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DOOM Vulcan patch is here!

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Slippery
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2016/07/12 19:35:13 (permalink)
Finally. It is available in game in video advanced settings. Doesn't seem to improve anything on a 6700K, 980 Ti Classy. But, should help older machines cope.
As an afterthought, MSI A/B 4.3 beta does not support Vulcan. A deal breaker for me. YMMV
From Bethesda, the horses mouth: https://community.bethesda.net/thread/54585

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#1

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    ipkha
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    Re: DOOM Vulcan patch is here! 2016/07/12 19:47:58 (permalink)
    No Vulcan goodness on Nvidia cards yet.
    Apparently they are still working with Nvidia to enable. Also, async compute was enabled in patch as well, thus giving the lift to AMD. Of course, AMD needed the help ;)


    #2
    houkom
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    Re: DOOM Vulcan patch is here! 2016/07/13 03:40:31 (permalink)
    Still doesnt allow multi-GPU soo pretty much the game is busted as crap still. I can use AFR2 on OpenGL but then there's severe micro stutter. I refuse to play this game until proper multi-GPU support happens... if it's not for a year... so be it. 

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    #3
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/13 04:10:15 (permalink)
    The 368.69 WHQL drivers had DOOM already set to prefer maximum performance and the SLI set to nVidia recommended "Force Alternate Frame Rendering 2" and both boards were being used in Open GL but after I switched to Vulkan in the DOOM Advanced settings my secondary video board went limp even though it was still set to "Force Alt Frame Rend 2". Makes no sense but gameplay was smooth and for the first time in weeks I played for hours without a single CTD (Crash To Desktop). I'll see how things go today when I take on the Big Boss Cyber-Demon. I have finally made it to the fight with full health and full armor. I am hoping to last a little longer this time now that I have learned how to jump over and duck under those flame fronts he is constantly tossing at me.
     
    https://www.techpowerup.com/224095/doom-with-vulkan-renderer-significantly-faster-on-amd-gpus
     
    #4
    ipkha
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    Re: DOOM Vulcan patch is here! 2016/07/13 04:19:02 (permalink)
    I believe Vulcan forces the developers to implement multi-gpu support, bypassing the regular driver system. It's similar to the DirectX 12 modes where the developer has to explicitly take control of the multiple cards. I'm sure Doom will get Multi-gpu support soon. This year at least. A big part of the speedup on AMD Radeon is the added support for AMDs async compute functions. They stated they are working with NVIDIA on enabling it.

    Welcome to the joys of vendor specific extensions all over again. Remember the old Carmack rants about Nvidia and their miniGL driver that wouldn't support all the OpenGL calls he was using back in the Quake days? That is the new reality for developers using DirectX12 and Vulcan.


    #5
    transdogmifier
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    Re: DOOM Vulcan patch is here! 2016/07/13 04:21:18 (permalink)
    Zuhl3156
    The 368.69 WHQL drivers had DOOM already set to prefer maximum performance and the SLI set to nVidia recommended "Force Alternate Frame Rendering 2" and both boards were being used in Open GL but after I switched to Vulkan in the DOOM Advanced settings my secondary video board went limp even though it was still set to "Force Alt Frame Rend 2". Makes no sense but gameplay was smooth and for the first time in weeks I played for hours without a single CTD (Crash To Desktop). I'll see how things go today when I take on the Big Boss Cyber-Demon. I have finally made it to the fight with full health and full armor. I am hoping to last a little longer this time now that I have learned how to jump over and duck under those flame fronts he is constantly tossing at me.
     
    https://www.techpowerup.com/224095/doom-with-vulkan-renderer-significantly-faster-on-amd-gpus
     





    This boss was annoying...took me a few tries.....now I'm about 3 levels from finishing the game...need to go back and find all the secrets and stuff.
     

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    #6
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/13 04:51:16 (permalink)
    ipkha
    I believe Vulcan forces the developers to implement multi-gpu support, bypassing the regular driver system. It's similar to the DirectX 12 modes where the developer has to explicitly take control of the multiple cards. I'm sure Doom will get Multi-gpu support soon. This year at least. A big part of the speedup on AMD Radeon is the added support for AMDs async compute functions. They stated they are working with NVIDIA on enabling it.

    Welcome to the joys of vendor specific extensions all over again. Remember the old Carmack rants about Nvidia and their miniGL driver that wouldn't support all the OpenGL calls he was using back in the Quake days? That is the new reality for developers using DirectX12 and Vulcan.

