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#1 2008-08-14 10:01 pm

Bat
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'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Khronos Releases OpenGL 3.0 Specifications has the specs for the next iteration of the OpenGL API. According to the post about this on Slashdot (thanks Mike Martinez), this has spurred negative reactions from developers who had been promised major changes which have not materialized. They point the way to discontented forum threads like this one and this one and to a summary on GameDev.Net that says that developers were promised version 3.0 but the spec seems more like version 2.2, recalling a comment by John Carmack from QuakeCon 2008 that suggests the new spec has been built to maintain compatibility with existing CAD applications. This all has spurred widespread speculation that this ends what is left of the API war, with the comment on GameDev.Net saying: "I'd like to congratulate MS for winning the 3D API 'war' on Windows, turns out they didn't need to sink the good ship OpenGL, the captains ran it into an iceberg for them."

http://www.bluesnews.com/cgi-bin/board. … adid=90280


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#2 2008-08-15 1:17 am

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Akb25? The game devs seem really disgruntled.

I can see how this might really put any remaining prospects for Mac ports of graphically advanced games behind the eight-ball.


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#3 2008-08-15 4:55 am

akb825
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

I've mainly been dealing with D3D and the PS3's graphics APIs lately, and since starting in the real world, I've been able to get a feel of what the cutting edge graphics requires. I've come to realize that OpenGL is definitely higher level than other graphics APIs, where they handle more resources for you. While nice for getting something running quickly, it doesn't allow you as much control over resources when you want to get the most out of the hardware, and it also adds a lot more complexity in drivers leading to more bugs.

Also, OpenGL has become very stagnant of late. When I read that they were just adding support for half floats in vertex buffers, I was surprised that they didn't implement it earlier. It appears that an extension was added a bit earlier, but it isn't supported on the Mac yet. D3D has had a large set of different vertex data formats in D3D 9, and probably earlier (though not always supported on all the cards), so it's pretty much old news for other APIs. (for those of you who don't know what I'm talking about, in short it saves memory and bandwidth)

I think they would do well to split OpenGL into 2 APIs: one that's higher level for programs that need to be robust, but don't need to use every last bit of the hardware, and one that allows for lower level control for performance hungry applications such as games. OpenGL already pretty much services the first need, since it was mainly built for scientific applications. However, I think having a mid-level API like D3D could certainly help, where it still does some resource handling for you (otherwise it wouldn't be able to support multiple vendor's cards), but allows for much more control over those resources.


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#4 2008-08-15 4:58 am

NightCougar_37
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Heck i'm happy here, i've always hated OpenGL ever since the OS9 days when Apple was going nuts about it. This is what Apple gets for dumping Glide/Rave tongue.


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#5 2008-08-15 6:35 pm

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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Noooo, my posts are gone!!

I wrote something about ARB's long-standing tradition of emphasizing backwards compatibility over new features.  I also wrote that OpenGL is not "slower" than D3D, and performance is a direct consequence of implementation.  For example, in Windows, NVIDIA's implementation is typically faster than D3D.  Finally, I wrote that John Carmack is using D3D (in some capacity) in its Tech 5 engine.  It may be for something as simple as determining hardware features (a trivial task in D3D), to a an engine that fully supports both renderers.


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#6 2008-08-15 8:31 pm

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Mr. T wrote:

Noooo, my posts are gone!!

Mine too.

..implementation.  For example, in Windows, NVIDIA's implementation is typically faster than D3D.

Mm..

Finally, I wrote that John Carmack is using D3D (in some capacity) in its Tech 5 engine.

Rage on PC will use D3D9, for starters.


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#7 2008-08-15 9:53 pm

akb825
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Mr. T wrote:

Noooo, my posts are gone!!

I wrote something about ARB's long-standing tradition of emphasizing backwards compatibility over new features.  I also wrote that OpenGL is not "slower" than D3D, and performance is a direct consequence of implementation.  For example, in Windows, NVIDIA's implementation is typically faster than D3D.  Finally, I wrote that John Carmack is using D3D (in some capacity) in its Tech 5 engine.  It may be for something as simple as determining hardware features (a trivial task in D3D), to a an engine that fully supports both renderers.

I lost my last post as well. OpenGL may not be inherently slower, but with less control over the resources you aren't able to use as many tricks to try to improve performance and memory usage. Also, with the added driver complexity, you are more likely to run into driver bugs. That combined with OpenGL taking a back seat to D3D gives you a bad combination...

NightCougar_37 wrote:

Heck i'm happy here, i've always hated OpenGL ever since the OS9 days when Apple was going nuts about it. This is what Apple gets for dumping Glide/Rave tongue.

