Vulkan vs. OpenGL

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ForceofPhoenix

ForceofPhoenix

Күн бұрын

I remade the same minecraft like game in OpenGL and Vulkan. Both versions rendering 64x64 chunks. (vulkan renders slightly more verticies than opengl because outer walls are also meshed). As you can see vulkan is pushing more frames than GL because of little cpu overhead. Instead of submitting each vertex one after another you can pass all draw commands with one submit command to the gpu. Both projects are completely coded in C. Vulkan utelizes my own allocator.

Пікірлер: 233
@forceofphoenix
@forceofphoenix 4 ай бұрын
Reminder: OpenGL Example uses multiple gldraw commands while vulkans submits one command buffer for one frame
@Blacksoul444
@Blacksoul444 2 ай бұрын
i am absolutely not as deep in the topic, let alone vulkan. But wouldn't you rather need to use Instancing in OpenGL, to have a more equal number of draw calls?
@RawFish2DChannel
@RawFish2DChannel 2 ай бұрын
@@Blacksoul444 instancing would only apply here if you have a tree model and want to draw it multiple times, if you have a tree made out of blocks in a chunk, instancing wouldn't really work here (unless you want to draw same chunk a few times, to which I must ask: why?)
@Blacksoul444
@Blacksoul444 2 ай бұрын
@@RawFish2DChannel since the goal is performance comparison, we need to use the same number of draw calls to have meaningful comparison. -> Therefore, instancing. How your trees look like is completely irrelevant and out of scope.
@RawFish2DChannel
@RawFish2DChannel 2 ай бұрын
@@Blacksoul444 oh, well, if that's the goal, then we can just use single draw call, or many indirect draw calls (thousands of indirect draw calls have same performance cost as one regular draw call from my experience)
@Blacksoul444
@Blacksoul444 2 ай бұрын
@@RawFish2DChannel that's what we talk about. Welcome to the comment section.
@ALEKSCRAFTPLAYY
@ALEKSCRAFTPLAYY 4 ай бұрын
For me. OpenGL: Compatibility Vulkan: Performance
@somedudenamedanthony
@somedudenamedanthony 4 ай бұрын
Not particularly, Vulkan can be terrible for platforms and hardware that has a bad implementation of Vulkan. An example is amdvlk vs. vulkan-radeon on Linux/BSD. Same goes for OpenGL(ES). Bottom of the line is that you use should the graphics API best suited for whatever platform. Direct3D/2D for Windows NT, Metal for (Desktop) Darwin (e.g. macOS/Mac OS X), Vulkan for Modern (Desktop) Linux/BSD, OpenGLES for Mobile Darwin and Linux (e.g. Android, IOS/tvOS/iPadOS,etc) OpenGL for legacy kernels like System (x) UNIX or Linux 4 or older.
@nic5973
@nic5973 4 ай бұрын
​@@somedudenamedanthonyI have always had a performance problem of Vulkan in my computer. It also has problems in Direct8 and 9 games, but runs Direct 10 and above just fine Is there any fix to those issues?
@somedudenamedanthony
@somedudenamedanthony 4 ай бұрын
​@@nic5973 Assuming you're on Windows, I've also had a lot of problems with Direct3D8/9 games running horribly, either with tons of micro-stutter or graphics bugs, (an example being Sonic Adventure DX.) This might be an issue exclusive to AMD hardware (the computer I have, like a driver issue. It could possibly a Windows bug too.
@fyfbifvodefin9383
@fyfbifvodefin9383 4 ай бұрын
It’s better to use wgpu library, which available for many languages and which abstracts multiple graphics apis in one mid level api. Using wgpu you will get both cross platform support and cross api support
@somedudenamedanthony
@somedudenamedanthony 4 ай бұрын
@@fyfbifvodefin9383 I think you're forgetting the fact that webgpu requires a WEB BROWSER to function. Sometimes creating a web application just isn't feasible, and no Node WebKit "nwjs" and Electron do NOT count as "native" alternatives.