    The Vulkan Runtime Library doesn't have any kind of Control Panel to enable both video boards, does it?
    #7
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/13 04:56:14 (permalink)
    transdogmifier
    Zuhl3156
    The 368.69 WHQL drivers had DOOM already set to prefer maximum performance and the SLI set to nVidia recommended "Force Alternate Frame Rendering 2" and both boards were being used in Open GL but after I switched to Vulkan in the DOOM Advanced settings my secondary video board went limp even though it was still set to "Force Alt Frame Rend 2". Makes no sense but gameplay was smooth and for the first time in weeks I played for hours without a single CTD (Crash To Desktop). I'll see how things go today when I take on the Big Boss Cyber-Demon. I have finally made it to the fight with full health and full armor. I am hoping to last a little longer this time now that I have learned how to jump over and duck under those flame fronts he is constantly tossing at me.
     
    https://www.techpowerup.com/224095/doom-with-vulkan-renderer-significantly-faster-on-amd-gpus
     





    This boss was annoying...took me a few tries.....now I'm about 3 levels from finishing the game...need to go back and find all the secrets and stuff.
     


    I thought I had it made in the shade until we respawned in Hell and the fight started all over again. I only have one secret to find in the last map. I can open the secret DOOM Clasiic room but I can't make the jump back over to the spire so I gave up after about a dozen tries. I found a video on how to beat that Boss and will try the method in the video hoping for a better outcome this time around. I had to start a new game in Slot #2 and this time I am going in with full Ammo, Armor and Health. I am still a few cups of coffee away from being fully awake and alert.
    #8
    ipkha
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    Re: DOOM Vulcan patch is here! 2016/07/13 08:05:26 (permalink)
    I haven't played much with the controls. I basically got the 1080 so I could max the graphics levels at 2560x1080. Doom runs about 110fps on average when I look at the stats. Seen peaks of 150ish. Card stock hit 1930mhz or so. Settled at about 73 degrees or so.

    As far as I know, best recollection.
    Vulcan basically extends the OpenGL system with more granular control of the system. Major improvements relate to compute operations. The problem with these "low level" APIs is that they end up being gpu specific with the bulk of optimization resting on the engine developers. It just reminds me of the early id software days when they went with OpenGL, originally PowerVR, for the quake engine. 3dfx couldn't handle the full OpenGL stack so they made a "miniGL" wrapper around their glide api. Nvidia made a full OpenGL stack, if only to target 3d CAD systems that were big bucks at the time. John Carmack was always busting 3dfx for it.

    According to Bethesda, they are working with Nvidia on implementing better support for vulkan. Probably just have to wait a while for it though. It's too bad SLI is going by the wayside. These intense games are just killing the pacing. AMD isn't faring any better in this regard. The shaders base some of the effects on prior frames which breaks the AFR model that SLI used to be.


    #9
    CSPlayer089
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    Re: DOOM Vulcan patch is here! 2016/07/14 20:09:34 (permalink)
    Tried Vulkan on my 1080 FE and went back to OpenGL. FPS was slightly higher on Vulkan, but it did not feel as "smooth" as OGL does. 

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    #10
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/15 06:28:53 (permalink)
    CSPlayer089
    Tried Vulkan on my 1080 FE and went back to OpenGL. FPS was slightly higher on Vulkan, but it did not feel as "smooth" as OGL does. 


    I have been using the Vulkan option since it became available and see little or no difference. Of all of the reviews and comparisons I have seen it is the AMD boards that benefit the most from using Vulkan. I disbled the Steam ingame overlay because it is rumored to be the cause of the numerous CTD problems. I also lowered some settings and my Page File in Advanced settings to Medium as some had success in doing that. Everything has been stable and smooth since the patch to support Vulkan except for the Cyber-Demon that refuses to die. I obviously need to refine my jumping and ducking skills when he decides to chuck those flame fronts at me. That's what always gets me. I almost have him and then I time my jump wrong and get my legs lopped off.
    #11
    transdogmifier
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    Re: DOOM Vulcan patch is here! 2016/07/15 06:36:49 (permalink)
    Zuhl3156
    CSPlayer089
    Tried Vulkan on my 1080 FE and went back to OpenGL. FPS was slightly higher on Vulkan, but it did not feel as "smooth" as OGL does. 


    I have been using the Vulkan option since it became available and see little or no difference. Of all of the reviews and comparisons I have seen it is the AMD boards that benefit the most from using Vulkan. I disbled the Steam ingame overlay because it is rumored to be the cause of the numerous CTD problems. I also lowered some settings and my Page File in Advanced settings to Medium as some had success in doing that. Everything has been stable and smooth since the patch to support Vulkan except for the Cyber-Demon that refuses to die. I obviously need to refine my jumping and ducking skills when he decides to chuck those flame fronts at me. That's what always gets me. I almost have him and then I time my jump wrong and get my legs lopped off.