As I said in my mysteriously missing post, a lower level library like glide can improve performance in the hands of a skilled developer, since it provides finer control over the resources. However, the two main things that destroy any possibility of this happening on PCs are the fact that multiple processes might need to access the video card at once and the differing hardware between cards and manufactures. All the consoles have a lot more control over the graphics hardware than the PC due to the fact that you're guaranteed to have one type of hardware and you only have to worry about your game running, but the PC doesn't even come close in those two requirements.


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#8 2008-08-15 10:20 pm

Mr. T
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From: omnipresent
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Bat wrote:

Mr. T wrote:

..implementation.  For example, in Windows, NVIDIA's implementation is typically faster than D3D.

Mm..

I think it's true.  Back when OpenGL was more popular, I recall reading comparisons against ATI where NV was faster in OpenGL games, but ATI was faster in D3D.  The most recent example of this is when Doom 3 and HL2 were both new: NV was faster with Doom; ATI was faster with HL2.  Also, when using emulators (psx/n64), the OpenGL plugins have been faster for me on NV hardware (not that graphics performance with emulators is an issue anymore) than the D3D ones.  Finally, running FarCry in OpenGL mode resulted in better performance on my recent NVIDIA cards.  According to tweakguides, "Setting the renderer to OpenGL may resolve problems and improve performance for some users, especially Nvidia graphics card owners."  In my case, the performance boost was noticeable.  Obviously, this is hard from conclusive evidence, and I wouldn't be shocked if I was somehow proven wrong.

But none of that matters. The point I was originally trying to make (the context now erased) was that OpenGL is not intrinsically slower than D3D; performance depends primarily on the hardware/software implementation.

Bat wrote:

Mr. T wrote:

Finally, I wrote that John Carmack is using D3D (in some capacity) in its Tech 5 engine.

Rage on PC will use D3D9, for starters.

I thought so, but I wasn't sure, so I left it intentionally vague. (I recall reading that somewhere, but I don't remember where)

Last edited by Mr. T (2008-08-15 10:23 pm)


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#9 2008-08-15 11:09 pm

Mr. T
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From: omnipresent
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

akb825 wrote:

Mr. T wrote:

Noooo, my posts are gone!!

I wrote something about ARB's long-standing tradition of emphasizing backwards compatibility over new features.  I also wrote that OpenGL is not "slower" than D3D, and performance is a direct consequence of implementation.  For example, in Windows, NVIDIA's implementation is typically faster than D3D.  Finally, I wrote that John Carmack is using D3D (in some capacity) in its Tech 5 engine.  It may be for something as simple as determining hardware features (a trivial task in D3D), to a an engine that fully supports both renderers.

I lost my last post as well. OpenGL may not be inherently slower, but with less control over the resources you aren't able to use as many tricks to try to improve performance and memory usage. Also, with the added driver complexity, you are more likely to run into driver bugs. That combined with OpenGL taking a back seat to D3D gives you a bad combination...

I'll take your word for it.  As I said before (erased), I don't have any experience with D3D.  Even in OpenGL, I'm still working on fixed-pipeline stuff, so I (technically, "we") can make something reasonably entertaining before going insane (most immediate goal being a third-person camera)...  And then on to bigger and better things.  I can see your point about the driver bugs, tho.

Last edited by Mr. T (2008-08-15 11:15 pm)


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#10 2008-08-15 11:21 pm

macmenace
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

I've taken three computer graphics classes at my school and I love what OpenGL and DirectX have to offer. In my first two graphics classes we had to implement our own rasterizers using Win32's SetPixel(). After doing that you really appreciate everything OpenGL and DirectX have to offer. But, for making games most companies use OpenGL but DirectX is nice to use as well because a lot of functionality is given to your right out of the box, like a good math library and texture loaders. But, then again it only runs on select hardware like PCs and Direct"Xbox"es.


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#11 2008-08-15 11:38 pm

akb825
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

I think you have that in reverse: most companies use DirectX, not OpenGL.


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#12 2008-08-15 11:56 pm

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Mr. T wrote:

Bat wrote:

Mr. T wrote:

..implementation.  For example, in Windows, NVIDIA's implementation is typically faster than D3D.

Mm..

I think it's true.

It's debatable, overall. What is true is that NV has almost always been faster in OpenGL than ATi on the PC, which is still playing catchup. But as per above, that's becoming progressively less important with even Carmack using D3D on the PC and, obviously, 360.

Ironic that ATi's Mac drivers (OGL) are usually better these days.

