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Vulkan version #138
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But this mod uses OpenGL features to function... how would that be transferred over to Vulkan? |
that's what I'm asking, is it feasible? |
Ask in the discord, cortex is more active there |
I have read that Vulkan also has support for mesh shading, which is the technology utilized by Nvidium with OpenGL. https://www.khronos.org/blog/mesh-shading-for-vulkan |
making it available for vulkan would also solve the nvidia only issue, as VK_EXT_mesh_shader is available on most modern GPUs |
Yes, but nvidium also depends on sodium. So for a vulkan version, someone also needs to rewrite sodium to use vulkan. Or rewrite vulkanmod to use a sodium-like pipeline, neither I see happening soon due to the amount of work this would be with little payoff. |
Only RDNA2 and up (6000 series and up) have hardware support for Mesh Shaders. But yeah, it would be pretty cool since AMD is the current price/performance king. |
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Does VulkanMod have a "sodium-like pipeline"? I mean, is it possible to, let's say, fork it and make it utilize mesh shaders to achieve results similar to Nvidium? How feasible is it? |
After reading #41 and #52, I see that Minecraft's default use of OpenGL is the main issue.
However, I have tested https://github.com/xCollateral/VulkanMod and it worked perfectly. By combining this mod with the other one, we could potentially solve the problem. Moreover, creating a Vulkan version of the mod would increase its compatibility, enabling it to support Intel and AMD systems in addition to Nvidia.
Do you think there's a chance of it working?
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