WYP
News Guru
DOOM's Vulkan update is now live promising some large performance gains over the original OpenGL version of the game.

Read more on DOOM's Vulkan update.

Read more on DOOM's Vulkan update.
According to the devs if you enable TSSAA you will also use Async Compute but if you use any other type of AA on Vulkan then it is not used.
Interesting that AMD uses Vulkan driver 1.0.17 and Nvidia uses 1.0.8.
Does SLI/CF work in Doom with Vulcan?
PERFORMANCE FIX FOR NVIDIA USERS: READ READ READ
Sorry about the caps, that was to draw attention.
To get better performance Vulkan has to be installed on your pc first. To do this go into C:\Program Files\NVIDIA Corporation\Installer2\Display.Driver, then install it from there.
After I installed this my GTX 1070 was putting out an average extra 30fps frames, maxed out at 1080p.
This is from another forum but apparently for Nvidia users the Vulkan driver doesn't install properly along with the standard driver, You have to go into the Nvidia directory to install it -
I don't know about an actual performance boost as I never looked at the before numbers but I do know now that the Vulkan run time now appears in the install/uninstall window were it didn't before.
Did a DDU on my system and upon restart made sure that both c:/program files/nvidia corporation and c:/program files (x86)/Vulkan RT were uninstalled. Then re-installed 386.69 (on win 10 x64) and both folders were created. Unless you 're talking about something else that I missed.
Ok got it. I'll also check on my main rig later, in which I have not installed manually vulcan. On an other note gpu-z reports 99% on first gtx970 and 30% on second running doom/vulcan.Yeah I'm talking about something different.
To be fair I gave this a go yesterday. Based on Ultra setting OpenGL gives me 65-80 fps and Vulkan gives me 65-85 fps based around the same area of the game. The only difference I could find was frame times actually increased from 12-13ms up to 15-18ms using Vulkan.
I will have a play with the settings at some point and see if I can push anything a little further using Vulkan over OpenGL.