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It sits between the render engine and the graphics card driver, allowing the developper a fine grained control over what the develop. It also gives flexibility for cross-platform, including [[Linux]] as it is an open standard API, contrary to Microsoft proprietary. |
It sits between the render engine and the graphics card driver, allowing the developper a fine grained control over what the develop. It also gives flexibility for cross-platform, including [[Linux]] as it is an open standard API, contrary to Microsoft proprietary. |
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The design of Vulkan allows to alleviate some CPU bottlenecks by |
The design of Vulkan allows to alleviate some CPU bottlenecks by submitting work in parallel to the GPU.<ref name=":0" /> |
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A graphic API is a tool that interfaces between the players graphics card and the developers. |
A graphic API is a tool that interfaces between the players graphics card and the developers. |
Revision as of 23:32, 27 May 2024

Vulkan is the modern graphics API that allows developers to take greater control over what the player sees, and greatly affects performance.[1] It is an alternative to DirectX.
It sits between the render engine and the graphics card driver, allowing the developper a fine grained control over what the develop. It also gives flexibility for cross-platform, including Linux as it is an open standard API, contrary to Microsoft proprietary.
The design of Vulkan allows to alleviate some CPU bottlenecks by submitting work in parallel to the GPU.[1]
A graphic API is a tool that interfaces between the players graphics card and the developers.
Vulkan has many features that Cloud Imperium Games will be exploring in the future, such as variable rate shading, boundless resources and GPU accelerated ray tracing. Vulkan can also help collect live hardware data on a large scale that can be used to target specific features and extensions.
External Links
References
- ↑ Jump up to: 1.0 1.1 CitizenCon 2951: Gen 12 & The Multicore of Vulkan, Star Citizen, Youtube, 9 october 2021