@thetastefultoastie6077
@thetastefultoastie6077 5 ай бұрын
This is an apples-to-oranges comparison: The Vulkan application draws the entire scene with a single API call, but you didn't do this for the OpenGL application, instead drawing each chunk one-by-one, and therefore it is slower. Using glMultiDrawElementsIndirect the performance should be practically the same. That might actually be a meaningful API comparison for a more complex scene.
@MaDPuPPeTgames
@MaDPuPPeTgames 3 ай бұрын
the example looks bad since its rendering the same static trees over and over. if your rendering completely differnt meshes and moving them, vulkan would also outperform opengl but this time it would be much harder for opengl to catch up.
@126sivgucsivanshgupta2
@126sivgucsivanshgupta2 3 ай бұрын
Not exactly Yes vulkan does a single command buffer submit, but to record that command buffer, they might have used the same amounts of vkDraws (which is same as glDraw commands) Opengl also does the same thing, it batches all the draws and executes them together at the end (unless you specifically try to flush the draws) In this case, this comparison is comparing 2 baddly implemented renderers in 2 different apis Opengl renderers can be much better using indirect draws (essentially trying to achieve zero driver overhead, aka azdo) The reason why vulkan is better is because it allows for better manual sync opportunities which is required for true azdo renderers, which in case of openGL, u don't because each sync call will have some overhead
@research417
@research417 3 ай бұрын
​@@126sivgucsivanshgupta2 What sync calls does OpenGL have that truly make it slower than Vulkan? I feel like with good renderer implementations FPS is going to be nearly the same except in some special cases.
@brockdaniel8845
@brockdaniel8845 5 ай бұрын
The length of the OpenGL code vs Vulkan 😵
@0011110000111110
@0011110000111110 4 ай бұрын
How could anyone call this a step forward?
@iambored1528
@iambored1528 4 ай бұрын
@@0011110000111110ah yes, because more code = worse 🤪 vulkan has much less abstraction than opengl, making it much faster but taking a bit more code to get working
@mek101whatif7
@mek101whatif7 4 ай бұрын
​@@0011110000111110 literally 3+ times the performance
@0011110000111110
@0011110000111110 4 ай бұрын
@@mek101whatif7 But the code length.. if the same exact behavior was already described concisely with what seemed like less than 3x shorter code, they should have written the longer version with a compiler, not required the programmer to do all the extra work.
@BananaPuppyBruh
@BananaPuppyBruh 4 ай бұрын
@@0011110000111110 What do you actually mean by "written a longer version with a compiler"? Are you suggesting someone write assembly? or write their own compiler? Have you considered the implications of the scope of such a project? Is the verbose but finer control more detrimental to DX than the worth of improved runtime performance? What opinion are you even sharing?
@mr.hashundredsofprivatepla3711
@mr.hashundredsofprivatepla3711 Ай бұрын
0:08 OpenGL - GPU Temp: ~44° c - GPU Use: ~2% - GPU Power: ~105 w - Memory: ~366 mb - CPU Use: ~11% - Framerate: ~500 fps - Frametime: ~1.8 ms 0:47 Vulkan - GPU Temp: ~51 c - GPU Use: ~3% - GPU Power: ~285 w - Memory: ~390 mb - CPU Use: ~8% - Framerate: ~1770 fps - Frametime: ~0.5 ms
@kolyan_wow
@kolyan_wow Күн бұрын
i think x3.5 fps at vulkan cost it
@volchonokilliR
@volchonokilliR 4 ай бұрын
Note that power consumption is 100 W vs 280 W. A big giveaway on the actual hardware utilization
@recore67onload
@recore67onload Ай бұрын
I think that's only because its rendering more frames. lets say if the vulkan test was capped it like 600 then it might use even less power than opengl.
@Mitsuoxx
@Mitsuoxx Ай бұрын
It's x3 power consumption for x4 better performance. In 60-240hz Vulkan will consume less watts.
