I found this linked on the Khronos website, it's a talk about how ray tracing works in Vulkan, and expectations that the cross vendor extension will be a superset of the nVidia vendor extension:
I don't think it's intended for training, or at least not for humongo big dataset fed DNN's - though don't quote me on that, the subgroup info seemed fairly early/sketchy.As far as machine learning is concerned, Vulkan will never be able to run the full featured suite. Only inferencing will be an appropriate fit. If you need to train some models then you're still effectively stuck with either CUDA or HIP ...
To be clear, I meant specialised working subgroups within the Vulkan standards development committee - ie one for ML, one for RT, one for video and so on.While subgroup operations are good, Vulkan is still missing some bindless extensions and the other essentials for wider use cases ...
That's not how the Dolphin guys described it, they basically implied the ubershader is emulating the entire GC/Wii gfx pipeline within a huge shader, and it took ages to get it working in a performant manner - the point was to eliminate shader caching I think (which usually causes serious jank), its been a while and the specifics have gone fuzzy in my memory.Meh, emulation of old game systems with fixed function hardware isn't all that much of a complex case compared to creating game engines, render engines, CAD, etc ...
I don't think it's intended for training, or at least not for humongo big dataset fed DNN's - though don't quote me on that, the subgroup info seemed fairly early/sketchy.
Partnership with Vulkan is ideal for image/video/gfx/vision related machine learning.
It will be interesting to see if they can get the path guiding and neural importance sampling (zero variance sampling) code working on it.
From what I read on the published papers they seemed to be running that code from a CPU, and even then getting stellar improvements, so GPU acceleration should be a non brainer.
To be clear, I meant specialised working subgroups within the Vulkan standards development committee - ie one for ML, one for RT, one for video and so on.
That's not how the Dolphin guys described it, they basically implied the ubershader is emulating the entire GC/Wii gfx pipeline within a huge shader, and it took ages to get it working in a performant manner - the point was to eliminate shader caching I think (which usually causes serious jank), its been a while and the specifics have gone fuzzy in my memory.
Link to the Dolphin ubershader blog post here.
As they say, put your money where your mouth is.The ATi Flipper/Hollywood are old fixed function GPUs so they aren't much of a challenge emulate. Also uber shaders are just shaders with many branches. Far more systems out there with trickier GPUs to emulate ...
None of them yet have ubershaders (unless I missed it, feel free to correct me if so), you kinda proved my point by mentioning them - I've seen a Cemu dev as good as say they won't even attempt to implement one.Also uber shaders are just shaders with many branches. Far more systems out there with trickier GPUs to emulate ...
As they say, put your money where your mouth is.
Talk is cheap, but developing an accurate, fast emulator takes a lot of time - any idiot can claim it's easy, not that I claim the capability for myself, but the emulator devs deserve the respect owed for time and effort taken.
The Dolphin devs are the experts here - they say it's hella complex to implement (100s-1000s of man hours invested just to prove it works), and I'm inclined to believe them, given their results clearly speak for themselves.
None of them yet have ubershaders (unless I missed it, feel free to correct me if so), you kinda proved my point by mentioning them - I've seen a Cemu dev as good as say they won't even attempt to implement one.
Given the figure of time invested to proof of concept quoted by Dolphin, and their ubershader operating requirements - I'm inclined to think more complex GPU's will take an extremely long time to code ubershaders for, and may not even run adequately enough on modern GPU's to make such a project worthwhile.
Having said that it seems like GPU's are slowly getting better at branch heavy code, it may be a more viable path in the future.
I’ve yet to hear of a game that works better in Vulcan vs dx11.
The problem here is probably drivers. For vulcan /dx12 stuff that is handeled by the driver needs to be done by the devs and as we know from history devs had been terrible to adhere to the standards and coding things correctly hence why such things as game-read drivers exists because they patch the broken /subpar code from the games. Now the devs need to do it themselves or we see the issue we see with micro stutters and inconsistent performance. Also in benches dx11 looks good because benches are usually done on high end CPUs.The real benefit of vulcan and co. are performance on weaker CPUs.