OREON ENGINE
OREON ENGINE
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Vulkan vs OpenGL | Nvidia Titan Xp
Vulkan vs OpenGL rendering performance measured in fps and CPU load.
Java rendering engine used: github.com/fynnfluegge/oreon-engine
Kotlin implementation: github.com/fynnfluegge/oreon-engine-vk-kt
Measured rendering features:
FFT ocean
Deferred Lighting with MSAA
Bloom
Atmospheric Scattering
Based on GPU FFT Ocean paper:
tore.tuhh.de/handle/11420/1439
Переглядів: 6 124

Відео

OpenGL Java Engine | Update 2019
Переглядів 7 тис.5 років тому
In the recent past I did some improvements, e.g. atmospheric scattering, lighting, shadow mapping, bloom, terrain maps generation, water refraction/reflection. In this demo I present the results. Currently it is in develop branch, I will merge it into master if I did some more performance improvements. github.com/fynnfluegge/oreon-engine
OpenGL vs Vulkan
Переглядів 247 тис.5 років тому
This video demonstrates a performance comparison of OpenGL and Vulkan under almost identical conditions. The performance, measured in fps and CPU/GPU load, is testet and recorded against different antialiasing settings (2x-8x MSAA and FXAA). The performance indicators, shown in the top left corner of the realtime simulations, are slightly inferior than the measured and averaged values due to th...
OpenGL vs Vulkan | Antialiasing Deferred FFT Water | Java LWJGL
Переглядів 7 тис.6 років тому
This video demonstrates a realtime performance comparison of OpenGL and Vulkan. The performance is measured in fps and CPU load. The rendered simulation is a Deferred Lighting FFT water and atmosphere simulation with post processing Bloom and 2x-8x Multisample Antialiasing FXAA. 2x MSAA: ua-cam.com/video/ZShcPXLVsa8/v-deo.html 2x MSAA FXAA: ua-cam.com/video/ZShcPXLVsa8/v-deo.html?t=19s 4x MSAA:...
#7 Creating a Game Engine in Java and OpenGL
Переглядів 19 тис.6 років тому
This is the 7th episode of the series Creating a Game Engine in Java and OpenGL. In this part the performance of terrain quadtree algorithm will be accelerated by considering the terrain height at a specific horizontal world position to get a proper update of the quadtree when the camera is moved in vertical direction along the y-axes. Further a at runtime switchable wireframe renderer is added...
#6 Creating a Game Engine in Java and OpenGL - Terrain Splatmap
Переглядів 8 тис.6 років тому
This is the sixth episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode a splatmap is generated to map the materials onto the terrain dependent on the terrain slope resp. the terrain normalmap. finished code: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_6 starting code: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Serie...
#5 Creating a Game Engine in Java and OpenGL - Terrain Materials
Переглядів 11 тис.6 років тому
This is the fifth episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode materials are mapped onto the terrain and normal mapping & displacement mapping are applied on these materials. Furthermore it is shown how to apply mipmapping on the terrain textures with a trilinear filter. finished code: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/ta...
OpenGL Game Engine | Oreon Engine 3 - Deferred Renderer | Java - LWJGL 3
Переглядів 11 тис.6 років тому
Tech Demo Trailer of Oreon Engine 3 Deferred Renderer. The Deferred Renderer supports Transparency Objects with MSAA and FXAA. Further Features: - Quadtree Terrain - FFT Water - Hardware Tessellation - Motion Blur - Bloom - Light Scattering - Lens-Flare - Depth of Field BLur - Screen Space Ambient Occlusion - Parallel Split Shadow Mapping - MSAA FXAA v3.0.0 release: github.com/oreonengine/oreon...
Realtime GPGPU FFT Ocean Water 3D Engine | OpenGL
Переглядів 7 тис.6 років тому
Official Technical Research Report 2017 (Hamburg University of Technology): tubdok.tub.tuhh.de/handle/11420/1439?locale=en The Fast Fourier Transform (FFT) is known as one of the most influential algorithms in the 20th century for digital signal processing. This demo and research report presents an approach for computing a 2D-FFT on GPU in realtime with OpenGL Compute Shaders. Used Rendering En...
#4 Creating a Game Engine in Java and OpenGL - Terrain Generation
Переглядів 15 тис.6 років тому
This is the fourth episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode the terrain will be generated from a heightmap. The related normalmap is initially created with a Compute Shader. heightmaps: github.com/oreonengine/Game-Engine-Assets finished code: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_4 starting code: github.com/o...
