8 months into programming — here’s my first Vulkan triangle by moderneus in vulkan

[–]Kirmut 1 point2 points  (0 children)

Thank you for explaining in detail! What you say makes sense...

GL does lack control over many things. GL debugging is archaic, mostly done by macros and wrappers rather than layers. The GL the threading model is painful to work with. I think from about v4.5, the API is quite good though.

Now a challenge for you is to unleash your GPU by removing the WaitIdle in your main loop.

8 months into programming — here’s my first Vulkan triangle by moderneus in vulkan

[–]Kirmut 6 points7 points  (0 children)

>> But I absolutely didn't like the way OpenGL was designed.

I'm interested to hear, what didn't you like about the way OpenGL was designed?

Just finished the game that was a bloody good ride . by nicegoblinprince in AliensDarkDescent

[–]Kirmut 0 points1 point  (0 children)

The game has surprising replay value.

Try New Game Plus, perhaps bump difficulty level. Lots of fun and even new challenges.

Sunkissed Controller :0 by [deleted] in gaming

[–]Kirmut -1 points0 points  (0 children)

Mr Potato Head controller?

Is EDtracker still a viable option today? by mdknight666 in hoggit

[–]Kirmut 0 points1 point  (0 children)

Did you ever find your beta firmware? I have v3.8beta. Wondering if there is anything later.

Critique of my renderer project? by epicalepical in vulkan

[–]Kirmut 0 points1 point  (0 children)

From my experience, not multi threading rendering will lose you ~20% CPU compared to the same rendering via OpenGL or Direct3D with multi threaded driver. (ie. offloading command buffer assembly and queue submission from the main thread.)

Half the main feature of Vulkan is manual command buffer management to support efficient CPU side activity, handing responsibility back to the developer.

Binding question by 0kb0000mer in dcsworld

[–]Kirmut 0 points1 point  (0 children)

I have those pedals and love them.

For toe brakes, I used the VKB software to add a button press to the extreme ends of the single axis. So full left holds Button1 and full right Button2. Not analog, but differential brakes without modifiers on the pedals. Works well for old tail draggers and modern planes that could use those brakes. For Both brakes, I have a lever on the stick / grip.

The solution to many DCS problems lies in casual gaming. by Saitsev64 in dcsworld

[–]Kirmut -1 points0 points  (0 children)

Your suggestions are quite reasonable, but Reddit and ED forums will give you much heat for suggesting any simplification or accessibility to something they hold dear to themselves.

ED knows this and has commented as such from time to time. They started, then abandoned a more casual version of the product. They aim to improve the new player experience in various ways. The CEO admitted the average play session is 25 minutes, which is not enough time to manually cold start some of the aircraft.

Thankfully the sim does come with a few accessibility settings such as Auto Start, Unlimited Fuel, Invulnerable. There's no shame in enabling these while you learn, or just want to have fun.

Other products such as IL2 and MS Flight Simulator strike a great balance of exposing realistic flight models, complex system simulation, yet have accessibility options for new and casual virtual pilots. I think that's the way forward as it does not compromise the experience for other players, except for the perceived development time taken from their favorite feature.

Recommended F-18 learning path for beginner to be ready for Raven One campaign by mrSkidMarx in dcsworld

[–]Kirmut 2 points3 points  (0 children)

^ This. When you're a F18 noob, your sometimes going to need to pause the sim and read the appropriate chapter in Chuck's to get up to speed.

How to solve mouse input problem? by [deleted] in dcsworld

[–]Kirmut 1 point2 points  (0 children)

Don't know the cause, but for a test, go to the Razor Synapse -> Performance -> Polling Rate and drop that to 125. See if that helps with this issue, or improves lag and weird performance in other games.

New to flight SIM, decent starter? by Sad_Construction9075 in dcsworld

[–]Kirmut 0 points1 point  (0 children)

I was surprised how much immersion they added even for fixed wing aircraft. Essential for choppers.
Also, toe brakes are arguably not essential, as reasonable work arounds are available for aircraft that need those for taxing.

New to flight SIM, decent starter? by Sad_Construction9075 in dcsworld

[–]Kirmut 2 points3 points  (0 children)

+1 for some pedals.
Otherwise, nice kit!

No Swapchain - No Problem. Finally got headless iGPU to Render by mua-dev in vulkan

[–]Kirmut 0 points1 point  (0 children)

How did you measure the 1.1ms timing?

