DOOM's Vulkan update is now live

that's weird cause on my [email protected] with my 280x doom loads all 8 cores/threads to about 40-45% according to the in-game overlay and afterburner. btw Im getting 50-90FPS range, avg 65-70FPS at 1080p ultra under ogl. I only have the demo so cannot test vulkan :(

The Doom Demo now has Vulkan. Have fun testing! :)
 
yeah its seems like it might be worth it. I'm slowly getting used to playing it with a gamepad because I cant m/kb :(
as far as vulkan goes... holy shit! i see what everybody's been raving about! ive gone from 65-70 avg to 95-110 avg! I don't have any real numbers other than what I saw on the built-in stats monitor during back to back runs threw the first level. also, its still using all 8 thread/cores on my system but usage has gone up! looking threw the AB log its lowest was 43% and as high as 83, avg 60ish. that's after i had to lower both my cpu ang gpu OCs due to the heat here lately!
 
I played the whole game with a game pad. Didn't run into any issues, though it would definitely be much harder at the high difficulty levels dues to slower weapon switching.
 
I just cant play with m/kb from my couch as my coffee table is too low and uncomfortable! and even on my HUGE-ASS desk a 50" (1080p too boot) is just too big...
so I dont play mp cause I feel useless with a gamepad but it might be cool for the sp campaign.
 
The Doom Demo now has Vulkan. Have fun testing! :)

Ok, well, Vulkan on the 390 is no joke it seems.

1080p nightmare never dips below 90 fps indoors and outdoors.
1440p nightmare, outdoors averages mid 80s with dips to the mid 70s for a second every now and then. Indoors, averages around 80 but dips to 70 for a split second every now and then. Max floats around 90-94.
4k nightmare, indoors, averages in the upper 30s, but will dip to upper 20s occasionally. Outdoors, averages upper 40s and dips to mid 30s sometimes. Max will occasionally hit low 50's.

The dips seem kind of weird. The don't necessarily coincide with heavy action. In fact, the actual fights seems pretty solid, but the running around sees a hitch every now and then.
 
Could be a megatexture buffering thing but that's just a huge speculation in my part
 
I played the whole game with a game pad. Didn't run into any issues, though it would definitely be much harder at the high difficulty levels dues to slower weapon switching.

Thx for that tidbit of info, I will now avoid this game.
 
I was impressed with this game. Has to be one of the best representations of a new API out of the gate ever. Definitely a GOTY winner.
 
it got cool enough last night that I turned my clocks back up. fx8120@4560 and 280x @ 1220/1600 under vulkan 1080p ultra gave me 100+FPS avg. there were sections that it even got into the low 130s! lowest I saw was 65fps. man was I shock by how big of a difference vulkan makes!! as stated before this is just from watching the in-game overlay. but HOLY SHIT!
 
Do I have to redownload the demo to get Vulcan ?

Nm. My demo has been updated with Vulcan.
 
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I don't really see a performance difference on my system...cool to play with though.
You wont really. Seems to be more beneficial for Pascal and AMD. Maxwell and older not so much to even losing performance.
 
You wont really. Seems to be more beneficial for Pascal and AMD. Maxwell and older not so much to even losing performance.

Nah, it's just because the Pascal cards are more likely to be pushing the fps higher, so cpu load is more pronounced.


And way better on Vulkan. It's the first time I can remember where even lower tier cards are pushing framerates beyond 60 with most settings up, although not maxed.


Well lower the nvidia lower tier cards were doing fine even with ogl, game was incredibly well optimized before the vulkan patch.

I don't really see a performance difference on my system...cool to play with though.

You need to measure it to see the difference, I'm on mobile so I can't see your sig, assuming you have an nvidia card?


You'll only see major differences when you're playing at high fps, Vulkan lifts cpu bottlenecks
 
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So it wasn't an AMD driver problem. My bad. It was an engineering problem from the ground up designing their chip to work in a way that isn't really feasible with the most commonly used API.
If you go by past iterations of DX why should they have believed it wouldn't be replaced for 8 years? Before that it was pretty much an annual event having a new DX version.
 
Nvidia shader intrinsics for CUDA, DX, Ogl and Vulkan

Reading Between The Threads: Shader Intrinsics

DX:

Unlocking GPU Intrinsics in HLSL


CSI_PC

Reference:
NVAPI Reference Documentation
8tmMURj.jpg
 
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That's one weird way to expose intrinsics in Vulkan though.

The GLSL extensions discussed above are already supported by our Vulkan drivers via VK_NV_glsl_shader, which makes them available for experimentation today!
In parallel, we are also working with the respective Khronos working groups in order to find the best way to bring cross-vendor shader intrinsics already standardized in OpenGL over to Vulkan and SPIR-V. We are furthermore working on Vulkan and SPIR-V extensions to expose our native intrinsics, but prioritized the cross-vendor functionality higher, especially since there is notable overlap in functionality.

I thought NV were anti-competitive and always went for solutions that were exclusive to their hardware, I guess the roles are reversed in Vulkan right now - cue the furore over AMD being 'anti-competitive' ;)
 
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