#3 Creating a Game Engine in OpenGL and Java - Tessellation
Переглядів 17 тис.6 років тому
This is the third episode of the OpenGL Game Engine Programming Series with LWJGL 3. In this episode the distance dependent tessellation function will be implemented. starting code: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_2.2 finished code: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_3 derived from: github.com/ore...
#2.2 Creating a Game Engine in Java and OpenGL - Terrain Quadtree
Переглядів 11 тис.6 років тому
This is the second part of the second episode of the OpenGL Game Engine Programming Series with LWJGL 3. This video demonstrates the implementation of morphing function in the Terrain Quadtree. starting code of the video: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_2.1 finished code: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag...
#2.1 Creating a Game Engine in Java and OpenGL - Terrain Quadtree
Переглядів 20 тис.6 років тому
This is the first part of the second episode of the OpenGL Game Engine Programming Series with LWJGL 3. This video demonstrates the implementation of the Terrain Quadtree algorithm, which is the core of the Terrain Rendering System. starting code of the video: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_1 finished code: github.com/oreonengine/Lwjgl3-Game-E...
#1 Creating a Game Engine in Java and OpenGL - Skydome
Переглядів 40 тис.7 років тому
In this part of the Game Engine Tutorial with Java and LWJGL 3 we create and render our first object, the Skydome! The starting code is available here: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/starting_code The finished code is available here: github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_1 Eclipse IDE project setup: ua-cam.c...
#0 Creating a Game Engine in Java and OpenGL - Eclipse Workspace Setup
Переглядів 67 тис.7 років тому
Welcome to the OpenGL 3D Game Engine Programming Series with Java and LWJGL 3. The tutorial series provides a guide for developing a high-end Open World Game Engine and all it's necessary GLSL-shaders with starting point at a simple black GLFW window. This video introduces the programming series and demonstrates the Eclipse workspace setup with the engine starting code template. The starting co...
OpenGL Underwater Caustics | Oreon Engine v2.1 Preview | Java Lwjgl
Переглядів 4,1 тис.7 років тому
OpenGL Underwater Caustics | Oreon Engine v2.1 Preview | Java Lwjgl
OpenGL Light Scattering and Lens Flare | Oreon Engine v2.1 Preview | Java Lwjgl
Переглядів 7 тис.7 років тому
OpenGL Light Scattering and Lens Flare | Oreon Engine v2.1 Preview | Java Lwjgl
OpenGL 3D Terrain/Open World Engine | v2.0 Java Lwjgl
Переглядів 28 тис.7 років тому
OpenGL 3D Terrain/Open World Engine | v2.0 Java Lwjgl
OpenGL 3D Terrain/Open World Engine | v1.1 Java Lwjgl
Переглядів 19 тис.7 років тому
OpenGL 3D Terrain/Open World Engine | v1.1 Java Lwjgl
OpenGL 3D Open World | v1.0 Java Lwjgl
Переглядів 4,6 тис.7 років тому
OpenGL 3D Open World | v1.0 Java Lwjgl
OpenGL 3D Terrain Generator | Flythrough
Переглядів 2,4 тис.7 років тому
OpenGL 3D Terrain Generator | Flythrough
[OpenGL 3D Engine] Quadtree Terrain Editor
Переглядів 2,8 тис.8 років тому
[OpenGL 3D Engine] Quadtree Terrain Editor
[OpenGL 3D Engine] Quadtree Procedural Fractal Terrain #2
Переглядів 1,9 тис.8 років тому
[OpenGL 3D Engine] Quadtree Procedural Fractal Terrain #2
[OpenGL 3D Engine] Quadtree Procedural Fractal Terrain #1
Переглядів 1,7 тис.8 років тому
[OpenGL 3D Engine] Quadtree Procedural Fractal Terrain #1
[OpenGL 3D Engine] Quadtree CDLOD Terrain
Переглядів 8 тис.8 років тому
[OpenGL 3D Engine] Quadtree CDLOD Terrain
[OpenGL 3D Engine] FFT Ocean Water
Переглядів 2,8 тис.8 років тому
[OpenGL 3D Engine] FFT Ocean Water
OpenGL 3D Engine - Terrain Editor
Переглядів 5 тис.9 років тому
OpenGL 3D Engine - Terrain Editor

КОМЕНТАРІ

  • @Open_robert
    @Open_robert Місяць тому

    Vulkan is known for its efficient performance

  • @kryptoid2568
    @kryptoid2568 Місяць тому

    If the color are wrong then it's the gamut correction or whatever makes SRGB_NONLINEAR nonlinear

  • @josephfrye7342
    @josephfrye7342 6 місяців тому

    Now this quality recreates and replicated real life style I think vulkan is outstanding and works again but will be replacing some OpenGL as a few from the either 80s or 90s idk

  • @lanchanoinguyen2914
    @lanchanoinguyen2914 8 місяців тому

    Lol cpu usage says nothing,i can make my opengl program to use zero cpu usage.

