still in minority.
@@Optimus_Bull That's how business works. You will feel bad if you neither a good consumer or a good manufacturer
Linus, what have you done with your hair?
The kind of info video I could only dream of, Kudos!!!
I only clicked this video to see what the thumbnail was about
Same
Same
ProClifo same
Me too.
Thanks Linus! They only issue is the title tumbnail because it falsely implies that directx vs vulcan, has something to do with nvidia vs amd.
Never heard of Vulkan lol But watched it anyway
TheSomersaultProductions Vulkan is openGL Next or technicly it was called glNEXT. They renamed it after Leonard Nimoy passed away (the guy that played Spock in Star Trek).
I see, I have heard of openGL but never actually heard of "Vulcan". How do I know if I have Vulcan?
TheSomersaultProductions Its not released yet so at the moment, you dont (oviously). But when it is out it will probably the same deal as with openGL. Either it ships with windows or you simply load it seperately. I am sure that Vulkan will be the way to go for the indie developers since Vulkan is crossplattform.
TheLordOfWar It is not named after Leonard Nimoy (and please stop telling people it is). Any reference to the death of actor Leonard Nimoy is coincidental; the trademark was filed before his death. From Wikipedia:
"The word "Vulkan" is the word for "Volcano" in German and many nordic languages including Danish, Norwegian and Swedish. The name's relation with Mantle (the API Vulkan is based on) does not appear to be an accident. The name also continues Khronos' use of mythological figures with adapted spelling using the letter K: Vulcan is the god of metalworking and the forge, signifying industrial-grade strength and power (as well as Vulkan's "down to the metal" GPU programming approach)."
TheLordOfWar When is it gonna get released and is it worth it to get it?
With Moore's law coming into play, and the chaotic nature of CPU architecture, expect to see more of these types of improvements.
Will the 690 be able to use all of it's vram with directx12?
+Haneix noooooooooooooooooooo you should get a r9 390 8gb dd edition
+Haneix if i get fucking my cpu bottleneck fixed for games not like metro 2033, crysis 2.3..pc preform just fine with that but, dota fucking 2 and some online games that use 2 cores for no reason i will b happy.
+HungaryCow just bought one
+Haneix I am interested in buying one too. Have you run into any problems with the 2gbs? My 660 uses all of the 2gb in farcry 4 and causes studders
+Ray C He ended up getting a 970 instead (i know him IRL)
I'd say the majo advantage of Vulkan is that the base concept is built up for low driver overhead. They use a total different way to get up the commands and data that I'd guess any DirectX optimization isn't able to catch up. Coz the base concept is different. Additionally the platform independence which Vulkan provides 'd be an another good argument. If the time 'd come when DirectX is getting to die, then it is now with Vulkan. Very huge Companies are involved - in this front nearly all huge silicon producer...
Never heard of Vulkan in my life
Same
+DimmerWorld You know...the Vulkan race from Star Trek Series...lol
+danwithjesus I guess they went through an alternative universe rift and dedicated to make video cards
DimmerWorld Yeah lol...24th century to be exact..
+DimmerWorld yeah and this guy from linus tech tips pop us this company in our faces with out even try to explain it... it is similar to Microsoft dx division, they partners.. they provide api for Microsoft and then Microsoft to develoopers /???????? This folk thinks us dumb
I have HD6370M .. and got 2x performance boost in league of legends just from jumping from win7 to win10 and I am playing on higher settings! really amazed :D I like it for now
Linus hasn't changed a bit
Wow you just described every DirectX and Opengl upgrade with no specifics why makes one better than the other and what will make these in general better than the past
should do a draw calls as fast as possible
A draw call = CPU telling GPU to draw an object on the screen. Communication between gpu and cpu is slow so you shouldn't do many for a single frame, so instead of sending,for example, 1 draw call per object on screen, vulkan and dx12 allow for sending 1 draw call describing all objects:
Old:
draw call 1 -> draw cube 1
draw call 2 -> draw cube 2
draw call 3 -> draw cube 3
New:
draw call 1 -> draw 3 cubes
you probably already know this as you asked this 6 years ago but i don't care.
Vulkan 1.0 specification has been completed and under compliance review. Almost here. Valve is waiting for public release before they get the ball rolling on showing us what they've been up to. I heard by a few industry insiders that H-L 3s ai animation/interaction system will rival surpass Natural Motion/Euphoria/Morpheme technology as well other ground breaking tech tools have have been developing. This is going to blow us away just like the H-L2, 2003 tech demo.
we are only finally getting away from directx 9 games that were being churned out during the days of xbox360. I really hope vulkan takes off instead of dx12 therefor allowing the linux gaming community to flourish. Although at the same time, I have to hand it to microsoft that they really have been doing great things recently compared to the m$ of old
Why woulf anyone play on linux? LMOA
@@MaQuGo119 Why not?
Just like I keep telling every idiot who's overly excited about performance boosts of DX12...Devs will be able (and WILL) to DO more to utilize that power, not that you will get more fps! Finally someone with a bit of credibility said it!
