Hello! thanks for taking a look at the forums from time to time. I have a couple of questions about the Vulkan API, so without further I do:
- Will we have more detailed graphics options once it’s implemented? (texture detail, lighting, shadow fidelity, ambient occlusion, etc)
- Is it expected to improve the visual fidelity of the game in any way, right away, or will the change from DX11 to Vulkan be most noticed in the performance aspect?
- How do you test the API as you are converting it? Does it have to reach a working state where all the graphical features from DX11 are implemented for it to even render on screen, or can you render the game in an “incomplete” way and test it as it goes?
- Is there already a working version of the game running in the Vulkan API internally?
1) No. Well, you might, but the two aren’t related to one another
2) 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)
3) We’re working on two fronts. First, we have a new renderer, arbitrarily named Gen12, which wraps the graphics API in an interface that forces things to be Vulkan friendly. The D3D11 backend for Gen12 is already working and we’re converting features over to it, so we can test old-D3D11 vs new-D3D11 on a switch, feature by feature. At the same time, work is progressing on writing the Vulkan backend for the same renderer, so the people working on that can compare new-D3D11 vs Vulkan on any of the things that have already been ported to Gen12.
4) It’s possible to run with the Vulkan backend, but it’s not working in the sense of being in a playable state.