  • @paulcosta8297
    @paulcosta8297 10 місяців тому

    This does not look like Strugar 2010 CDLOD but rather a different algorithm. In CDLOD there is continuous morphing whereas here there are complex triangulation patch updates. What technique is this actually?

  • @elfferich1212
    @elfferich1212 Рік тому

    Is the part that generates the final geometry done on the cpu? and would this be practical in a game kind of application?

  • @TiaShaw.
    @TiaShaw. Рік тому

    The second life Metaverse, after 20 years is switching from OpenGL to Vulcan, and I personally am excited as lower spec hardware will deliver a better more immersive experience, I will personally appreciate not having a room over 90f and not having to run two overclocked watercooled computers with RTX 4090’s to get 4k 120fps . thanks for the demo

  • @renfire
    @renfire Рік тому

    Rendered images are different. Not same techniques applied by both rendering engines, so this FPS/CPU/GPU comparison is not valid. Rendered images should be the same to evaluate each API

  • @user-wb2js9lr8d
    @user-wb2js9lr8d Рік тому

    Vulkan лучше?

    • @LgdFanta
      @LgdFanta 11 місяців тому

      yes for alot of games including Minecraft Java Edition

  • @deaddycruel
    @deaddycruel Рік тому

    why Vulkan video looks like oversaturated junk and isn't the same as OpenGL version?

  • @petrom.2577
    @petrom.2577 Рік тому

    Bei mir sieht das leider anders aus, deswegen kann ich leider nicht ganz den Anweisungen folgen, die du angegeben hast :/

  • @depthx9784
    @depthx9784 Рік тому

    Muchas gracias por este gran trabajo 👍👍, se compara con un ambiente de un juego de AAA.

  • @stevenreyniers6890
    @stevenreyniers6890 Рік тому

    can someone tell me how to fix this problem? What i did wrong modules.AtmosphereShader Error: Could not find uniform: m_World

  • @opoxious1592
    @opoxious1592 Рік тому

    Vulkan is somewhat unstable, but it gives so much more performance while using less cpu and gpu power.

  • @genesisbustamante-durian
    @genesisbustamante-durian 2 роки тому

    Dead project?

  • @austineadah2843
    @austineadah2843 2 роки тому

    Nice work.could one implementation gerstner waves without any engine?

  • @derpderpy3075
    @derpderpy3075 2 роки тому

    everytime i follow your code i end up with a black screen at the end, everytime, then i download it from you and it works, rinse repeat

  • @horia9044
    @horia9044 2 роки тому

    u wanna continue the series to create a game?

  • @horia9044
    @horia9044 2 роки тому

    I swear this game looks insane its like rust aslt graphics and rust have a ton of devs... just WOW ,

  • @Dreadshotq
    @Dreadshotq 2 роки тому

    Vulkan has modern lightning effects Opengl has realistic fps and a bit detailing

    • @DanishCraft
      @DanishCraft 7 місяців тому

      No. They can do the same. It just depends on how it’s implemented.

  • @deckard5pegasus673
    @deckard5pegasus673 2 роки тому

    OpenGl version is noticeable better looking in terms of graphics. The water looks more real, the lighting is much better. So really you are comparing apples to oranges here. If the Vulkan version is not doing all features of OpenGl, there is no use in comparing them. They can only be compared once Vulkan has all the capabilities of OpenGl, which it obviously does not.

    • @oreonengine9444
      @oreonengine9444 2 роки тому

      here both looks same ua-cam.com/video/O28yzCRcuxg/v-deo.html&ab_channel=OREONENGINE

  • @TheEandRTeam
    @TheEandRTeam 2 роки тому

    Thank you so much, I got one syntax error that I hope to find soon, but this tutorial was soooo helpful!!

  • @amirhosseindolatkhah2924
    @amirhosseindolatkhah2924 2 роки тому

    I'm still waiting for more features to be add to this amazing engine. are you still working on the Engine?