DX12 and Vulkan have dissapointed us. I was very hyped.
samee
How were you disappointed exactly? Vulkan supported games, are performance monsters
This video is over 7 years old. But if you have beam ng. You can use Vulcan. It gives you 70 extra frames. It used to run a 60. Now it runs at 120. it's crazy.
What the hell happened to Linus's hair!??
sex
Should have mentioned the fact that Mantle is the reason we got Vulkan and DX12, and that both are essentially Mantle rehashes.
Who are the girls in the thumbnail
***** Ooowwww.....
***** his .exe's?
Lion's Heart Productions Yep, he executed them.
Sunay Yuseinov ayy lmao!
Opticillusion160 ruby
7 years later and barely any game uses Vulkan, some games use DX12 and no matter what they perform like shit so it's always better to move back to DX11 if available
RDR 2 uses Vulcan
@@serhafiye7046 And _Doom Eternal_ too.
True!
3:16 mb x number syste 3:38 Tap on a clip to paste it in the text box.Touch and hold a clip to pin it. Unpinned clips will be deleted after 1 hour.Welcome to Gboard clipboard, any text you copy will be saved here.m@@misterPAINMAKER
this didn't age well
true
Vulkan was developed by kronos group (maintainers of opengl) as a complete restructuration of the opengl specification to handle graphics at lower system levels than opengl. Usually all the memory and processing was handled by the drivers but as a result we developed bloated software (you maybe want to do something really simple but the driver includes all the stuff anyway), with vulkan we can use thin layers between hardware and graphics processing by defining a lot of stuff by hand, so it's a lot harder to develop using vulkan but It can be faster and better (for energy usage), because also you can use parallelism and for this reason you can develop something for multi architectures with less effort. Like for ARM architecture and run the same graphics code in x64 or whatever supported by vulkan.
the girl on the right at 0:13 was hotter than the girl on the left
pun intended
I clicked this video for some trek action. Unfortunately it was not what I expected. Prosperity and long life.
talks about vulkan forgets to mention vulkan at it's core uses mantle gg linus do your homework
Game Engine Tutorials It doesnt use mantle at its core. AMD simply gave it to them to work with and use it with Vulkan (former known as GL Next) when they relized that it was pretty much dead before it even started off. Vulkan is not built around Mantle.
TheLordOfWar lol you seem to be lacking info keeP trying and go read about it
TheLordOfWar en.wikipedia.org/wiki/Vulkan_%28API%29 learn it says built from mantle
Game Engine Tutorials Vulkan is derived form mantle. This means that it takes things form mantle, but in no way is mantle the core.
***** it took mantles core coding lol man
if you know cars then a gpu is like an engine, the ecu is the cpu while the API is the software that controls the ecu
Shave your unibrow, Linus.
***** Bitch, I might!
+Kevin Walter If you look closely, he actually doesn't have a unibrow, his eyebrows are just close together.
The last Direct X has been about graphical fidelity and some optimizations. This is the first along the new API for Direct X to promote it so highly. Although this may help developers to spend less time on development, I have no doubt that they'll add more things to slow the game down because of extra head room. To those think that this will help XO, don't get your hopes up. Just keep in mind that there are no API that adds 1 million and and 30 more fps.
Love your videos, thanks for the clear explanations and a good dose of realistic expectations
when linus's hair looks like my cable management
Great explanation!
Dx 12 are just awesome!
Cool! Money is a giant factor for me (isn't it for everyone) so I can't wait!
Before you mentioned the kid who wants all the blocks, I was thinking I need ALL the blocks.
One thing that's important about Vulkan that sets it apart from DX12 is that Vulkan will be an open standard. It seeks to supplant the (heavily-maligned) OpenGL API, and provide a more robust and feature-rich API that can be used across different platforms, while DX12 is stuck on Microsoft Windows and other Microsoft devices.
Best thumbnail ever!
I think you guys have people's brain bugged. Every time I think about something, you make a video on exactly what I was thinking.
0:40 i'm not the only one who hears that stomach gurgle sound right?
lol
I heard it faintly
Back in the late 90s I bought some video cards and tested them all side by side. I tried having an Nvidia TNT2 M64 card as my main card with 3dfx Voodoo2 SLI (Reference V2 1000 models) alongside it. I couldn't for the life of me get the Voodoo2s to work in that setup; every game crashed. Strangely enough, an ATI Rage 128 card allowed the Voodoo2s to work. Nvidia and 3dfx were huge rivals back then and I wouldn't be surprised if Nvidia specifically coded their driver with the equivalent of, "If detect 3dfx then cause error."
It would be very surreal to have Nvidia and AMD cards playing nice in the same rig in the near future...
This is actually the earliest I've been for a video. Will we see more taran on FAP while Linus is gone?
Ahzim Abudhabi Me too
linus, had this great 'joke' video: A "DIY Sub-Zero Cooler". all you do is get a bucket of dry ice, and a copper tube sticking above a processor. Have the computer beep at you whenever the temperature reaches -10°C (or whatever is reasonable) This would make a great video, and even better if it worked!