    I'm on the last boss of the game and can't beat it...starting to get tired of trying ;)
     
    You'll get the one you're on....If you have any BFG9000 ammo, use it.. hahaha
     

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    #12
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/15 06:44:27 (permalink)
    I tried using the Heavy Assault Rifle using the Missile attachment but ran out of ammo too soon. Then I went with the Plasma Rifle trying to 'stun' him as often as possible nailing him with a few explosive rounds from my Shotgun. I settled on the Rocket Launcher and almost had him. I was so close to victory I could taste it but then he took my legs off again.
    #13
    knightsilver
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    Re: DOOM Vulcan patch is here! 2016/07/24 10:21:48 (permalink)
    Windows Only Im guessing? I hate Windows Only game Delvs!
    #14
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/24 10:30:30 (permalink)
    knightsilver
    Windows Only Im guessing? I hate Windows Only game Delvs!


    IDK but it sure works my video board reallly hard. I get the highest temps from any of my games running DOOM using Vulkan drivers. I think it reached 59° yesterday and that is almost unheard of with my new custom loop. I am at the point of the game where I am going into 'The Well' and I am hesitating about making this next jump into that llevell where I know chaos willl reign down on me. Worst thing is that I can't use my OSD in Afterburner to monitor my boards while in the game. I can only open the panel after I am done and then it's too llate.
    #15
    jimithing277
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    Re: DOOM Vulcan patch is here! 2016/07/24 16:35:28 (permalink)
    GET HYPE!!!!!!!
    #16
    XrayMan
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    Re: DOOM Vulcan patch is here! 2016/07/25 02:22:43 (permalink)
     
    I'll pass.

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    #17
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/25 05:49:45 (permalink)
    XrayMan
     
    I'll pass.


    You mean the Vulkan drivers? I didn't notice a difference mysellf. I think they're intended to give AMD boards the better performance boost. I only had one CTD using Vulkan after 0 MB of 0 MB downloaded something. It wasn't a patch but just some comment from someone about the game.
    #18
    fearpoint
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    Re: DOOM Vulcan patch is here! 2016/07/27 14:07:16 (permalink)
    Another graphical API that will be forgotten about next year?
     Is OpenGL finally dead on the PC?
    #19
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/27 15:25:30 (permalink)
    fearpoint
    Another graphical API that will be forgotten about next year?
     Is OpenGL finally dead on the PC?


    I only hope it puts an end to DX12 and the need for Windows 10 to use it. That would make me a happy, happy camper.
    #20
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/29 14:06:53 (permalink)
    Just tried playing DOOM and got hit with a 12 GB patch / update. Here are the Single Player fixes. I have a 41 minute wait ahead of me before I can play. They list a fix for the CTD using the latest nVidia drivers. I wonder if that includes the Vulkan Runtime Libraries or only OpenGL. Anyone else get this yet?
     
     
    DOOM Update #2 Release Notes 

    Single Player 
    Fixes and Optimizations 
    • Fixed an issue where performance gradually decreased in the Polar Core level 
    • Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage 
    • Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1 
    • Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4) 
    • Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1. 
      The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge. 
    • Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled. 
    • Multiplayer damage indicators have been removed from the single player mode. 
    • Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC) 
    • Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC)
    #21
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/29 14:09:55 (permalink)
    Here are the Multi-Player fixes:
     
    Multiplayer 
    New Features
  • Added two new multiplayer game modes 
  • Sector – Capture and Hold 
  • Exodus – Capture the Flag
    Improvements to Matchmaking
  • Fixed several cases of party invites not working after the host leaves. 
  • Improved host migration success rate. 
  • Fixed issues with network connectivity loss resulting in being unable to join future matches
  • when connectivity was restored. 
  • Improved handling of party peers in the game lobby.
    Fixes
  • Fixed several third-person weapon issues (animation shaking, customization not appearing). 
  • Fixed an issue with the magnetism hack module where power-items would not return to their original position if the player died while in transition. 
  • Fixed an issue where taunting many times in a row could cause the player’s third-person animation to be stuck in one pose. 
  • Fixed cases of loading screen tooltips not showing up correctly. 
  • Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount of player icons on the HUD (top-left player indicators). 
  • Fixed issue with level up rewards, including level up rewards not being awarded properly). 
  • Fixed presentation issue in the Intro sequence (disabling weapon GUI being displayed early). 
  • First person hands customization fixes (fixed some cases where first person hands customization meshes weren't being shown correctly). 
  • Fixed duplicate selection boxes in the Challenges screen. 
  • Fixed issue where the previously played map could be loaded into the playlist again. 
  • Fixed issue with PS+ offer being shown at an inappropriate time (PS4).
  • #22
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/29 14:11:34 (permalink)
    SnapMap fixes:
     
