Tag Archives: results

Unity renderers comparison DX12 and Vulkan

With credit to YouTuber “airspeedmph” a Unity #renderers comparison running the #Courtyarddemo between Windows using various versions of DirectX, Vulkan and OpenGL, plus SteamOS using Vulkan and OpenGL. The results are eye opening, but spoiler, it looks like DirectX 12 and Vulkan keep relatively close to the same frame rate.

Check it out. The Green labels are Windows and Blue are SteamOS respectively.

The video synopsis from airspeedmph:

Don’t look too much into it, the demo isn’t a DX12/Vulkan showcase. It was just my curiosity to see how this very GPU/CPU intensive demo will perform using current (some still experimental) Unity renderers. Some details below (press SHOW MORE)

You probably (like me) expected some interesting results, but as it stands there’s barely any difference between them, but since I already made it, here it is.
I’ll likely try later with other demos.

This is a modified version of the Courtyard demo that can be found here: https://blogs.unity3d.com/2015/11/05/…
It is modified because some shaders that the demo is using are now incompatible with the current version of Unity. Is something that can be probably fixed by experimented Unity users, but since I’m not that I just preferred to replace them with standard shaders.

Videos recorded at 1680×1050 windowed since the DX12 build refuse to let go of Vsync in fullscreen mode.

Nothing interesting about GPU/CPU usage data, since it was 100% for all of them.

The demo has a 122 fps limit that I was unable to overcome.

System:

  • i7 4790K
  • Nvidia GTX 780
  • 16 GB RAM

SteamOS Brewmaster
Windows 10

Linux Nvidia driver 367.57
Windows Nvidia driver 373.06

As the results speak for themselves, so does Vulkan and OpenGL running on SteamOS. Needless to say there seems to be varying results on Windows running three different versions of DirectX. Where things get interesting, at different points during the test, DX12 pulls only slightly ahead of Vulkan, while OpenGL on SteamOS still gets a higher frame rate.

With all the talk about SteamVR and Vulkan support, it’s going to be interesting to see test results for the Vive and other headsets used for actual gaming on Linux. If this test is any indication of the work that needs to be done in order to improve Vulkan or even expand the use of OpenGL, VR performance will definitely need some tweaking. Let alone necessary changes and such for the Unity game engine running Vulkan, which is still experimental.

linuxgameconsortium-gaming-news-and-community

Expeditions: Conquistador – Gamescom Results

Yesterday we returned from Gamescom, where we’ve been exhibiting the game to the public since Thursday (and to GDCE attendees on Wednesday). Apart from being a chance to show people what we’re working on, Gamescom was an excellent opportunity to watch people play, and analyse what problems and shortcomings the game still has. We came back from there with a large stack of pages scribbled full of notes and comments about things to fix, change, or add.

The major thing we’re going to do is improve the world map. We’re really happy with how the combat system has turned out, it’s just as tactical and cerebral as we’d hoped, and it’s only going to get more so as we add the remaining features that we didn’t have time to add before Gamescom. The world map, however, does not meet our own quality expectations in a few key ways.

First of all we’re going to remove the hex grid from the world map, both for aesthetical and technical reasons – without the hexes, it’ll look better and it’ll run better. The grid will still be there in the background, but it won’t show up anymore, instead you’ll see a path light up to show how you’ll get to the point where your cursor is, how many moves it’ll take to get there, and whether you can make it without camping. The main problem we’ll have is how to show the player where you can go and where you can’t – in other games with world maps, the world tends to be very discretely designed, with clear boundaries between where you can walk and where you can’t (cliffs always being extremely steep, woods always being very very dense, etc.). Since our world map is based on real topological data, we don’t have that luxury, and the boundaries between mountains and jungles are typically quite vague. We haven’t quite settled on a solution yet, but it’ll probably be a combination of using the terrain textures to indicate where you can walk, and changing the cursor when you’re hovering over unwalkable terrain.

Another thing we’re unsatisfied with in the world map is the sparsity of things to find and things to do. Right now, you can find events (the narrative content in the game), rations, medicine, and treasure. We’ve always wanted to add stationary and wandering enemies as well, so that will be one of our first priorities. We’re also talking about adding a simple crafting system to allow you to construct your own barricades and traps when you make camp, and the crafting materials for that could be collected throughout the world map as well. Similarly, we want to add little pickups that give you a bonus to your daily movement, increase your people’s stats in the next battle, and so on. Finally, we’re planning to add a camp management system through which you can decide what should happen when you make camp – who should go hunting, who should be on guard duty, who should construct items, who should handle randomly occurring nightly tasks (survey the surrounding area, search the nearby caves, have a practice fight). We’ll also allow you to decide how many rations to give your people and who should go hungry if you don’t have enough food or go unpaid if you don’t have enough valuables.

These are just some of the most important changes we’re going to make to make the world map more engaging as well as user friendly. We’re processing all our notes now, dividing them into user stories and individual tasks, and prioritising them according to importance. Soon, we’ll have brought the world map up to the same level of quality that our combat system currently displays.

For less development-specific information, please keep checking our Kickstarter for news updates 🙂

 

 

 Source: LogicArtits

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