VulkanSceneGraph

Everything about development and the OpenMW source code.
Post Reply
nwah
Posts: 45
Joined: 21 Nov 2013, 07:40

VulkanSceneGraph

Post by nwah »

Has there been any analysis on the required feature set for porting to VulkanSceneGraph? Are any features lacking which would make porting difficult?

At a glance, I don't see any out-of-the-box support for MyGUI in any of the plugins, but there is an ImGUI plugin which could be used as a template. It looks like VSG and its plugins have a good deal of compatibility with OSG formats and concepts, with more support in the works.

The pending features listed on the Roadmap are currently:
Pending/Underway tasks:
  • Scene graph level multi-bin support with bin sorting.
  • Positional state support to enable easier support of lighting, shadows, texture projection.
  • Support for Khronos ray tracing.
  • Support for integration with OpenGL/OSG applications via EXT_external_object & VK_KHR_external_memory
  • Port to iOS
User avatar
AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: VulkanSceneGraph

Post by AnyOldName3 »

We don't have the manpower to maintain two rendering backends, let alone do the port in the first place. We'd have to drop OSG support in favour of VSG support and that would mean OpenMW would become incompatible with lots of hardware it currently supports. It's not a matter of when VSG supports what we need it to, but instead a matter of when we've got nothing more pressing to do and all the hardware we want to support supports Vulkan.
nwah
Posts: 45
Joined: 21 Nov 2013, 07:40

Re: VulkanSceneGraph

Post by nwah »

VulkanSceneGraph 1.0 was released in November, and there have been two point releases since. VSG also has utilities to help port OSG programs.

This should make it more worthy of consideration, and could help with platforms like Mac that will be dropping OpenGL support.
User avatar
akortunov
Posts: 899
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: VulkanSceneGraph

Post by akortunov »

nwah wrote: 20 Jan 2023, 03:56 and could help with platforms like Mac that will be dropping OpenGL support.
MacOS does not seem to have a native Vulkan support. We will need to use an external translator to Metal anyway.
User avatar
psi29a
Posts: 5356
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: VulkanSceneGraph

Post by psi29a »

The Vulkan SDK supports macOS by using MoltenVK. It works quite well. So that's not a blocker.

brew install molten-vk

https://vulkan.lunarg.com/doc/sdk/1.3.2 ... arted.html
User avatar
AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: VulkanSceneGraph

Post by AnyOldName3 »

VSG also has utilities to help port OSG programs.
We're not the typical OSG application. Most just throw data at OSG and make it deal with everything, and while there's some data we throw at OSG and make it deal with, a significant fraction of our code is things built on top of OSG to make it do new things, and porting that to VSG will be a lot of work.
darkbasic
Posts: 153
Joined: 18 Apr 2016, 15:45
Contact:

Re: VulkanSceneGraph

Post by darkbasic »

AnyOldName3 wrote: 21 Jan 2023, 15:03
VSG also has utilities to help port OSG programs.
We're not the typical OSG application. Most just throw data at OSG and make it deal with everything, and while there's some data we throw at OSG and make it deal with, a significant fraction of our code is things built on top of OSG to make it do new things, and porting that to VSG will be a lot of work.
Did you consider implementing these features directly into OSG rather than implementing them on the openmw side?
User avatar
AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: VulkanSceneGraph

Post by AnyOldName3 »

Most of them are pretty specific to OpenMW, so wouldn't be useful to other OSG projects.
Post Reply