@prateekpanwar646
@prateekpanwar646 Ай бұрын
@@Mitsuoxx You're mistaking his meaning. He meant that you can notice performance difference also by power. If power draw is higher means you're using more of unused performance which was present in system.
@shailmurtaza9082
@shailmurtaza9082 Ай бұрын
This is what we want. In general computing we want to utilize more more hardware as possible. That is why we have implemented multithreading for single cores on CPUs. To utilize CPU as much as possible.
@PeterKilian
@PeterKilian 2 ай бұрын
Vulkan is a graphics card framework whereas OpenGL is a graphics programming framework.
@Qohist
@Qohist 5 ай бұрын
the drawback of vulkan is that it needs more boilerplate and is more explicit than opengl so most people that are doing a real game just alone by them selves would choose opengl or webgpu which has abstractions over graphics apis and is easier than vulkan and is comparable
@networkgeekstuff9090
@networkgeekstuff9090 5 ай бұрын
Yeah, remins me of what John Carmack once said when multi-CPU systems started to took off in early 2000s that he would always rather prefer one infinitelly fast core than to introduce the complexity of scaling on any milti-cpu system. Those boilerplates are exactly the manifestation of negatives of the fact that we hit silicone limits in the frequencies some 15 years ago. Let's see what AI assisted programmings will do with indie scene as a compensation. The best gaming creativity today is in very small indie teams and for them anything that introduces more background coding work can mean a death of a project.
@overdev1993
@overdev1993 5 ай бұрын
yeah and most people won't write their own renderer / engine to begin with if they just want to a game on their own
@_GhostMiner
@_GhostMiner 4 ай бұрын
Webgpu? So webgl is obsolete now?
@Qohist
@Qohist 4 ай бұрын
@@_GhostMiner yes but wgpu can also run natively it compiles into vulkan opengl directx12 and metal
@_GhostMiner
@_GhostMiner 4 ай бұрын
@@Qohist wdym "and metal"?
@middyjohn
@middyjohn 5 ай бұрын
I dont remember the last time i see a raw direct and simple comparison of ogl vs vulkan, does vulkan win this big too under max workload at capped fps? Like how many workload it can take before dipping below capped fps?
@forceofphoenix
@forceofphoenix 5 ай бұрын
the diffrence would be not as huge. With low fps the gpu is the bottleneck
@diguifi0fficial
@diguifi0fficial 5 ай бұрын
When I saw 500+ fps I though it couldnt get much better than this. I was wrong.
@marclurr
@marclurr 4 ай бұрын
Fps is kind of meaningless for this kind of benchmark. For example, 500fps is 2ms per frame, 1000fps is only 1ms per frame faster. The more useful metric to look at is frame time.
@0011110000111110
@0011110000111110 4 ай бұрын
I wish you'd used the same allocator on both scenes, and tried to do both APIs as similarly as possible otherwise. But this was helpful, thanks.
@thecakelover4578
@thecakelover4578 2 ай бұрын
The thing that I hate about Vulkan is the fact that it only supports GPUs from 2016 and newer, because I suffer from INTEL HD GRAPHICS FROM 2009
@alteito
@alteito Ай бұрын
You can pick up a GTX960 for like $50 almost anywhere
@thecakelover4578
@thecakelover4578 Ай бұрын
@@alteito You don't knoe how living in a 3rd world country (not india) is, either way I am using a laptop from 2009 which is held by duct tape, so I can't do shit, it's all I have.
@alteito
@alteito Ай бұрын
@@thecakelover4578 My brother in christ, I live with the 3rd worst economy of South America lmao
@Mrdodo-bp2li
@Mrdodo-bp2li Ай бұрын
​@@alteitoIn what country of South America do you live in to be just $50? Here in Brazil a GTX 960 is at least 100$ bucks.
