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MacOS is getting Vulkan support. Will Windows get Vulkan support too?

AlexanderDeLarge
AlexanderDeLarge
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So this is very exciting. I know this was done out of necessity due to Apple depreciating OpenGL support in 10.14 and that obviously takes priority... But generally speaking, native Vulkan support comes with a performance boost that'd definitely be appreciated for all ESO players.

This is also very exciting as an AMD user on Linux that runs the game via Proton/DXVK. It's always preferable to have a native client than to run it through DXVK compatibility layers which I was doing even on Windows for superior anti-aliasing.
Mac Min Spec
We have switched the Mac renderer from OpenGL to MoltenVK (Metal) to support the upcoming release of the upcoming MacOS Mojave. Upon first launching the game, you will notice longer load times and frequent hitching as the shaders are rebuilt for MoltenVK, with some notable unstableness in this first PTS patch. We plan to make iterations throughout PTS to improve performance. To support these changes, we will be updating the minimum spec for all Mac players in Update 20.

Operating System: macOS High Sierra v 10.13 Model: Late-2013 27-inch iMac and Newer Hard Disk Space: 85 GB free HDD space Internet: Internet Broadband Connection https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0#latest

Background information on MoltenVK https://github.com/KhronosGroup/MoltenVK

Given Bethesda's AMD partnership that extends across all of their projects, I'm expecting some pretty substantial optimizations that benefit all hardware in the near future. Elder Scrolls Online is currently heavily CPU-bound and CPU bottlenecked but I'd expect a performance increase as we've seen with most other games that are similarly bottlenecked. Some DirectX vs Vulkan benchmarks have shown anywhere from five percent increase to twice the frame rate.

Hopefully we get ZOS to comment on the subject soon.
Difficulty scaling is desperately needed. 11 years. 8 paid expansions. 29 dungeon and zone DLCs. 45 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. Just because Cadwell Silver&Gold failed doesn't mean the game should be brain dead easy forever.

"ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character w/ no CP allocated AFKing in front of a bear for a minute and a half before dying if you don't believe me change is needed.
  • HankJohnson
    HankJohnson
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    They did it for Mac not because they researching into Vulkan API, but because Apple dropped OpenGL support in MacOS 10.14.
  • AlexanderDeLarge
    AlexanderDeLarge
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    They did it for Mac not because they researching into Vulkan API, but because Apple dropped OpenGL support in MacOS 10.14.

    I know, it's still a worthwhile move for Windows users given the performance increase that can be expected. Look at the amount of work that went into Summerset's CPU optimizations. We can use all the optimizations and improvements we can get. Also, for the sake of their Linux users not having to use a compatibility layer with a sizable overhead, it'd be ideal for their performance too.
    Difficulty scaling is desperately needed. 11 years. 8 paid expansions. 29 dungeon and zone DLCs. 45 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. Just because Cadwell Silver&Gold failed doesn't mean the game should be brain dead easy forever.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character w/ no CP allocated AFKing in front of a bear for a minute and a half before dying if you don't believe me change is needed.
  • SpiderCultist
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    this is great news

    Edited by SpiderCultist on September 20, 2018 9:52AM
    PC | EU
    Ashlander and Mephala worshipper.
    "You are just another breed of domestic animal, grazing stupidly while higher beings plot your slaughter."
  • idk
    idk
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    They did it for Mac not because they researching into Vulkan API, but because Apple dropped OpenGL support in MacOS 10.14.

    This.

    So to answer OPs question, maybe, but the Mac change it not due to the change being forced upon Zos.
  • Quiet_One
    Quiet_One
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    I fully agree with you OP and won't stop hoping either. I've noticed your little graphics and performance adventure for ESO for a while now and I know how bummed out you are about it, just like me.

    I have rather old CPU and Vulkan should be quite the help, I wish they would tell us what their plans are, as I've been saving up to upgrade my hardware just because ESO and it would be nice to know if I should just go for it now or wait and see how Vulkan runs, I really don't need it for other reasons, I'd more happily buy even some cosmetics in the game than the hardware, especially if they finally give us such nice updates.
    Edited by Quiet_One on September 19, 2018 3:30PM
    PC-EU
  • ssorgatem
    ssorgatem
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    idk wrote: »
    They did it for Mac not because they researching into Vulkan API, but because Apple dropped OpenGL support in MacOS 10.14.

    This.

    So to answer OPs question, maybe, but the Mac change it not due to the change being forced upon Zos.

    Had it been just for Mac, they would have used Metal directly, and not Vulkan over Metal (MoltenVK).

    Also, the PS4 also supports Vulkan, so PS4 players may benefit from it too.

    And a Vulkan>D3D12 compatibility layer is in the works, so maybe even XBOX players could benefit from it.

    I hope it's in the works, just surfacing first for the Mac client because of OpenGL becoming unavailable there.

    IIRC, a "Vulkan" string for the rendered was datamined from the executable file in the PTS back in December, and back then, MoltenVK wasn't even complete or opensource as it is now.
  • AlexanderDeLarge
    AlexanderDeLarge
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    ssorgatem wrote: »

    Had it been just for Mac, they would have used Metal directly, and not Vulkan over Metal (MoltenVK).

    Also, the PS4 also supports Vulkan, so PS4 players may benefit from it too.

    And a Vulkan>D3D12 compatibility layer is in the works, so maybe even XBOX players could benefit from it.

    I hope it's in the works, just surfacing first for the Mac client because of OpenGL becoming unavailable there.

    IIRC, a "Vulkan" string for the rendered was datamined from the executable file in the PTS back in December, and back then, MoltenVK wasn't even complete or opensource as it is now.

    Agreed, there's a reason why they're putting a substantial effort into the Vulkan backend that I suspect it'll be pushed to everyone down the line. I would love to get an official comment on it though.
    Difficulty scaling is desperately needed. 11 years. 8 paid expansions. 29 dungeon and zone DLCs. 45 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. Just because Cadwell Silver&Gold failed doesn't mean the game should be brain dead easy forever.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character w/ no CP allocated AFKing in front of a bear for a minute and a half before dying if you don't believe me change is needed.
  • idk
    idk
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    ssorgatem wrote: »
    idk wrote: »
    They did it for Mac not because they researching into Vulkan API, but because Apple dropped OpenGL support in MacOS 10.14.

    This.

    So to answer OPs question, maybe, but the Mac change it not due to the change being forced upon Zos.

    Had it been just for Mac, they would have used Metal directly, and not Vulkan over Metal (MoltenVK).

    Also, the PS4 also supports Vulkan, so PS4 players may benefit from it too.

    And a Vulkan>D3D12 compatibility layer is in the works, so maybe even XBOX players could benefit from it.

    I hope it's in the works, just surfacing first for the Mac client because of OpenGL becoming unavailable there.

    IIRC, a "Vulkan" string for the rendered was datamined from the executable file in the PTS back in December, and back then, MoltenVK wasn't even complete or opensource as it is now.

    We can hope but Zos Logic isn’t always what we call logic.
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