Earlier quoted context omitted.
Not a Java implementation, but the original game was written in Java. Later, Microsoft bought Minecraft and rewrote it (Bedrock edition) which runs on Xbox, tablets, etc. But, the community writes mods in Java. Now both exist and get roughly the same feature set now, but the Java version remains popular given the vast variety of mods and servers.
There is also this: > Minecraft: Java Edition runs on Windows, Mac, and Linux; Minecraft: Bedrock Edition runs on Windows. (From their own website. Bedrock might work with wine etc.) For a game as popular as Minecraft, where every year a fresh cohort of young players reaches an age suitable for playing it, it would be madness to discard Linux and Mac users and possibly push the modding community to some other game.
Minecraft Java is switching from OpenGL to Vulkan
91–100 of 177 posts
Re: Minecraft Java is switching from OpenGL to Vulkan
#92Earlier quoted context omitted.
TBH Mojang should have the resources to do that on his own, Minecraft is the best selling game of all times btw.
Minecraft is extremely mismanaged, the fact that the java version is still the ”main” version after all these years is just crazy
Re: Minecraft Java is switching from OpenGL to Vulkan
#93Damn, this will break Minecraft on my original machine, an Acer C720 Chromebook modded to run Linux. The Intel HD4400 iGPU doesn’t support Vulcan! I always appreciated that MC would run on virtually any hardware, especially as a kid without access to anything nice.
Re: Minecraft Java is switching from OpenGL to Vulkan
#94Why are they even maintaining two versions of the same game?
Re: Minecraft Java is switching from OpenGL to Vulkan
#95Damn, this will break Minecraft on my original machine, an Acer C720 Chromebook modded to run Linux. The Intel HD4400 iGPU doesn’t support Vulcan! I always appreciated that MC would run on virtually any hardware, especially as a kid without access to anything nice.
It's pretty interesting that OpenGL achieved its stated goal and is the graphics API with the highest degree of compatibility across many devices.
Re: Minecraft Java is switching from OpenGL to Vulkan
#96I hope they have a solution to the notorious Vulkan shader compilation lag spikes.
Vulkan gives all the tools to avoid any "lag spikes" from shader compiling. In fact, causing them is much more difficult than OpenGL where they could happen in surprising places (and only on certain hardware).
The issue is two fold: 1. Some engines produce a lot of shader permutations. Some AAA titles can have 60000 different shaders compiled. 2. Some GPU rasterizer states (such as color blending) are implemented as shader epilogues.
In Vulkan 1.0 almost all of the pipeline state had to be pre-baked into a pipeline state object compiled ahead of time. This lead to a "shader permutation explosion" where different states need different pipelines.
This requires the game engine to either a) compile all the pipeline combinations ahead of time (slow loading time) or b) compile them as needed (lag spikes).
The core issue for this was solved years ago and now most of the pipeline states can be added to the command buffers ("dynamic states"). This solves the permutation explosion. But at the same time it opens the door for issue 2: some states (blending in particular) can cause a state-based recompile (like ye olde OpenGL days) at runtime.
The only solution to the second problem is not to use the dynamic states that trigger recompiling. That's basically only blending as far as I know. You can't even have dynamic blend state on all GPUs.
For maximum developer flexibility there's the shader object extension that allows mixing and matching shaders and pipeline states any way you want. This will cause state based recompiles at unpredictable times but it's an opt-in feature and easy to avoid if lag spikes are not wanted.
tl;dr: shader recompilation is easy to avoid in Vulkan but porting legacy engine code or art content may take you off the happy path.
Re: Minecraft Java is switching from OpenGL to Vulkan
#97I bet they will lose most of the mods, as I don't see many wanting to learn Vulkan only to port their mods. They better make use of Zink/Angle or similar approaches.
Re: Minecraft Java is switching from OpenGL to Vulkan
#98I hope this reduces the CPU overhead a bit on the main thread with some time. Quite a few games that ported from DX11 to 12 and openGL to Vulkan didn't just gain performance from the API swap it required taking advantage of the new higher parallel draw call capabilities. # The main thread is often the limiting factor in minecraft. Minecraft just can't go as fast as the GPU could render the scene and even with quite a…
Re: Minecraft Java is switching from OpenGL to Vulkan
#99I hope they have a solution to the notorious Vulkan shader compilation lag spikes.
Re: Minecraft Java is switching from OpenGL to Vulkan
#100I bet they will lose most of the mods, as I don't see many wanting to learn Vulkan only to port their mods. They better make use of Zink/Angle or similar approaches.