@alteito
@alteito Ай бұрын
@@Mrdodo-bp2li Argentina. The trick is to look for deals on a regular basis, got it for the family pc since mine got put on hold. It is what it is
@kolosso305
@kolosso305 5 ай бұрын
didn't know the difference was that stark, thanks for posting this
@forceofphoenix
@forceofphoenix 5 ай бұрын
Vulkan is just utelizing more of the gpu due to lower cpu bottleneck
@kushzei
@kushzei 5 ай бұрын
I understood that Vulkan can be helps faster if you know what your doing
@jd_bruce
@jd_bruce 5 ай бұрын
Can't you just create a single vertex buffer in OpenGL instead of submitting each vertex one after the other?
@forceofphoenix
@forceofphoenix 5 ай бұрын
Of course, but when you break a block the whole map needs to be remashed, which is 4096 times slower than meshing one chunk
@RawFish2DChannel
@RawFish2DChannel 2 ай бұрын
you can still use single big vertex buffer and don't have a need to remesh everything when one chunk changes. But you will need to draw it with indirect draw call, like glDrawElementsIndirect, or glDrawElementsInstancedBaseVertexBaseInstance. Additionally you can draw everything with SSBO containing chunk positions and draw everything with glMultiDrawElementsIndirect and using gl_DrawID in vertex shader to index chink positions in SSBO. Cost of 10000 indirect draw vommands from indirect buffer are the same in terms of performance to the single draw command like glDrawElements, but even better, since you xan use frustum culling by adjusting indirect buffer. And even so, you can still squize a lot more performance from OpenGL and ecen from Vulkan
@RawFish2DChannel
@RawFish2DChannel 2 ай бұрын
slso forgot to add, you will have to manually allocate stuff in that big vertex buffer to be able to replace and update chunk vertices in there. (it's not hard though)
@Marius-ir1qn
@Marius-ir1qn 5 ай бұрын
Man, if you don't know OpenGL, don't make a video about it. Yes, OpenGL cope harder with threading but if you do it right even in single instance you could get to a relatively close performance to vulkan.
@forceofphoenix
@forceofphoenix 5 ай бұрын
Is there a way in opengl to copy multiple buffers inside the gpu in parallel? In my newer videos you see that this reduces time for copying -> higher fps single threaded
@Marius-ir1qn
@Marius-ir1qn 5 ай бұрын
@@forceofphoenix Yes, use buffer objects. Though I would argue that for a simple scene with repetitive objects you could get very far by using batching or instancing.
@forceofphoenix
@forceofphoenix 5 ай бұрын
@@Marius-ir1qn In the end, performance mostly depends not on the API or GPU, but on the skill of the programmer.
@oh-facts
@oh-facts 5 ай бұрын
@Marius-ir1qn Could you elaborate on the problem he had with opengl + your solution? Why does using a buffer object (ssbo?) help with copying? What is being copied? Why is it being copied? Thanks!
@artursilence5896
@artursilence5896 2 ай бұрын
Average performance. But not the absolutely possible maximum. :)
@maxiluaces505
@maxiluaces505 5 ай бұрын
awesome. ps: 1608 line code Vulkan - 145 line code OGL lol
@forceofphoenix
@forceofphoenix 5 ай бұрын
Its not the hole code, opengl projekt is about 77k chars and vulkan 137k chars
@FigFelix2009
@FigFelix2009 2 ай бұрын
mofo Zdoom devs please optimize the code from the effing GZDoom man 💀😭
@wouf_
@wouf_ 5 ай бұрын
Yea but vulkan is a pain to work with
@KimTiger777
@KimTiger777 5 ай бұрын
It bogles my mind that Notch didn't use C, it would have been soo much faster and efficient than Java. Also the loading time would be magnitude faster. I just heard that he is trying to make a dungeon crawler in Java, like dude WTF why use the slow tech? For me performance is alpha omega.
@outervale
@outervale 5 ай бұрын
Java is what he knew. He simply chose to use what he was familiar with. It's worth noting that nobody ever really expected Minecraft to get to the size it has.
@clavicol6875
@clavicol6875 5 ай бұрын
And right now, he is also coding a dungeon game with javascript. I guess he just likes those languages.
