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Vulkan driver optimizations can now be applied at the game engine level for common bugs


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It's no secret that optimizing drivers for games can be quite a chore. Every time a new AMD, Nvidia, or Intel driver releases, there's a heap of fixes plus a long list of known issues. This latest development, however, should lessen the time and effort needed to optimize for common bugs, like those found at game engine level.

An update to Vulkan's DRIconf framework has been added by Intel today that will now enable the company's ANV and AMD's Radeon RADV Vulkan drivers to use game engine details for a common workaround in case of a broad game engine defect. Such details - like application name, application version, engine name, and engine version - are available thanks to VkInstance and VkApplicationInfo. A move like this was probably on the cards, since just a week prior, Intel enabled its ANV Vulkan driver to work with DRIconf.

For those unaware, DRIconf allows you to configure, store, and load visual quality settings of OpenGL/Vulkan drivers at per-application/game level.

Some progress has been made since then, as a fix dubbed "VK_X11_strict_image_count behavior" for an Unreal Engine 4 bug has been added. This bug prevented a UE4-based game from starting on Vulkan drivers.

AMD has also been making some decent progress when it comes to Vulkan enablement. The company recently introduced a driver specifically to further extend Vulkan support.