I wanted to make this because I mainly want to see how much faster Vulcan is than OpenGL. Nvidia card users probably won't notice any difference and AMD card users might not either but everyone stuck with intel hd on Linux have to deal with the fact that Intel HD isn't good with OpenGL. Hopefully Vulcan is a different story. I need some help with this backend so is there anyone who wants to help me? I will post it but credit everyone who is willing to help. It doesn't matter what hardware you are using as long as you have linux on your pc. There is no unofficial Vulcan backend yet so It would be a good idea.
Need Help Making an unofficial Vulcan backend for linux
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Anyway, we've said quite a few times before, Vulkan (cough cough) will be done when someone cares enough to do it. I hope you aren't expecting to say live long and prosper and a bunch of graphics devs come running, because that is SO not happening! If you do not wish to wait and really care about implementing it, you can simply learn graphics coding and do it yourself! There are lots of us who are more than willing to help you learn, if you care about it that strongly. Intel Xeon w7-3465X OC | Asus Pro WS W790-E Sage SE | NVIDIA GeForce RTX 4090 FE | 8x16GiB G-Skill Zeta R5 DDR5-6000 | Windows 11 23H2 | (details)
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06-17-2016, 01:53 PM
(This post was last modified: 06-17-2016, 01:55 PM by mstreurman.)
Somehow I don't think it will happen if you don't make a start Aaronius... With your 14 years of age (according to an older post) I'm guessing that you don't have (enough) experience in programming to even get close to programming a graphics backend. I do find it cute that you ask people to "help" you make one, but let us start with you programming a hello-world app with a Vulkan back-end for the graphics and go from there. I also don't think it will solve your problem with the sparkly graphics in some of your games because I don't think (but I could be wrong) that Vulkan is even supported on an Intel HD4000
I'm no programmer though, but I do support the thread and would love to test the difference in speeds between DX12 and Vulkan. p.s. No Puns or Flames intended!
I think for a Vulkan backend, it's best to start from scratch: https://github.com/dolphin-emu/dolphin/pull/3813
Then just start with the backend itself: - Context + window creation, presentation - Vertex buffer streaming - Texture cache + uploading - Shader cache + compiling - GPU state handling - some util draw calls, eg clearing the framebuffer After this steps, you should have a backend which is able to render many games well already (06-17-2016, 01:53 PM)mstreurman Wrote: Somehow I don't think it will happen if you don't make a start Aaronius... With your 14 years of age (according to an older post) I'm guessing that you don't have (enough) experience in programming to even get close to programming a graphics backend. I do find it cute that you ask people to "help" you make one, but let us start with you programming a hello-world app with a Vulkan back-end for the graphics and go from there. I also don't think it will solve your problem with the sparkly graphics in some of your games because I don't think (but I could be wrong) that Vulkan is even supported on an Intel HD4000Please, just let him try it. A GPU backend isn't that hard, it's just a ton of work. But yes, you should be familiar with Vulkan and GPU programming. 06-24-2016, 08:56 AM
(This post was last modified: 06-24-2016, 09:00 AM by Aaronius Leonius.)
I should probably start exploring EDX to see if there is a course on it. I already know C so I think that could help. Thanks for support from everyone. I might have to wait a year or two because I might need to learn more about it and I couldn't get Vulcan SDK working properly on my Linux machine. Probably because of HD 4000 not supporting Vulcan as mstreuman said but I don't even run dolphin on the machine that was artifacting because of performance and the artifacting. I will work on learning it though. Please refer me to any free online college courses that teach this. Thanks.
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