    SnapMap 
    Community HUB Improvements
  • Added Find Open Match, a public match browser displaying all available public lobbies 
  • Added a Recently Played Maps list 
  • Added ability to Subscribe to maps and browse them from the new Subscribed Maps list 
  • Improved the Map Browser with additional sorting options 
  • Added new unlockable images for customizing published maps (11 new backgrounds, 10 new mode icons, 20 new miscellaneous images) 
  • Added icons on the Map Browser to identify Cloud/Local maps
    Editor Functionality Improvements 
  • Added God Mode and Infinite Ammo as testing settings for map authors 
  • Added Movement Speed settings in the editor
    Content Additions 
  • Added a customizable Weapon Wheel that allows the player to hold any number of weapons 
  • Added 30 new Hell themed Modules including indoor and outdoor environments 
    Increased the number of weapons available by adding the Pistol, the Chainsaw and the Static
    Rifle 
  • Added Skull Keys, and Hell Barrel 
  • Added The Unwilling to the available AI 
  • Added the Mancubus as a selectable Player Demon 
  • Added new Interactables including the Gore Nest, Hell Tablet, and Tripod Panel, a customizable touch screen panel 
  • Added weapon-specific ammo to Pickups and AI drop tables 
  • Added all new Hell Props including a giant demon skull, altars, cauldrons and more 
  • Added construction props such stone blocks, rocks, columns, and arches for customizing

    Hell environments 
  • Added Launch Pads with logic to control distance, speed, direction, and destination 
  • Added new FX to accompany the Launch Pads 
  • Added new Demonic and Origin Hell Voice Speakers 
  • Updated Speakers to include new instrument sounds 
  • Added a Switch object which triggers only one output based on a specified index 
  • Added a Custom Event object which triggers all instances of an event when any instance of it is signaled 
  • Added three new Filters including Equipment, Weapon, and Cached Entity Filters

    Improvements to Logic and Object Functionality 
  • Weapons now have a property that allows players to pick up weapons when touched 
  • AI have two new properties to Set Stagger Percentage, and Enable/Disable Stagger 
  • Players now have the On Health Percentage Reached output 
  • New style properties have been added to Light objects to create light FX such as blinking, strobe, rotating, and more 
  • Props and Player Blocking Volumes now have a Static property that will return their
  • Network budget value, but will disable all inputs (show, hide, etc) during a match 
  • Updated the Inventory entity to manage multiple weapons 
  • Updated Player Loadout object to include Demon Player race selection 
  • The AI Conductor behavior can now be altered when entering a module 
  • AI spawning can be inhibited in a module through logic 
  • Module Environments can be changed during a match with logic 
  • Friendly AI health bars and POIs can be hidden or shown 
  • Hazard damage can be set to a Variable 
  • Color properties are now shown in a color swatch 
  • A large health bar is now available as an Objective 
  • Use Alternative AI Drop Table that simulates Campaign drops from demon kills
    Fixes 
  • Fixed the Spend input to result in a Spend Failure if it causes a Player/Team Resource to fall below zero 
  • Fixed Player Demon hand jittering 
  • Fixed the Network cost of Lights. This may result in previous maps having a maxed network budget. Map authors may need to remove other networked objects or use the Static property on Props or Player Blocking Volumes that aren't altered using logic. 
  • #23
    fearpoint
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    Re: DOOM Vulcan patch is here! 2016/07/29 23:59:00 (permalink)
    Zuhl3156
    fearpoint
    Another graphical API that will be forgotten about next year?
     Is OpenGL finally dead on the PC?


    I only hope it puts an end to DX12 and the need for Windows 10 to use it. That would make me a happy, happy camper.




    DirectX is amazing. You take that back!
     
    Seriously though, it was born from a dark age in which manufacturer specific API were becoming an issue. AMD tried to resurrect that nonsense with Mantle but it quickly died.
    #24
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/07/30 06:05:33 (permalink)
    Gameplay was smooth after the patch using Vulkan last night. No CTD anyway. Primary board reached 49° not 59° like I reported earlier. Most other games my boards only run around 32 to 35°C rarely if ever touching 40°.
    #25
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/08/02 06:40:49 (permalink)
    Well, I finally finished the whole playthrough last night. I missed one of the 'Hidden Skull' secrets somewhere and a 'Secret' something or other. I should have waited and looked around before I put that Spider thingy out of its misery. Now I can play with my Rune Trials and go back and find all of those pesky secret Doom room handles I couldn't find before. I know there are at least six I could not find.
    #26
    knightsilver
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    Re: DOOM Vulcan patch is here! 2016/08/03 14:09:03 (permalink)
    Fearpoint, you should go look at the DX code a little closer,  if you really want to bash Vulcan API's!
    #27
    Zuhl3156
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    Re: DOOM Vulcan patch is here! 2016/08/03 16:16:45 (permalink)
    I changed back from Vulkan to OpenGL and my video board max temp dropped from 49° to 41°C without changing anything else. Those Vulkan drivers sure work a video board hard.
    #28
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