Ubisoft Montréal revealed that Rainbow Six Siege is getting the Vulkan API on PC, with the goal to provide increased performance for players. According to the developers, DirectX 12 was also tested but the CPU performance was superior under Vulkan.
The low-level API made by the Khronos Group, which recently updated the spec to version 1.2, will allow features such as Asynchronous Compute to be used in Rainbow Six Siege.
In order to join the Vulkan testing, just select the appropriate option when launching the game as displayed in the image below.
In brief, the Vulkan API will enable us to make improvements on workload through Dynamic Texture Indexing to reduce CPU cost, and Dynamic Resolution and AsyncCompute to reduce GPU cost. These features are already used on consoles, and the Vulkan API will allow us to do the same for PC. By combining all these features, we can optimize both the GPU and CPU cost of rendering.
EXPECTED RESULT: With Vulkan and dynamic texture indexing, players who are CPU-bound should see better and more consistent frame rates.
EXPECTED RESULT: Since launch, Siege has made use of various render scaling methods with TAA antialiasing techniques. PC players can independently set their game resolution and their display resolution – this allows us to then render objects at a lower resolution and afterwards temporally upscale them to the set display resolution. Temporal upscaling is a high quality upscaling method that offers high quality antialiasing with very low blurring, and has the added benefit of improving performance.
With the addition of dynamic render scaling optimization working alongside TAA antialiasing, we hope to improve frame-rate and consistency for GPU-bound players.