Wow, never thought I'd see Chance the Rapper in a Linus video.
Holy shit! Linus is everywhere! We Canadians are taking over, first the Radeon card, then Justin Bieber and now Linus! LOL
EDIT: Sorry Linus, I didn't really mean to mention you and Justin Bieber in the same sentence. I do hope that you're not too offended. ;)
I feel like someone should say this on Luke's behalf... Build it beautiful
Be interesting to see what directx 12 will offer when its released.
Thanks A LOT!
I just recently found about (or heard about) Vulkan from Kronos. But things like "API" and all the rest of it? Nope!
Thanks, and I hope to learn more from you
Great video as always guys....still, I'd like to have seen a little more in-depth, specifics, but maybe you could do an "in-depth" video too? Either way, much appreciated :D
1:39 Wait, that is Khronos and not Kronos! And that slide definitely is not Khronos spelt wrong! It is talking about workforce management and stuff.
Khronos deals with Vulkan(and of course OpenGL) and not Kronos. I have no idea what that slide was about :D
Outstanding video quality. Gratz
Good thing about Vulkan (Mantle + OpenGL5) is it runs DirectX12 graphics on Vista , 7 , 8 , 10 , Linux and Mac
API's aren't only interfaces for operating systems. They can be used to interface with many other pieces of software.
DX12 Arma will be pretty spectacular.
I like linustechtips and all but I solely clicked on this video for the thumbnail
Suggestions: Backdoors or certificates as fast as possible?
If I understand it correctly Vulcan is supposed to be an API for everything from PCs consoles to tablets and phones.
So if a game engine is updated to vulkan, it would work on all these things from windows linux all the way to android. While a game engine made for DX12 would work on windows and xbox.
So why use DX besides being used to, am I mission something?
***** I have a question lets say someone has a GTX titan and they run battlefield 4 on 1080p at ultra settings and average about 144 fps,how much would vulcan increase the fps?
Same amount as directx 12 I guess? Still, at that resolution and framerate you have no gains left. Does the monitor support 200hz refresh rate and can you see the difference?
And battlefield already can use mantle on AMD cards. Vulkan is a better version of mantle basically, so the gains should be similar. Which a year ago on bf4 were about 10%.
Linus's voice is similar to the voice of the Dean in Community
I appreciate you on waiting until the end for the advertisement lol I hate those so much
Very nice video, though as a common rule, don't believe what you don't actually see on YOUR PC while gaming..
as a developer of vulkan i see first hand the incredible performance gains... dont care about dx12 tho, neither should any other engineer. but to be fair it should have similar gains.
Btw is called Vulkan not because of Star trek but because it was based on Mantle from AMD it's a link to Volcanoes.
I really hope Vulkan does well, or at least as well as DX12, because it's open and all that good stuff.
Cant wait to get direct x 12 and some games supporting it. Smoother is better after all. Especially when everyone is headed towards 4k gaming on the pc but doesnt want to have to run 3 way SLI titans to do it.
Linus and GabeN could make beautiful children together.
I hope if youtube starts its subscription model any kind of sponsor ads will be verboten.
You should make an As Fast As Possible on DACs and ADCs
Vulkan is based on Mantle and it's difficult to imagine Mantle really going anywhere from now. It only runs on AMD cards and only on relatively new ones, while DirectX runs on all available cards. No developer is going to solely develop a game with Mantle, which would technically only run on something like 25% of all gaming PCs. DirectX was never the best API, but it was at least a standard every dev could count on. The problem was that Microsoft really let it catch dust and only ever piled on new features instead of trimming the fat.
Tell me: is DirectX mostly good because it's like supported by a lot of devices?
You forgot to mention that DX12 is a Windows 10 exclusive API (at least until Windows 11 will be released) and Vulkan is going to work on everything (possibly all the way back to Windows XP; but at the very least back to Windows Vista/7) from Mobile Phones to crap like OS X or nice stuff like Linux and the BSDs.
Got Vulkan on Android! 💪👌💥
A lexicographer just hung himself when you defined API
Also is normal that the first Dx12 demos and games will not have a big impact on performance, that's because first having so big improvement on Draw Calls developers will try to squeeze more stuff into the game, bringing the frames per second to the 30 and 60's like they always have, more power not always means more fps but more and better graphics, the second reason is because they still do not know it that well to use it efficiently, the third and final reason is because of the increased difficulty of the API, it's a very hands off API, this means it doesn't help or hides complicated stuff from developers, in the past D3D and OpenGL did many stuff automatically ( with something called an abstraction layer ) with D3D 12 and Vulkan almost everything falls into the hands of developers, the past API's managed "jobs" distribution, usage, deletion and CPU utilization for the developers, on D3D 12 this is now their job, in the past if they made a mistake the API and the GPU vendor tried to solve it themselves, now if a developer makes a mistake the game or the API will crash and burn. D3D 12 is not for junior game developers those should stick with the "easier" D3D 11 and OpenGL.