@forceofphoenix
@forceofphoenix 5 ай бұрын
My goal is to make it as fast as possible. The world you see here is created in 0.012 seconds and meshed in 0.18 seconds. Vulkan instance creation takes ~ 0,15 seconds (because its doing very much stuff in the background). The rest of the 0,9 seconds is copying data on the gpu due to poor optimization from myself. But when i start 1.20.2 i wonder why tf it takes 20 seconds to just open the world creation menu ....
@thelocalespada5956
@thelocalespada5956 5 ай бұрын
@@forceofphoenixWhat are your specs? The good thing about having it coded by java is that without java sodium and iris or rubidium and oculus probably wouldn't exist, I mean do you see sodium on minecraft bedrock which is coded with c++? I generally think the java version is just better in general with how much freedom it has, and the way you turn feels a lot better than in the c++ version. The game just feels better in the java one for me. Right now I have an i7 4790, a gtx 1650 super, and 32 gb ram. but I will be upgrading to an i5 11400f, an rtx 3060, and 64 gb ram on my birthday in 2 months
@forceofphoenix
@forceofphoenix 5 ай бұрын
@@thelocalespada5956 As a mod dev with 6 mio downloads on cf i can totally agree. But modding the closed source minecraft is ripping up the bytecode from Java inserting your own Code and hope that it starts. My plan is to implement a native luaJIT modding system that has full access over the internal functions
@fenn_fren
@fenn_fren Ай бұрын
Minecraft's Vulkanmod is simply amazing. It can still hitch quite a bit when generating new chunks at higher render distances, but once they're loaded it's butter smooth.
@king_james_official
@king_james_official 5 ай бұрын
in r6s it doesn't make a big difference, but i guess that they just didn't really optimize it too much?
@vephovandenberg3181
@vephovandenberg3181 5 ай бұрын
So basically it is possible to write a efficient voxel raytracer, if I noticed correctly with your demonstration, in OpenGL. And what is the chunk size, friend?
@forceofphoenix
@forceofphoenix 5 ай бұрын
This is Not a raytracer. It meshes the chunks (16x16x256)
@vephovandenberg3181
@vephovandenberg3181 5 ай бұрын
@@forceofphoenix I see
@RealGivre
@RealGivre 3 ай бұрын
What optimisations are u using on the video ? I had way better performances with rx 8gb 580 with instancing
@havirsers
@havirsers Ай бұрын
1758 fps
@Gureenu
@Gureenu 2 ай бұрын
vulkraft vs MineGL
@orangehatmusic225
@orangehatmusic225 5 ай бұрын
I don't think you are getting enough FPS there with the vulkan one.
@forceofphoenix
@forceofphoenix 5 ай бұрын
Especially memory transfer operations could be optimized further ...
@avarise5607
@avarise5607 5 ай бұрын
Vulkan is bug difference not only in single GPU utilization, but also in multiple GPU utilization! Maybe some of you remember nvidia attempts to make dual GPU work, but in the end you always end up with something like maybe 150% of 1 GPU power, instead of 200%. Vulkan allows you to get that 200%, without any crosslinks, because of the software differences. Essentially, Vulkan treats each GPU separately, you can issue vastly different parts of workflow to any number of GPUs connected. You can do this for example, by creating 1 Graphics queue and separate compute queue. PCI is your crosslink to transfer data between CPUs, but even then, if you get GPU's which by design can pool their memory, then you can truly achieve ridiculous compute power, all synced by single CPU.
@rostus_official
@rostus_official 4 ай бұрын
Minuses of Vulkan: HLSL Pluses of Vulkan: RTX Library
@supermamoru
@supermamoru 4 ай бұрын
Both: Minecraft
@ikqqslate_
@ikqqslate_ Ай бұрын
Hey, I'm new to this and I wanted to ask what sources did you use or would recommend for learning OpenGL? thanks!
@Uglok460
@Uglok460 Ай бұрын
Easy work , but bad result or hard work and good result?
@wh1t3lord
@wh1t3lord Ай бұрын
It is the same as rust developers compare C++ performance just using debug version of program! 😂😂😂
@schinkiwinki_
@schinkiwinki_ Ай бұрын
Why is your gpu only pulling 100w on opengl, but pulling 270 on vulkan?
