February 14, 2017

Intel adds support for Vulkan graphics API on Windows

I've blogged about Vulkan before. An open-source, cross-platform Application Program Interface, or API, it had all the advantages of its predecessor, OpenGL, with the same low-level power that Windows 10-exclusive DirectX® 12 offers, was receiving strong support from AMD and Valve, and was already being baked into Unreal Engine 4, which Nintendo is recently promoting as the tool for Switch third party development. There really was only one thing holding it back: a lack of support from Intel, who arguably make the best-performing CPUs for PC gaming.

That's now changed.

From WindowsCentral:
Intel has officially added support (via CIO) for the Vulkan™ graphics API for its most recent Core chips on Windows 10. While Vulkan is already supported on graphics cards from AMD and NVIDIA, the integrated graphics in Intel's Kaby Lake and Skylake chips can now run games and applications written with the API as well.
[...] Here's how Intel describes Vulkan in its documentation:
Vulkan* targets high performing real-time 3D graphics applications, like games, while giving low-overhead hardware control over GPU acceleration to developers. Vulkan* utilizes many open-source libraries and utilities, and promises great performance and predictability, while paving the way to better equip games to handle virtual reality or 4k HDR.
Vulkan support was previously available on Intel chips in beta form, but the official release signals that support is ready for primetime and should be relatively stable. Don't expect your integrated graphics to suddenly compete with high-end cards from NVIDIA and AMD, but Vulkan support should offer some solid performance on modest settings for games that support it. Perhaps more intriguing are the possibilities this opens up for Vulkan-coded apps that could run on the low-cost Windows Holographic VR headsets coming from Microsoft's hardware partners later this year.
Vulkan is a direct competitor for DirectX 12, and should be stiff competition: it's available on Windows 7, which DX12 isn't, and also on Nintendo's Switch, Sony's PS4, and on Android and iOS devices which don't run Windows 10, either. With Intel officially supporting the API, it may have just received the additional push it needs to become the API for the current generation of gaming graphics engines. Everyone is on board with Vulkan... much to the chagrin of Microsoft, who have long been used to DirectX being the de facto standard for gaming.

Not only does this loosen Windows 10's grip on gaming, it might even loosen Windows' grip on gaming, generally, allowing more games to be developed more easily for Linux and MacOS, both of which are Unix-like environments (as is PS4's Orbis). We might even see a renewed push for SteamOS (also a Unix-like OS) from Valve. And it could ensure that Microsoft continue to be shut out of the mobile market, leaving mobile game developers, in particular, no reason at all to develop for engines that rely on Microsoft's proprietary API. Why would they, when an open-source, easily-portable alternative is available?

In fact, the only part of this development that holds zero interest for me is the potential effect on Windows 10-branded VR headset development, simply because I'm not convinced that PSVR headsets are going to perform any better in the market than existing offerings from Oculus and HTC. As a PC gamer, I'd love to have a choice of platforms available beyond the choice of Windows versions; if Vulkan really takes off, that could actually happen, in exactly the way that it's refused to happen until now.

Stay tuned...