![]() ![]() Thread 1 "main" received signal SIGSEGV, Segmentation fault. Stretching on window resize after fullscreen switch rP27422ĮRROR: Format 129 doesn't support sampling for optimal tiling.Unsupported depth formats cause an assertion rP27421.macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488.Some precompiled shaders are missing, please report if the game says so Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552.To enable validation you need to add the following lines to your usef.cfg: = "true" It should help to make Vulkan stable for the release. It makes the game slower but validates a lot more different internal things. If you still have some time you could run the game with validation enabled. ![]() It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. For example it allows to select the most appropriate GPU to use. Vulkan allows us to use different interesting features. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release). If you're able to run SVN then you already can test it. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). But we still need testing how it works on different hardware. That's the way to have less driver bugs and crashes. Vulkan drivers from different vendors are usually much lighter than GL ones. But not always as we use it in a single thread yet. And in some cases even better performance. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. It's allowed me to add a new backend (graphics API) - Vulkan. I was doing different refactorings of our engine for last 1.5 years. ![]()
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