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Ne x the talos principle image
Ne x the talos principle image









ne x the talos principle image
  1. #Ne x the talos principle image 720p#
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This is still an early rendering path and there’s no reason to expect that in time it won’t get up to the speed of DX11 (or even surpass it), but that’s not the case right now. We’ve also gone ahead and run our two most powerful cards, the GeForce GTX 980 Ti and Radeon R9 Fury X, at 1440p to also showcase a more strictly GPU-bound scenario.Īs expected from Croteam’s comments, at no point here does Vulkan catch up with DirectX 11.

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We’ve gone ahead and run our full collection of cards with Ultra settings at both 1080p and 720p to showcase a typical gaming workload and a lighter workload that is much more unlikely to be GPU limited.

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Update 02/19: By request, I've also added Fury X numbers to our comparison to showcase high-end AMD performance G.Skill RipjawZ DDR3-1866 4 x 8GB (9-10-9-26)ĪMD Radeon Software Crimson 16.1.1 Hotfix (DX11 & OpenGL)ĪMD Radeon Software Beta for Vulkan (Vulkan)

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As the release of AMD’s drivers was unexpected – we had already begun preparing for this article earlier in the week – we don’t have results for very many AMD cards, but as this is a quick look it gets the point across.

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AMD and NVIDIA will be integrating Vulkan into their release consumer drivers in the future as they improve on driver quality and catch up with the latest driver branches.įinally, for our testing we’re using our standard GPU testbed running Windows 8.1, in part to showcase Vulkan on a platform that can’t receive DirectX 12. As is common with new API releases, both drivers are developer betas and either lack features or are based on older branches than current consumer drivers, however the NVIDIA driver has passed Vulkan conformance testing. On the driver side of matters, both AMD and NVIDIA released Vulkan drivers yesterday.

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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.

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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.











Ne x the talos principle image