Since my last Vulkan update, we now have the full sim running natively with Vulkan and Metal! There is still a pretty big list of random things turned off or bypassed to make this happen, but we can fly in the cockpit and use the sim.
Here’s some stuff that is now working:
- Using regular and HDR rendering, and SSAO on metal.
- Flying with Vulkan on AMD, NVidia, and Intel drivers.
- Hardware stereo rendering on OS X – this never existed before Metal because the Mac GL drivers didn’t support it. Hardware stereo rendering is necessary for VR support.
- MSAA on Metal – with the restructuring of our code, you’ll be able to change MSAA settings without restarting. I don’t know if this code works on Vulkan right now; it might.
Here’s some stuff that does not work yet:
- Plugins are bypassed right now. We have not yet written the plugin-OpenGL-interop layer.
- VR only works when using OpenGL as the driver; we need to write some new VR code to pass Metal and Vulkan frames directly to the OVR and Rift APIs.
- Screenshots/Movie capture are a work in progress – that’s what I’ve been working on this week.
We still have a number of visual bugs, so screenshots are an important feature so we can run our automated test system. The test system takes hundreds of screenshots of the sim in many configurations and compares them to 11.30 to catch bugs introduced by the new Vulkan and Metal back-ends. Clearly I’ll have to fix my color problems first.
One fun aspect of this port: Metal and Vulkan copy Direct3D’s convention where the viewport Y axis points down and not up. This resulted in a whole series of weird “it’s upside-down again” bugs, most of which have been fixed.
We should have some performance numbers to post next week; right now our primary focus is fixing bugs, particularly bugs that bring the whole machine down.
Want to read the whole article from Ben including belonging screenshots? Then check out this link.