DX12 @ 1440x900
Vulkan @ 1440x900
Only comparing standard shaders, as instancing does not work for me on Vulkan.
DX12 @ 1440x900
Vulkan @ 1440x900
Only comparing standard shaders, as instancing does not work for me on Vulkan.
Excellent result !
Where can I get this test?
Thanks for the reply.
https://arowx.itch.io/unity-cube-mark
Bottom two files CubeMark55DirectX12.zip and CubeMark55Vulkan.zip
Standalone PC only.
Thank you so much !
My result to FHD.
UP/ Work in Unity 5.5.0 b4 Asynchronous Computer on AMD cards?
DX12
Vulkan
Please, run the entire test in one pass.
Very interested in the results.
I don’t know if Unity utilises Asynchronous Compute in it’s rendering pipeline?
In the Doom, have launched asynchronous computer. It is usually ~ 10-20 FPS.
Hi, CubeMark is crashing, AMD RX 470. FYI, cheers.
Unity Player [version: Unity 5.5.0b4_275684f68981]
vulkan-1.dll caused an Access Violation (0xc0000005)
in module vulkan-1.dll at 0023:666b6906.
Initialize engine version: 5.5.0b4 (275684f68981)
GfxDevice: creating device client; threaded=1
[Vulkan init] extensions: count=0
Vulkan error VK_ERROR_OUT_OF_HOST_MEMORY (-1) file: C:/buildslave/unity/build/Runtime/GfxDevice/vulkan/VKContext.cpp, line: 282
Crash!!!
Ok it looks like your GPU is running out of memory how much memory does it have?
Have you tried the DX12 version as well ( CubeMark55DirectX12.zip ) just to see if it’s a Vulkan Specific issue?
You could also try a lower resolution to reduce the memory footprint.
And look on the bright side CubeMark Vulkan is so fast on your GPU it runs out of memory before it gets near reaching it’s top performance.
Hi, why such a strange load on the processor ?
I’ve heard that DirectX12 tops out around 4 cores and Vulkan about 6, so it could be the actual technologies limitations:
Article here on DX12 on Multicore → http://www.pcworld.com/article/3039552/hardware/tested-how-many-cpu-cores-you-really-need-for-directx-12-gaming.html
My understanding is that Vulkan does not have as much of a limitation in this regard. Note that the engine also needs to run on one or more CPU threads so it could reserve threads for itself.
Thank you so much !
Hi,
Impressive numbers!
We’re aware that instancing is currently not working on AMD GPUs. We’re investigating the reasons for that together with AMD engineers.
Cheers,
–Mikko
Any updates on this?
It may be just me. on 5.6 Beta. Vulkan isn’t any faster than anything else, if not worse.
It may be because my game is strictly UI based. The fill rate of even a 16 x 16 texture drops FPS down as far as nearly 20FPS and makes the MS raise from 17MS to nearly 30MS.
(This is for Android).
I did the steps I found in the blog to enable Vulkan. But doesn’t appear to have done anything.
But this could be because UI’s aren’t part of Vulkan Speed ups.
ohh im on the Ellipsis 10 btw.
I am also experiencing poor performance with Vulkan on both 5.6.0b11 and 5.6.0f2 on Android using a Google Pixel.
I have not yet attempted to do anything in the way of optimizations for Vulkan, but just simply making a build with Vulkan enabled, the game drops from a solid 60FPS (OpenGLES 3) down to 25-35FPS (Vulkan)…
Is there anything specific that needs to be changed in order for this to work as expected?
The Pixel in question is running Android OS 7.1.1