[BUG-229609] The death of Open GL Vulkan dilemma and photorealism vs end of rasterization #7439
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Ansariel Hiller commented at 2020-11-02T19:28:07Z Maybe we should simply face the death of Mac instead - cheaper and way less user are affected even if it means the way overpriced Apple workstations at the Lab become useless. Nobody should fall for Apple's false claim that OpenGL is deprecated technology because they were a) plain simple incompetent to fix their broken implementation for years and are b) now using the deprecation claim to distract from that fact and work further on a vendor lock-in by promoting their proprietary rendering API. |
Ansariel Hiller commented at 2020-11-03T07:34:48Z, updated at 2020-11-03T07:44:28Z Sorry to say, but there are quite a bit of errors and misunderstands in what you wrote. Some examples:
That's it for now, not even commenting on the original stuff you wrote. |
Ansariel Hiller commented at 2020-11-03T18:05:36Z
Also Vulkan was evaluated as on option not because of its feature set or special abilities, but because it would allow to continue support for OSX - unless Apple decides to cut support for that as well to promote their own API. Please stop daydreaming about all that super photo-realistic stuff that should suddenly be possible then - or by 2024 at latest or whatsoever. We are talking about Second Life with user-created content, which might range from well optimized to absolutely horrible. This is never going to happen, but since you won't believe me, I'll leave it up to whoever from Linden Lab will respond to this ticket.
Anyway: I'm done with this discussion that will lead to nothing and go back to working on our viewer while waiting for Linden Lab to close this ticket as "won't implement". :D |
COCA Yven commented at 2020-11-03T21:35:35Z Vulkan is open source. Please refrain form posting on this Jira, if not savvy of Vulkan and most logic behind the next render engine for SL. I would kindly ask You to delete Your posts, as irrelevant to the Jira and apparently self serving. Thank You |
Kyle Linden commented at 2020-11-04T19:48:47Z Hello, Vulkan support is on the roadmap for the future. I cannot speak to any implementation details but we're fully aware of the issues. Thanks |
COCA Yven commented at 2020-11-05T10:01:53Z, updated at 2020-11-05T10:03:04Z Dear kyle I understand how colficting and difficult was thsi decision to move on to vulkan becuase of many second life residents, stil not supporting it becuase of beign on old hardware. I however want to encourage you and all of your team, thinking very big support and expanded multiplatform for this API with is GI and Raytracing capabilities, in conjunciton with Amazon being one of the small enteprise to move on AMD infrastructure....You will have great longevity and if You will do Your homework right wil definitely, increase SL residents (educated guess) by 700% in 50 months. Good luck and aim big, with a big state of the art photorealistic scalable capable future proof render engine!! You might want to contact Peter Tsekov peter.tsekov@chaosgroup.com atChaos Group 8500 Steller Dr, Suite 8A Culver City, CA 90232
and see if They are willing to exploit the possibility a Version of Vray for Second Life running on vulkan API I know that they have been researching otoy like brigade game render engine, and that becuase of AMD come back in GP GPU computing, they must be definitely be at this moment have people working on vulkan API. It is a contact worth spending soem time to have an informal talk with to maybe see if worth making a small 4 member team, feasibility study. |
How would you like the feature to work?
Everytime a new feature is requested, the core thing that is always considered is if it will break somehting existing.
But now somethign existing is broken forever Open GL, so this cannot apply.
2/3's of SL users have Vulkn comatible hardware.
By the time that at Linden Lab You have coded a new render engine on it, the remaining 1/3 of SL users that cannot run vulkan API will be way less.
So moving to Vulkan becuase it is crossplatform is a no branier...
the problem is how to offer support for that 1/6s that wont be able to run it when you will have a new Render engine supporting Global Illuminaiton at 144hz.
The answer is very simple...it is on how You frame htings like everyone does in politics, iat school, iat work , and in ones family.
You make a notice WAY before one year of expected moving of SL on to Vulkan stating that You wil cease support for Open GL runnign hardware, and that those who wil have such hardware wil nto be able to run second life.
Yhsi notice has to be sent out MINIMUM 18 month before the day of conversion, and teh date must either be a coupl eof weeks after black friday OR mid march, as these are the periods of the year which the economy in genral is mostly running at full tilt, and Second life renveues are at their highest.
Now moving to Vulkan is not the issue, the isses are more than this and more important.
Teh first issue is Phtorealism...whatever render engine You will opt touse, has to be capable NOW today of absolute phtorealism, if teh content is properly made, and My apologies, You guys at Linden Lab worked very hard for Sansar, but Umbra 3d like engines are by no means close to anythign usable.
You need to aim at Vray, redshift, corona render absillute feature movie phtorealism , if You want Your transition to be future proof.
this comes with teh following isses and consideratiosn to take into account:
Thsi Implies, that You wil need to make a roadmap, in which You will downscle textures renderd in during run time allowing uploads up to 8k .
EG the first year u eg keep the 1k standard for diffuse and 512 for al the other shaders maps needed on teh specular workflow , including reflecion maps refraciton maps, fresnel IOR etcetc.
and as Yoy gather data thatmore and more cleints movigninto new generation hardware You scale automatically teh texture size... OR you coudl actually make this a feature in the client prefernces grpahcis settings, so some wil run downscaled textres an dothers will run instead full resolution textures.
it is a very easy thing to implement.
2 The render engine, needs to be otusourced tocompanie slike Chaos group or Otoy or similar...chaos gorup woudl be teh ideal choice, as they woudl be very willing to offer support for Vulkan APi , and develop a Vray version for gmaing, that opposed to Unreal engine does not need to bake the scene.... Vray supports specular, metalness workflows, has support, for substances, and has an excellent IBL or SUN sky system.
I do not think it would cost You more than 5 million to outsorce this to be built, and half a million a year for thei rengineers development and support, while your staff could instead focus on the Vulkan API.
3 AMD Smart access feature...
this feature is NOT to be underestimated, AMD with the purchase of xilinx, as things stand now creates a massive threat to the very existance of Nvidia and Intel in a very near future.....thi sis somehtign that for hwo dramtic i put it has to be taken into consieration, and a further reason to use Vulkan API.
Even if at Nvidia they wil come with amn amazing gpu release with hopper mcm architecture on a new node, it might not be good enough to compete with an all amd system, and Intel is now not credible enough anymore to have anyhtign tangible enough.
This might be a worse case scenario bu tit is a scenario that is abig issue an dthat has to be definitely taken into account, as whatever render engine Youwill use, it wilhave to be capable to support Intel NVIDIA and AMD hardware, and it is very veyr hard to say how things wil turn out,,, the good thing is that at Nvidia they do support vulkan.
SO please do not fall into the RTX marketing stunt By Nvidia like it happened for VR as RTX and Optix and AI denoiser are defintely a dead end and will not have a future
Why is this feature important to you? How would it benefit the community?
this feature is important to me becuase 3d is all about photorealism and Photorelaism is the ultimate goal and what Id like for You to give to SL.
This feautur eis iportan tto teh collunity becuase phtorealism is what they want, even if it wwas for fantasy like Pixar scenes, which are stil photorealsitic and belivable in theyr stylized way.
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