Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 12 Next »

Overview

Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. It is a low-overhead, cross-platform 3D graphics library that gives developers more control over the GPU and lower level CPU usage for their Android base mobile projects. In the following topic, we will go over how you can enable and use Vulkan in your CRYENGINE projects.

Currently, Vulkan support in CRYENGINE is a experimental feature, shipping games is not recommended. For more information, contact CRYENGINE Support.



Prerequisites

You need to compile Remote Shader manually, for more information please refer Remote Shader Compiler.

Supported Devices and Drivers

For information on supported devices and drivers for Vulkan, please refer: http://vulkan.gpuinfo.org/

Currently, CRYENGINE supports Vulkan  1.0.46+ versions. For earlier version of Vulkan API, you need to try it out case by case basis.

Supported Operating Systems:

  • Windows 7 
  • Windows 10

It is recommended to use 64-bit operating system for the above mentioned options. 

 

Enabling Vulkan Support in CRYENGINE

To build a CRYENGINE project that has support for the Vulkan API, you will need to do the following:

  1. Add or change the cvar directive e.g. "r_driver=dx12" to "r_driver=Vk"
  2. Enable the Remote Shader Compiler (see prerequisites)
  3. Run the game/editor as usual. the editor always falls back to DX11 automatically and won't utilize Vk, which means when jumping into game-mode in the Sandbox: it will not utilize Vulkan.
  • No labels