@handlesrtwitterdontbelivethem
@handlesrtwitterdontbelivethem Ай бұрын
less cpu bottleneck
@Xiefux
@Xiefux Ай бұрын
vulkan has like triple the fps
@Hobby2007
@Hobby2007 Ай бұрын
Здравствуйте, я начал изучать OpenGL и мне было бы интересно узнать разницу между OpenGL и Вулкан
@fizipcfx
@fizipcfx 2 ай бұрын
why is there a line on the window. Is that a hardware fault?
@forceofphoenix
@forceofphoenix 2 ай бұрын
i think what you mean is the frametime graph from msi afterburner xD
@MikAlexander
@MikAlexander 4 күн бұрын
you can instance mesh in ogl too. Have you tried that?
@artemmentiy7107
@artemmentiy7107 4 ай бұрын
Cool, but i'm sure you can get much better fps in these scenes with your 4090 )))
@forceofphoenix
@forceofphoenix 4 ай бұрын
look at my newer videos
@rythem2257
@rythem2257 Ай бұрын
me when i kneecap opengl to make vulkan look better:
@KozelPraiseGOELRO
@KozelPraiseGOELRO Ай бұрын
Ok guys, I am going back to Godot.
@TheGrammarNazi123
@TheGrammarNazi123 2 ай бұрын
The thumbnail reminds me of DOOM.EXE.
@AKULKA-nb6xf4ul8b
@AKULKA-nb6xf4ul8b Ай бұрын
Micrasoft go to put you to jail😂
@Sygma_2v
@Sygma_2v Ай бұрын
nice test for RTX 4090
@ohnepixel400
@ohnepixel400 2 ай бұрын
simple. Vulkan - ur life is done. OpenGL - fair enough
@jamesblackburn8378
@jamesblackburn8378 4 ай бұрын
This is a misleading comparison, I assure you that you can achieve almost the same level as performance as Vulkan with a better OpenGL implementation.
@forceofphoenix
@forceofphoenix 4 ай бұрын
yeah you can totally do it, but i didnt.
@jamesblackburn8378
@jamesblackburn8378 4 ай бұрын
@@forceofphoenix me when i spread misinformation on the internet
@tacokoneko
@tacokoneko 5 ай бұрын
is it the same on linux? also on linux the zink opengl driver implemented on top of the system vulkan driver has been reported to have better performance than the traditional opengl driver by itself. could you test all 3?
@inverno_play
@inverno_play Ай бұрын
3 times the fps 💀
@Spectrulight
@Spectrulight Ай бұрын
I see vulkan is more gpu dependant
@forceofphoenix
@forceofphoenix Ай бұрын
@@Spectrulight how it should be
@ahmedhassan5783
@ahmedhassan5783 Ай бұрын
what is that theme?
@LionSnob
@LionSnob 16 күн бұрын
VULKAN LIVES
@tal2agamer498
@tal2agamer498 Ай бұрын
Keep going
@TophatArchive
@TophatArchive Ай бұрын
renderers got so cool names like i wanna be named Microsoft DirectX or WebGL
@forceofphoenix
@forceofphoenix Ай бұрын
haha
@QuaaPaCPP
@QuaaPaCPP 3 ай бұрын
What is the themes of vscode?
@Kuklach124
@Kuklach124 2 ай бұрын
124
@character640p
@character640p 2 ай бұрын
This is how I see C++ vs Python. I use both.
@DLGanimator
@DLGanimator Ай бұрын
He remade minecraft? Nah, he remade our nostalgia
@tonin8499
@tonin8499 2 ай бұрын
Keep in mind that the difference here is displayed in FPS instead of ms. Yes, Vulkan is faster, no doubt, but by ~1ms. Still significant considering the time scale we're talking about, but it can very much be compromised by thi gs like... the way you program you game afterwards
@johncruelty1
@johncruelty1 Ай бұрын
270 watts for this ??? wtf
@forceofphoenix
@forceofphoenix Ай бұрын
its not greedy meshed ... so its rendering very much
@mr.hashundredsofprivatepla3711
@mr.hashundredsofprivatepla3711 Ай бұрын
How did you get RivaTuner/Afterburner running as part of your app?
