Timeline for How to select the most powerful vkDevice?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 23, 2016 at 17:00 | history | edited | user5665 | CC BY-SA 3.0 | Update that the answer is now tested with latest drivers and behaves as intended |
| Jul 1, 2016 at 23:15 | vote | accept | user2129189 | ||
| Jul 1, 2016 at 13:25 | comment | added | user5665 | Fair enough, but it's unlikely that an integrated GPU would support those features over a discrete GPU. Those features aren't necessary for displaying a menu UI where the user can select which GPU to use for rendering in the rare case that they have a GTX 650 plugged in next to a GTX 980 and somehow the GTX 650 is the default card Vulkan picks. It is also worth noting that tessellation support, sparse binding support, dynamic array indexing are not usually hard features that you would say "Oh, this GPU doesn't support these features... it looks like they can't play this game." | |
| Jul 1, 2016 at 13:20 | comment | added | ratchet freak | tesselation support, sparse binding support, dynamic array indexing. Or Where the limits are not what you need concerning samplers in shaders for example. | |
| Jul 1, 2016 at 13:12 | comment | added | user5665 | It's very unlikely that Vulkan will find a discrete GPU that supports Vulkan 1.0+ that doesn't have the capabilities that you'll need for games, if you fail to create a graphics queue down the line after finding a discrete GPU that's an entirely different set of issues. What other criterion would you use to rule out a GPU at this level? | |
| Jul 1, 2016 at 13:04 | comment | added | ratchet freak | of course after eliminating the devices that don't support the capabilities you need. | |
| Jul 1, 2016 at 8:19 | history | answered | user5665 | CC BY-SA 3.0 |