beyond-all-reason / beyond-all-reason/RecoilEngine

Vulkan backend for renderer

Open
#2,852 6 comments 3 reactions 0 assignees View on GitHub
Dominant language
C++
Stars
679
Forks
290
Avg merge
3d 2h
Merged PRs (30d)
40

Description

Currently #936 is serving as the hub for vulkan related discussion, but that is actually the issue for metal. I'd like to split vulkan into its own issue.

I'll start by noting that [minecraft recently moved from OpenGL to Vulkan](https://www.minecraft.net/en-us/article/another-step-towards-vibrant-visuals-for-java-edition), so I think they came to the conclusion that vulkan is production ready for a big game and requiring vulkan isn't be overly restrictive.

I'll also link https://github.com/beyond-all-reason/RecoilEngine/commit/e6ac54ed8c76cc67d8fa4ecb923aec9cfa8bfc45 which attempted to list out all vulkan devices and print their info. This had to be reverted because a significant number of devices at the time crashed when trying to request vulkan devices.

Contributor guide

Open the contributing guide

Research direction

Start by reading issue #936 and the linked reverted commit e6ac54ed8c76cc67d8fa4ecb923aec9cfa8bfc45. Investigate why Vulkan device requests caused crashes and what a separate Vulkan backend would need to support. Done criteria are not defined here, so the scope and compatibility requirements need agreement before implementation.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
25/100

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