@fuji_films
@fuji_films Ай бұрын
Hey mate, what's the best Vulkan tutorial around here? I don't mind it being a book or a video. I just wanna learn.
@forceofphoenix
@forceofphoenix Ай бұрын
vulkan-tutorial.com is the only one that really worked for me. But dont just copy the code it will not help you. carefully read through it and when coding try to not copy paste and write it all by yourself. rewriting it in C had me to tought about things and implement it my way. With that i slowly developed my own little vkutils.h helper library. And please do yourself a favor and use VMA (vulkan memory allocator) its awesome
@fuji_films
@fuji_films Ай бұрын
@@forceofphoenix thanks dawg. You're the Goat.
@ew2430
@ew2430 5 ай бұрын
Hey is there any specific reason why you don’t use c++?
@forceofphoenix
@forceofphoenix 5 ай бұрын
I think C is much cleaner and I Write more performant Code
@valsk01
@valsk01 5 ай бұрын
@@forceofphoenix agreed + there is no "dynamic memory allocation with the functionaly static overloaded operator named '+' (plus) which takes in int x"
@Nodal488
@Nodal488 5 ай бұрын
C++ is bloated, sometimes it feels really great to go back to C. Until you need a generic container x)
@valsk01
@valsk01 5 ай бұрын
@@Nodal488 ye... im in that cycle xD
@gabryxxo
@gabryxxo Ай бұрын
3% GPU 250watt? WTF RTX10000000
@forceofphoenix
@forceofphoenix Ай бұрын
3% is false reading
@gabryxxo
@gabryxxo Ай бұрын
@@forceofphoenix Oh Okay
@tankfire20
@tankfire20 Ай бұрын
okay, but like why does vulkan have a michael bay blue filter?
@clement8181
@clement8181 4 ай бұрын
3% gpu usage is crazy
@forceofphoenix
@forceofphoenix 4 ай бұрын
i think the overlay was broken. i doubt at 300W its running at 3%
@volchonokilliR
@volchonokilliR 4 ай бұрын
When saw 500 FPS thought "Hm... Not much, but alright for an experiment I guess" then I saw it was on 4090 xwx ...
@volchonokilliR
@volchonokilliR 4 ай бұрын
Nice layout of initializing Vulkan
@nempk1817
@nempk1817 Ай бұрын
Not using C++. 🍷🗿 Like 👍
@Light-f5g
@Light-f5g 2 ай бұрын
Man you have potential you could explain alittle about code how it is faster how did you implement the code in short video like 5 to 10 minute
@Vatohuge
@Vatohuge Ай бұрын
500fps at 100w of power vs 1700fps at 300w if we put a fps limit at 120fps, the performance will be same I like the OGL textures
@forceofphoenix
@forceofphoenix Ай бұрын
@@Vatohuge well, they are the MC textures. Beides that Vulkan will Not make your GPU stronger but give it more Work to do
@catdotjs
@catdotjs Ай бұрын
I don't care if the vulkan code is 2-3 times longer or not as compatible. Hot DAMN it runs fast!
@lanchanoinguyen2914
@lanchanoinguyen2914 Ай бұрын
not really,kid
@xeqqail3546
@xeqqail3546 5 ай бұрын
This is nice!
@kfj795
@kfj795 5 ай бұрын
It's time to leave opengl behind as it is outdated and more modern APIs such as Vulcan perform much better. Especially for mobile, Vulkan is king
@lanchanoinguyen2914
@lanchanoinguyen2914 Ай бұрын
stop talking crap
@_GhostMiner
@_GhostMiner 4 ай бұрын
Why are you rendering million minecraft trees?
