![]() ![]() On the driver side of matters, both AMD and NVIDIA released Vulkan drivers yesterday. So with that in mind, it’s important to set reasonable expectations of what’s to come. Furthermore The Talos Principle is not a title that’s designed to exploit the CPU utilization and draw call improvements that are central to Vulkan (unlike say Star Swarm when we first looked at DX12). ![]() To be very clear here this is an early look at Vulkan performance Croteam admits from the get-go that their current implementation is very early, and is not as fast as their now highly tuned DirectX 11 implementation. Games with full support for Vulkan are still going to be some time off, as even with game dev participation in the standardization process it takes time to write a solid and high efficiency rendering path for these new low-level APIs, but none the less it gives us a chance to at least take a peek at the state of Vulkan on day 1. ![]() Since this is the first game with any kind of Vulkan support, we wanted to spend a bit of time looking at what Vulkan performance was like under Windows. Now with Vulkan’s release Croteam has gone one step further, implementing early Vulkan support in a beta build of the game. Developer Croteam has a history of supporting multiple rendering paths with their engines, and the 2014 puzzle-em-up is no different, supporting DirectX 9, DirectX 11, and OpenGL depending on which platform it’s being run on. Following yesterday’s hard launch of Vulkan 1.0 – drivers, development tools, and the rest of the works – also released alongside Vulkan was the first game with Vulkan rendering support, The Talos Principle. ![]()
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