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And what does Vulkan get us [for VR]?

TL;DRVulkan would allow far more draw calls and better multi-core use, easing the render bottleneck that VR doubles by rendering two eyes, so Vulkan comes first and VR after.

Chris RobertsCEO / Game Director

Well, so right now, even though, yes, we have some performance issues in quite a few areas, we can also be render bound. And we're partly render bound because of just the complexity of the scenes and the fact that DX11, and how you talk to the graphics card, is not as conducive to a multi-core, multi-threaded situation. And so once we move to Vulkan, you can do that. So you can have a lot more of what you would call draw calls, right? Right now we do a lot of special tricks on the graphics and art side to have very detailed objects but actually keep our draw call count down. I think we normally aim to have 5,000 or less draw calls on the screen at any time. With Vulkan you can have 50,000. You just have a lot more. So the fidelity of the scenes can be greater, and we maybe potentially don't have to jump through quite as many hoops or do as many tricks. And so it will allow the game to grow. And then importantly, if you're doing something like VR, of course, you're rendering left eye and right eye. So you're rendering twice. So if you're constrained on the render side, you're doubly constrained. So Vulkan will, with a powerful machine, help you to be able to render proper VR at a decent frame rate that you would need to not get motion sickness. So Vulkan first, then it would be VR.

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Published on this date.29 Mar 2019