@forceofphoenix
@forceofphoenix 4 ай бұрын
because i can
@i-use-4rch-btw
@i-use-4rch-btw 4 ай бұрын
And this is why SGI workstations used GL
@seanclarencesalipong7936
@seanclarencesalipong7936 2 ай бұрын
I've been curious about this.
@lucasmarciel1527
@lucasmarciel1527 Ай бұрын
misleading.
@Sundzong
@Sundzong 2 ай бұрын
Wow!
@Altacc-xo9xn
@Altacc-xo9xn 2 ай бұрын
Vulkan lives!
@valentinleguizamon9957
@valentinleguizamon9957 4 ай бұрын
THANKSSS!!
@mon1star215
@mon1star215 4 ай бұрын
openGL is old, are Vulkan is new?
@forceofphoenix
@forceofphoenix 4 ай бұрын
yes
@NikolaNevenov86
@NikolaNevenov86 3 ай бұрын
it's interesting that vulkan increased the framerate but also the GPU temperature with about 7C
@shekspirept
@shekspirept 4 ай бұрын
окак
@alejandro9609
@alejandro9609 5 ай бұрын
opengl tambien puede enviar todos los comandos en un buffer....te felicito buen video
@papeador-x
@papeador-x 2 ай бұрын
Dioos porfin alguien q hable español
@Pedro-S1lva
@Pedro-S1lva 5 ай бұрын
really cool
@andyandrew2453
@andyandrew2453 4 ай бұрын
No wonder phones back then were considered slow... It was actually the Vulkan slowing them down...
@speedtime4228
@speedtime4228 2 ай бұрын
The video shows vulkan being faster. Wouldn't it be OGL the one slowing them down?
@iogilarb
@iogilarb 5 ай бұрын
i don't get it, which one is the best?
@forceofphoenix
@forceofphoenix 5 ай бұрын
The Coder who uses the full capabilities of vulkan will probably get more performance out of the hardware
@SlayerDUDE1993
@SlayerDUDE1993 4 ай бұрын
bruh
@forceofphoenix
@forceofphoenix 4 ай бұрын
please explain what you mean with "bruh"
@SlayerDUDE1993
@SlayerDUDE1993 4 ай бұрын
@@forceofphoenix i mean that's some crazy performance increase my dawg
@glewfw7989
@glewfw7989 Ай бұрын
using vscode for graphics💀
@forceofphoenix
@forceofphoenix Ай бұрын
whats wrong with it? visual studio is unusable
@RoastCDuck
@RoastCDuck Ай бұрын
Yeah TF2 64x version runs on vulcan with an amazing "I shit myself with 40fps" I had to use commands to use OpenGL to send it back to the good old days of "I can do between 60fps and 120fps", using a 1050ti that could run Kingom Come deliverance somehow.
@No-Name-CooL
@No-Name-CooL 2 ай бұрын
Vulkan Is better
@novygaming5713
@novygaming5713 5 ай бұрын
You can easily get up to 14000 fps with memory optimization and improving communication between cpu and gpu
@forceofphoenix
@forceofphoenix 5 ай бұрын
do you know a monitor that has 14000 fps? xD
@novygaming5713
@novygaming5713 5 ай бұрын
@forceofphoenix well no I'm not talking about speed. If flying around and looking at cool simple shaded cubes is all there is to the game, then it's good enough. I'm talking about optimizing the rendering for stability and actual use.
@depralexcrimson
@depralexcrimson 4 ай бұрын
@@novygaming5713 yeah honestly the comparison isn't even impressive. OGL with a couple of chunks with some blocks and very basic trees - wow very cool, but nothing is happening of value and everything is opaque, compare it to default minecraft written in java which is an actual fully-fledged game that actually renders and calculates stuff... you can manage that fps even on non-modded minecraft.
@arl-t8d
@arl-t8d 4 ай бұрын
In vulkan or opengl? If you have any resources for vulkan how to optimize communication between cpu and gpu, please give me a link 🙏
@novygaming5713
@novygaming5713 2 ай бұрын
​@@arl-t8dyou will love the channel "vercidium"
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