  • @sayochikun3288
    @sayochikun3288 2 роки тому

    broke ass me who is watching this at 360p

  • @bloom-mania
    @bloom-mania 2 роки тому

    shows how good vulkan is lmao minecraft step up ya game

  • @lancedychua6505
    @lancedychua6505 2 роки тому

    if you are NOT A GRAPHICS programmer, please listen. Vulkan is not necessarily better than OpenGL. two low level libraries however vulkan is MUCH MUCH harder. you have to take ease of use into account when judging a library

    • @jevrybezauspvp8495
      @jevrybezauspvp8495 2 роки тому

      I wish people would realise this. I have tried again and again to start working with vulkan but the sheer amount of work it requres to set up is insane

  • @lancedychua6505
    @lancedychua6505 2 роки тому

    Game Engines: Forget to open it: no cube High Level libraries: Forget to call a function: no cube Medium level libraries: forgot about a shader: no cube OpenGL: used wrong enum: no cube Vulkan: accidentally typed CPU instead of GPU: performance decrease of 90%

  • @dimi5862
    @dimi5862 2 роки тому

    I like the OpenGL API, but I think I'l have a peek at what Vulkan has to offer sinse I'm very unpleased by OpenGL's inconsistency

  • @kikearriojas9843
    @kikearriojas9843 2 роки тому

    No lies

  • @kikearriojas9843
    @kikearriojas9843 2 роки тому

    Porque en emuladores es tan malo Vulkan ?

  • @gegegamink5225
    @gegegamink5225 2 роки тому

    0:52 1:00

  • @taranitahiron2084
    @taranitahiron2084 2 роки тому

    Which Is Vulkan?

  • @mar3bra447
    @mar3bra447 2 роки тому

    impressive :). Keep going!

  • @speku87
    @speku87 2 роки тому

    i know its old but this video is broken somehow and only the first seconds can be watched :(

  • @DesertCookie
    @DesertCookie 2 роки тому

    It's seriously impressive that this is still one of the best - if not the best - Vulkan v OGL comparison videos out there. I would've loved to see more people transition their self-made engines from OGL to Vulkan. Since noone is making videos about that I keep coming back to this video now and then and marvel at it.

  • @PTSD-c2j
    @PTSD-c2j 2 роки тому

    OpenGl runs with virgl so then causes weird colors

  • @betaken
    @betaken 3 роки тому

    I am getting an info called no material in polygon of: Dome the sky buffer is showing

  • @KaneMODS
    @KaneMODS 3 роки тому

    7:24 just saving my time stamp

  • @ItsRamzi
    @ItsRamzi 3 роки тому

    But can it run Okuplok?

  • @wedesoft
    @wedesoft 3 роки тому

    Beautiful result! Are you using lookups in a shadow map to compute the shadows in the atmospheric scattering?

  • @joshkanyinda5569
    @joshkanyinda5569 3 роки тому

    OpenGL uses mainly C++ to run it’s program, and c++ runs very close to the computer (cpu) to do it bidding. Vulkan is use the GPU way more, explaining the good FPS and graphics.

  • @assasinvm
    @assasinvm 3 роки тому

    will the scene editor be like in unity or unreal?

  • @tntjnogodhenry3402
    @tntjnogodhenry3402 3 роки тому

    You have nVidia RTX 20987478054871544

  • @tntjnogodhenry3402
    @tntjnogodhenry3402 3 роки тому

    I like the vzlkan water color

  • @thenewhacker2562
    @thenewhacker2562 3 роки тому

    Open gl said:Stable Vulkan:quite unstable but u definetly get high performance

    • @putraadyatma7423
      @putraadyatma7423 2 роки тому

      Yeah I think so but if OpenGL stable at maybe 100 fps and then Vulkan can get like 300 fps, could we lock the Vulkan fps to 100fps and maybe Vulkan get better optimization with more less cpu usage?

  • @kafkaphoenix
    @kafkaphoenix 3 роки тому

    Thank you a lot man. Your tutorials are really helpful. Please continue this series, Hope you find well

  • @jeff_u_tube1028
    @jeff_u_tube1028 3 роки тому

    his voice sounds like a german xD

  • @geileschnecke3912
    @geileschnecke3912 3 роки тому

    Your english sounds german

  • @geileschnecke3912
    @geileschnecke3912 3 роки тому

    Wow. Ich programmier grad auch ne vulkan engine in c++. Ist echt hart und macht teils echt platt.