Vulkan: 10 main API points on a checklist, about halfway through Airfoil maker can now run in Vulkan... OpenGL uses over 18,000 driver calls, but Vulkan uses just 5,700 -> Proof it works Vulkan will not: fix rendering artifacts, run at 500 fps, improve multi-core use (but enables it for X-Plane). It's about getting room to grow Statistics show Vulkan is giving the team approximately double the frame rate from 11.00, 11.10, 11.20 and 11.30, with the bars slowly creeping upwards in each version 2D OpenGL addons should work in Vulkan 3D addons that use the latest APIs will work in Vulkan; else they won't Addons that draw in 3D (xEnviro, SkyMaxx Pro etc.) either run in OpenGL or Vulkan. Cannot cross the two engines together (obviously) OpenGL, like 32-bit X-Plane, will be supported for the remainder of X-Plane 11 0014大空の名無しさん2018/06/11(月) 04:00:16.21 the first iteration of Vulkan in XP11 WILL improve framerates but WILL NOT improve multi-core usage however Vulkan will enable the developers to improve multi core in a subsequent release, AFTER the first Vulkan release 0015大空の名無しさん2018/06/11(月) 05:55:58.82 後発っていうかXPも90年代前半から脈々続いてるんだけどね XPそのものが代々技術に対して挑戦的な体質なのが大きい 0016大空の名無しさん2018/06/11(月) 07:27:02.98 どのみちP3DじゃPS3世代と同等のグラフィックエンジンだからいじくるところいじり倒しても限界見えてんだよね。 処理効率も悪くなるからやっぱりベースから改善されるXPの方がアドバンテージある。 0017大空の名無しさん2018/06/11(月) 09:34:55.48 Vulkan is giving the team approximately double the frame rate from 11.00, 11.10, 11.20 and 11.30