[ogre 13] debugging advances and vulkan

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loath
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[ogre 13] debugging advances and vulkan

Post by loath »

somehow i missed this but awhile back @paroj mentioned some debugging improvements on patreon:
https://www.patreon.com/posts/vulkan-and-58430672

do i just need to update to the latest ogre 13 to see these? awesome change!

i know vulkan support is farther out and won't necessarily support HLSL right away but...
what are the advantages with the vulkan rendersystem? better performance than dx11 i'm assuming? anything else?

paroj
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Re: [ogre 13] debugging advances and vulkan

Post by paroj »

you should get the texture names out of the box with 13.2+.
To get the grouping by RenderTarget and Material, you have to compile Ogre with OGRE_PROFILING=ON. This is hidden behind that option as it requires debug markers per-frame, which may slow down rendering.

As for Vulkan; there is no immediate advantage of using it besides trying the new stack. It is not yet feature-complete with GL3+ (the primary goal right now). Therefore I actually expect it to be slower than the other rendersystems.

loath
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Re: [ogre 13] debugging advances and vulkan

Post by loath »

great, didn't know this! thanks!