Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. It is a low-overhead, cross-platform 3D graphics library that gives developers more control over the GPU and lower level CPU usage for their Android base mobile projects. In the following topic, we will go over how you can enable and use Vulkan in your CRYENGINE projects.
You need to compile Remote Shader manually, for more information please refer Remote Shader Compiler.
Supported Devices and Drivers
For information on supported devices and drivers for Vulkan, please refer: http://vulkan.gpuinfo.org/
Supported Operating Systems:
- Windows 7
- Windows 10
Enabling Vulkan Support in CRYENGINE
To build a CRYENGINE project that has support for the Vulkan API, you will need to do the following:
- Navigate to the CRYENGINE Installation Directory.
- Right-click the system.cfg file and edit it using a text editing software (Notepad++).
- In the system.cfg file, add or change the cvar directive r_Driver=(X) under the shader settings, for example, "r_Driver=DX12/DX11" to "r_Driver=Vk".
You may also need to set "r_ShaderCompilerPort" to the value of 'port' found in Tools/RemoteShaderCompiler/config.ini.
- Save the cfg file, and restart the CRYENGINE editor.
- Enable the Remote Shader Compiler (See Prerequisites above).
- Now, you should have enabled Vulkan support in CRYENGINE.