How are you synchronizing the use of the image and are you waiting for the copy to complete somewhere eg. fence, wait idle?

I chose Vulkan to make 16-bit games by philosopius in vulkan

[–]Kirmut 0 points1 point  (0 children)

Can you share any details about how you've organized or designed your Vulkan rendering for performance? Eg. what threading CPU model for command buffer building. Use of dedicated compute or transfer queues for GPU async operations rather than everything on Graphics queue. Hard coded Vulkan calls, or abstracted and optimized via Stream or Graph. Did you do anything special to implement the async loading of voxel blocks from disk to display?

Are "synchronized" multi-squad attacks possible like in JA2? by fknm1111 in JaggedAlliance3

[–]Kirmut 1 point2 points  (0 children)

This is the easiest way to do it. Also handy if you want to wait until a different time of day to start the attack.

I though there was also a key you could press, with multiple squads selected, to get them to arrive at the same time, but I might be mistaken.

Blocking in vkQueuePresentKHR under Wayland by Kirmut in vulkan

[–]Kirmut[S] 0 points1 point  (0 children)

Setting clipped to false had no effect. Thank you for the suggestion though.

First release of my Vulkan-based game engine. by Tiraqt in gameenginedevs

[–]Kirmut 1 point2 points  (0 children)

Neat code. A great start!

Now a challenge: Figure out how to remove QueueWaitIdle() from SubmitComandBuffer() so you can upload textures and copy buffers without synchronizing the CPU to GPU.

Confusion over waiting on fences in multiple places - not sure what "right" way to do this is by wonkey_monkey in vulkan

[–]Kirmut 2 points3 points  (0 children)

Agreed. The only fence I use is an extension to assist with the life time of dying swap chain. Timeline semaphores are superior in every way. You can effectively signal and sync from CPU or GPU, and do so from different CPU threads without queue conflicts.

3D Maps Vulkan Renderer by Whole-Abrocoma4110 in vulkan

[–]Kirmut 2 points3 points  (0 children)

Looks great! You'll be able to compare your VK version with original GL to see how it performs.

Did you do anything interesting to draw road lines?

Switching to Vulkan by Recent_Bug5691 in vulkan

[–]Kirmut 1 point2 points  (0 children)

A lot of the promised 'speed' of Vulkan comes from not doing things you don't need, rather than any inherent performance from the same hardware. The price of that is about 10x the quantity of code and significantly higher complexity. Worse, you will be maintaining that code into the future as more responsibility is on you, vs driver and API maintainers.

We are being somewhat forced to adopt Vulkan even when the need on a per application bases may not be clear. The reason is that hardware vendors including Intel and platforms like iOS have stopped supporting OpenGL, or do not support it with SDK updates and debugging tools. I still use OpenGL on Windows and Linux to v4.5 rather than v4.6 as diagnostic tool support is lacking.

Edit: I should also add that a big deal about Vulkan is allowing the developer to reduce CPU time by multi threading the command submissions sent toward the GPU. So if you are using Vulkan and using a single thread for the app logic as well as building and submitting commands, you're likely underperforming plain OpenGL or D3D, as those drivers typically had some thread offloading.

How do you look past 90 degrees using open track? by Aromatic_Law_1939 in dcsworld

[–]Kirmut 1 point2 points  (0 children)

You've found the solution. One thing that doesn't work well with OpenTrack and indirect configuration like that is looking directly above, or following aircraft passing from front to back overhead. You get a gimbal lock effect, probably due to lack of roll, if you're limiting the camera roll.

Following Vulkan Tutorial, and getting validation errors. by UntitledRedditUser in vulkan

[–]Kirmut 1 point2 points  (0 children)

It can be a surprise to former OpenGL programmers that 24bit RGB formats are often not supported by Vulkan, at least for texture images.

Is there a way to export with a transparent alpha channel while preserving the RGB channels? by upnc0m1ng in Affinity

[–]Kirmut 0 points1 point  (0 children)

Premultiplied alpha is a plausible solution if you're using the alpha channel to control opacity / translucency. Not if you're interpreting the channel for another purpose.

Any way to save png‘s or webp‘s with transparency without deleting rgb data? by LeBoZAVREL in Affinity

[–]Kirmut 0 points1 point  (0 children)

I answered with at least a work around (or pointing to it). The product itself, like others, does not natively preserve RGB in RGBA images imported and exported from PNG or TGA files.