The difference was shadows - as you said the filtering. I added your snippet which confirmed OpenGL was indeed in use when instructed in AGKS.
Cannot say I have heard of an exe being referred to as a player, first time I have come across the term was for the broadcasting to players in AppGameKit so thought it only specific to them alone, hence my confusion. Sorry about that!
The code I am running is for a short view distance large map rolling tile terrain. When monitoring the idle program at the start the fps was so erratic it couldn't be pinned down so I just averaged the fps every 500 frames and let the program settle each time, for Studio Vulkan ranged 560-590fps hovering around the 580 mark a lot, for Studio OpenGL 500-580fps not hovering as much but when it did around 570, for Classic 460-540fps again didn't exactly hover as much but when it did around 530. That said classic did get 600fps a number of times momentarily.
My specs are in my sig at bottom of each of my posts. I have latest drivers and windows fully updated to, as are both Classic and Studio. Is there more you need to know?
Now here is a new weird thing I just came across, if I have task manager open(I was watching cpu graph) the classic compilation just quits without error within 60 seconds. If I run it for ages and ages without task manager it is fine right up until the very moment I open task manager(at which point it quits without error). This is repeatable every time. So I checked previous exe backup early versions of this code and same happens but only sometimes! So I checked the ones with different names in older versions and they occur almost every time. Here is the thing, I am not actually naming them directly - AppGameKit is! Basically when I progress code enough to back it up I add a version value to the
folder name then copy it, keeping the new name for the current project. In Classic, the next time the project is compiled its name is taken from the folder name, in Studio its name is taken from the project file. I have to look into this more though as I don't have the time right now, I have seams to smooth!
I do genuinely want to know where/how this performance increase can be measured, from the fps results it just looks like the performance increase is relative to studios OpenGL and only marginally so for my specific project - and fairly significantly increased against Classic BUT Classic did get higher frames on odd occasions. So it would be better to know
how best to use Vulkan hence my asking where is this performance. but I am extremely concerned it is as Raven states, nothing more than an expensive marketing bullet point - could have been fully 2.0 compliant or maybe better instead, could have completed features also advertised like physics for example. I still cannot get over the fact there is a memory leak when changing physics, didn't mention that in the brochure - not only that but there is an actual FB post just recently linking to a review that places AppGameKit up there with the "best" while stating "Developers have access to AppGameKitās C++ libraries for advanced physics"
loool should have said real physics as it has a memory leak that mimics a black hole! I have no clue on who digital.com are/if they are of any stature in the industry.
Win 7 Pro 64 bit SP1, AMD A4-5300 APU 3.4GHz, 8GB DDR3, NVidia GeForce GTX 750 1GB GDDR5, ASUS A55BM-E