![]() ![]() Does it matter that when I check my driver files, there's nothing called " ig4icd64.dll"? I do have "ig9icd64.dll" but I don't know if that's related. ![]() I tried the 64-bit shim thing again but that doesn't work either. I checked the Intel link in the final post, and it says my drivers are up to date. The info at the link doesn't work for me. ![]() OpenGL issues with Intel HD Graphics 630 after updating to latest DCH drivers on Windows 10 (1903) - Intel Community Just got my machine back from the shop today and re-installed the game and got this error. lEngine/Engine/Binaries/Linux/UE4Editor 277MiB |Ĭompositing is disabled, UE4 scene loaded with Vulkan target ~25-30FPS: +-+ | 0 7246 G /snap/anbox/158/usr/bin/anbox 230MiB |Ĭompositing is disabled, UE4 scene loaded with OpenGL4 target ~65FPS +-+ Without UE4 loaded, compositing is enabled: +-+ So, is there any change that this problem with Vulkan of specific GPUs family? over-synchronization, not moving buffer data to the GPU, etc.Ī don’t think that problems due to insufficient perfomance of that GPU for that tasks (I also tried to reduce and images quality, I did tried a lot of difference driver’s configuration, I tried to reduce resolution. Usually that’s caused by bad api usage, e.g. Judging from my experience with NVIDIA and Vulkan their driver is very good and performance with Vulkan is usually better than with OpenGL due to the much lower overhead.Īnd most of the time low Vulkan performance is an application problem, so you’d have to ask the people that implemented Vulkan in the Unreal Engine why performance is so low compared to OpenGL. The actual implementation is done inside the driver. Khronos only provides the api specification for Vulkan. Because I understand if I have a poor perfomance on all hardware/software stuff, on Windows/DirectX or Linux/OpenGL, or Linux/Vulkan. Which OS and drivers version are you using?īut, in same time I’m a bit confused. I can totally imagine the Vulkan Unreal 4 benchmark you’re using tipping over 2GB in Vulkan and not handling the situation as well as NVIDIA OpenGL driver. Thanks for hint, I’ll try it with OpenGL4 and Vulkan and share results. Unfortunately no :( I have several notebooks from HP and Lenovo, but they all have similar GPUs But in that time I have a good perfomance with OpenGL4 or DirectX. You can use the SMI command line you’ve pasted above to check the memory usage while you’re running the performance tests to see how close you are to memory being full. I can totally imagine the Vulkan Unreal 4 benchmark you’re using tipping over 2GB in Vulkan and not handling the situation as well as NVIDIA OpenGL driver.Īre you able to reproduce these performance difference on other machines with more than 2GB? Here is duplication of the topic on Unreal Engine forum: OpengGL and Vulkan ver.: OpenGL version string: 4.6.0 NVIDIA 430.50 | Fan Temp Perf Pwr:Usage/Cap| Memory-Usage | GPU-Util Compute M. | GPU Name Persistence-M| Bus-Id Disp.A | Volatile Uncorr. + spectre_v2: Mitigation of Full generic retpoline IBPB: conditional IBRS_FW STIBP: conditional RSB filling + spectre_v1: Mitigation of usercopy/swapgs barriers and _user pointer sanitization + spec_store_bypass: Mitigation of SSB disabled via prctl and seccomp + mds: Mitigation of Clear buffers SMT vulnerable Security: l1tf: Mitigation of PTE Inversion VMX: conditional cache flushes SMT vulnerable My hardware info: PROCESSOR: Intel Core i7-8550U 4.00GHzĮxtensions: SSE 4.2 + AVX2 + AVX + RDRAND + FSGSBASE Why is so big difference beetween OpenGL 4 and Vulkan ? Ubuntu 18.04 (KDE Neon) with Vulkan taget = 25-35 FPS Ubuntu 18.04 (KDE Neon) with OpenGL4 target = 85-90 FPS In that time performance with OpenGL4 is good.įor example Unreal Engine 4: Windows 10 = 100 FPS (+/- 5) I was facing the trouble: I have a really bad performance with 3d apps when it uses Vulkan.
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