Vulkan support will allow for a lot fewer CPU bound issues. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage.
Unity 5.6 has Vulkan support natively.
Don't know if bumping exists, but this would be great to have in VRChat now with how complex avatars are getting.
This could also be a good idea if they plan to support the Oculus Quest.
Vulkan support would make VRChat much more future proof.
VRChat could be ported to different operating systems and even more efficient cpu-architectures, if Unity was to support them in the future.
Vulkan is popping in a lot of future development teams for games and intel is pushing the use of Vulkan because it's "a significantly better API" or something, sure I vote this is a need.
Maybe it's just updating the game to a better version of unity LUL
plox to vulkan ktks. https://software.intel.com/en-us/articles/rendering-objects-in-parallel-using-vulkan-apis?spredfast-trk-id=sf193391976
This would be as acceptable as dx12 honestly. However, to not break shaders and such you would need to do a re-import pass on everyone's content as well as a find-replace for things you know don't work. Also make the engine an optional launch.
that would be awesome, I already proposed linux support, wich would obviously be easyer to implement with vulkan. (all though I know, that the SteamVR unity api just runs on windows right now, while the unreal engine api has linux support,... but that will be added... hopefully)
VULKAN!!! can't say that enough. Anyway that would also mean it is easy to port to android which enables more people to use it through VR-modus.
as a win7 user, I'd much prefer this over DX12
Vulkan is certainly the better option if the VRChat team has any plans to bring VRChat to other operating systems. That being said, VRChat currently uses DirectX 11, so DirectX 12 support might be easier to implement.
@MehStrongBadMeh: Agreed. DX12 is limited to 1 (ONE) operating system that it works with. Vulkan supports Windows all the way back to 7, Linux and OSX natively.
@tupper: Yeah, it would be cool to support something that would possibly make a SteamVR Mac release a reasonable option down the road.
@Bryan Bortz: Linux too! OpenVR implementations for Linux work quite well.
Neat. I've brought it up with our team to evaluate this for a future release. Hopefully this doesn't break anything (shaders?!).
@gg67: TCL believes (and I agree) that this would probably be a similar breaking change a-la 5.3->5.6. But, TBH? Worth it. Same goes for the DX12 support.