Hello everyone. Gabe here, PC community
developer here at Ubisoft and today we’re diving back into the world of
Ghost Recon Breakpoint to talk about what them implementing the Vulkan API
means for you. Luckily, we sat down with some of the
smart people over on the team who were able to break it all down. So, without any
other delay – let’s get to it! First thing’s first, let’s break down what
an API is, or an “application programming interface,” such as dx11 dx12 or Vulkan. In short, it acts as the middleman between your game that you’re playing (which in
this case is Ghost Recon Breakpoint) and your graphics card. As you throw down
some sort of input to the game like a movement, for example, with your keyboard or mouse – the game updates its internal states and renders an updated graphics
frame. That update is used by the graphics API to generate a list of
commands for the graphics card, or as well sometimes refer to as the GPU. All
of this is happening within your CPU so there’s a lot going on before it
actually reaches your GPU. Once that list of commands have been generated it
passes it on to the GPU who processes what will appear on your screen. At a
very basic level this is the collaboration that is happening between
your PC’s hardware, the rendering API and the game, to bring an image onto your
screen. The performance of the game you’re playing are graphics intensive
tasks you’re doing is driven by the CPU and the GPU and the work that they do
together in parallel with each other. The performance you get in the end is
determined by the slower of the two. With that, you do have control over the
performance you get in game by adjusting graphics settings, but regardless of how
wide or in depth those settings are – they do have their limits eventually. This is
where the API comes in, as it can enhance workloads. API such as Vulkan offer more
flexibility and is able to work more closely with your hardware’s capabilities,
and as a result you have less CPU usage. The additional flexibility it offers
does come at a cost though, as it adds some additional coding complexity for
the team, but we all know how important it is to get the best performance
possible – so it’s all worth it. So, with all that information, why is Vulkan being
implemented in Ghost Recon Breakpoint? Despite being over 10 years old dx11
does offer great performance, but it does come at the cost of higher CPU
processing. Some additional features offered on modern graphics cards today
also aren’t available on older API such as the dx11. To address these limitations,
the team decided to go with Vulkan based on the improved CPU and graphics card
performance, while also allowing them to take advantage of those modern features
offered by the latest graphics cards. So now that we know why Vulkan, let’s
jump into some technical goodness to talk about how these various levels of
improved performance are going to be achieved. There are three key features:
improved texture streaming, dynamic buffer cache and asynchronous compute.
Firstly, let’s talk about improved texture streaming. Using dedicated data
transfer Hardware in your GPU, Vulkan allows the game to stream textures in
much faster than previously possible, while improving the overall smoothness
of your gameplay especially when you’re using higher quality texture settings.
Next up we have dynamic buffer cache, which thanks to the powerful memory
control provided by the Vulkan API, dynamic data that is used to update the
graphic state is heavily optimized for multi-threaded usage and has a small
memory footprint. This boosts your CPU frame times while reducing memory
fragmentation. Finally, we have asynchronous compute, which is technology
that is supported on newer GPU architecture that allows for more
graphic work to be done in parallel. This reduces your GPU frame times and
increases your frame rate. Before we wrap this up though, there are a few important
things to note if you want to enable Vulkan. Firstly, the system requirements
for Vulkan are the same as they were for dx11, though the team recommends having a
graphics card with at least 4 gigabytes of video memory. The dx11 drivers have the
advantage of handling GPU memory over subscription, which is when more memory is
being requested from the GPU than available. When this happens in Vulkan, it can
trigger stuttering or potential crashes. Make sure you keep an eye on your
estimated memory consumption, that you’ll find in the graphics setting, and try to
reduce the texture quality or resolution of the game if you run into this. You can
swap between dx11 and Vulkan at any time without any impact to the progress of
your game. So, make sure you use the one that’s giving you the best performance
with your hardware. And finally, there’s something that you should always keep in
mind, which is: make sure your graphics drivers are up-to-date. Thanks for watching everyone, we hope
that gives you a good rundown of what you can expect with the Vulkan
implementation in Ghost Recon Breakpoint. As always, if you have any comments, you
can leave them down in the comment section below or you can reach out to
the Ghost Recon Breakpoint team on their channel, which you will also find linked in
the description below. That’s it for now, see you later!

Adding Vulkan to Ghost Recon Breakpoint – NGON

Leave a Reply

Your email address will not be published. Required fields are marked *