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[Anandtech] Quick Look: Vulkan Performance on The Talos Principle

post #1 of 62
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Quote:
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. 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. Now with Vulkan’s release Croteam has gone one step further, implementing early Vulkan support in a beta build of the game.

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. 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.

SOURCE

I'm struggling to understand why they're using one of the fastest commercially available desktop processors that's overclocked no less on an API which one of the primary functions is to alleviate CPU bound scenarios on a game that isn't CPU bound to begin with.
Edited by Robenger - 2/17/16 at 9:47am
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post #2 of 62
Thread Starter 
Wouldn't it have made more sense to use something like a 860k or G3258?
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post #3 of 62
Quote:
Originally Posted by Robenger View Post

Wouldn't it have made more sense to use something like a 860k or G3258?

Yes.
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post #4 of 62
Regardless, Vulkan is in it's infancy. Ran fine for me as well - then again all my testing was at 4k max settings, didn't really notice a difference as it's a clear gpu bottleneck. Going to test it at lower res on my 290x just to see.
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post #5 of 62

The game was ported to the API so the game doesn't take full advantage of the API and with new API's and new drivers poor performance is to be expected. The good news being their is plenty of room to improve upon.

 

I find it odd that they tested it with such a high end cpu configuration and also only 1 high end card. I would have liked to see how the fury x tested a long side the 980ti.

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post #6 of 62
Doesn't make much sense to put a 980Ti in the same platoon with a R9 285 and a Geforce 760... I don't want to think that a 980Ti losing to Fury X in this particular test is the cause for this nonsense @Anandtech but...

Anyway, the same test @Computerbase.de :
http://www.computerbase.de/2016-02/vulkan-erste-benchmarks-der-neuen-api-in-talos-principle/
Edited by rage fuury - 2/17/16 at 10:08am
post #7 of 62
Quote:
Originally Posted by rage fuury View Post

Doesn't make much sense to put a 980Ti in the same platoon with a R9 285 and a Geforce 760... I don't want to think that a 980Ti losing to Fury X in this particular test is the cause for this nonsense @Anandtech but...

Anyway, the same test @Computerbase.de :
http://www.computerbase.de/2016-02/vulkan-erste-benchmarks-der-neuen-api-in-talos-principle/
For this early stage(it is sure to improve) Vulkan pulls ahead of OpenGL pretty well. This should open up more cross platform games will less performance hit.
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post #8 of 62
Quote:
Originally Posted by ozlay View Post

The game was ported to the API so the game doesn't take full advantage of the API and with new API's and new drivers poor performance is to be expected. The good news being their is plenty of room to improve upon.

I find it odd that they tested it with such a high end cpu configuration and also only 1 high end card. I would have liked to see how the fury x tested a long side the 980ti.
That's funny because 980 Ti runs choppier than Fury X according to computerbase.
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post #9 of 62
Their card selection is explained in the comments by the staff, they work both in the US and the EU and sometimes have to ship cards around, which takes time. Take that together with the fact that they weren't expecting an AMD driver and only a Nvidia one which they had begun working with earlier in the week and they had to make do with what they had.

On the developer thread on Steam Croteam plans to launch the Linux build in a day or two, so I'm sure given all the stuff happening an updated article will happen sometime.


Edit: For those interested in how the work on the game engine is going to progress, read post #24 in the thread I linked above, here. For now it's just the current engine design wrapped around Vulkan. Proper stuff is coming and then we'll see more benefits.
Edited by tpi2007 - 2/17/16 at 12:31pm
 
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post #10 of 62
Quote:
Originally Posted by Robenger View Post

SOURCE

I'm struggling to understand why they're using one of the fastest commercially available desktop processors that's overclocked no less on an API which one of the primary functions is to alleviate CPU bound scenarios on a game that isn't CPU bound to begin with.

Compare max framerate with top hardware on Vulkan to max framerate on DirectX? Seems logical to compare the same hardware at the same speeds to test API maximums. This is just a preview, Im sure a real review would actually test the claims about making low performing processors more useful.
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