Last edited by Bat (2008-08-15 11:58 pm)


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#13 2008-08-16 2:32 am

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Driver 177.89 - Open GL 3.0 - Siggraph 2008

The Windows 177.89 Drivers available via the links below, released during Siggraph 2008, enable the latest features including OpenGL 3.0 support.

This special page allows direct access to the new drivers for Siggraph attendees -- the drivers will become part of the standard release NVIDIA Graphics drivers in the days immediately following.

To enable/disable OpenGL 3.0 features, please use the latest nvemulate tool.

OpenGL 3.0 beta driver release notes
This driver is aimed at developers to start coding to the new OpenGL 3.0 and GLSL 1.30 features. These features are not enabled by default. They can be enabled using the nvemulate utility, as described here: http://developer.nvidia.com/object/nvemulate.html

You need one of the following graphics cards to enable the OpenGL 3.0 and GLSL 1.30 functionality.

Desktop: GeForce 8000 series or higher; GeForce GTX 260, 280; Quadro FX 370, 570, 1700, 3700, 4600, 4700x2, 5600
Notebook: GeForce 8000 series or higher; Quadro FX 360M, 370M, 570M, 770M, 1600M, 1700M, 2700M, 3600M, 3700M

This driver implements all of GLSL 1.30 and all of OpenGL 3.0, except for the following functionality:

One-channel (RED) and two-channel (RG) textures
Mixed size FBO attachments (mixed-format attachments are supported)
The Clearbuffer API
Windowless rendering support (We suggest you use GPU affinity instead)
Forward-compatible context
Debug Context
This driver exposes the following new extensions:

OpenGL 2.1 extensions:
ARB_vertex_array_object
ARB_framebuffer_object
ARB_half_float_vertex


OpenGL 3.0 extensions:
WGL_create_context
ARB_draw_instanced
ARB_geometry_shader4
ARB_texture_buffer_object
WGL_create_context

Etc.

http://developer.nvidia.com/object/opengl_3_driver.html


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#14 2008-08-16 1:59 pm

Mr. T
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From: omnipresent
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Bat wrote:

Ironic that ATi's Mac drivers (OGL) are usually better these days.

For CI, that's probably true, but I gotta say, ATI's drivers were super-buggy when Leo was new.  I still get weird anomalies on my mini/R9200.


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#15 2008-08-16 2:09 pm

akb825
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

A member at iDevGames (thread here, for those that can follow it) was trying to implement a shadow mapping technique with OpenGL. So far, he's encountered a few driver bugs that have hampered his progress. Of course, there's other things such as the FBO bug that made Knights of the Old Republic run like crap in Dantooine, and the special enhancements that were released solely for Doom III. The list goes on at the problems with OpenGL drivers due to the combination of complexity and lack of attention...


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#16 2008-08-16 9:16 pm

macmenace
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From: Redmond, WA
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

akb825 wrote:

I think you have that in reverse: most companies use DirectX, not OpenGL.

Most PC/Xbox developers do. But, Nintendo/Sony/Apple developers use OpenGL unless that have an in house graphics lib.


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#17 2008-08-16 10:08 pm

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

macmenace wrote:

akb825 wrote:

I think you have that in reverse: most companies use DirectX, not OpenGL.

Most PC/Xbox developers do. But, Nintendo/Sony/Apple developers use OpenGL unless that have an in house graphics lib.

Akb825 informed us awhile back that the Wii uses a rather modified, proprietary OpenGL-based lib a bit like GLide (I'm sure I'll be somewhat corrected here), while of course it's most PC, all XBox (original & 360, albeit the 'Boxes have each had/have a custom version tailored to their hardware).* I think the PS3 is pretty straight OGL, but again akb25 can inform us directly. And it's a long time since any major games were devved for Mac, so it's more like porting issues than dev work, excepting a few lower-budget titles.


*Hence the backwards-compat issues


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#18 2008-08-16 10:21 pm

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Technical Lighting paper from SIGGRAPH 2008
Earlier this week, Bungie's Hao Chen was at SIGGRAPH, the technical computer graphics conference, as an instructor in the 'Advances in Real-Time Rendering in 3D Graphics and Games' class. ATI has posted the proceedings of the conference course notes for his work, 'Lighting and Material of Halo 3', on their Technical Publications page. (It's currently second from the top in the 'Siggraph 2008' section - just search the page for 'Bungie'.) The 22 page PDF is very, very heavy on math - but if you're interested in this kind of thing, it's gold. (It's much, much, MUCH more technical than the presentation with the same name on Bungie's Publications page.) Almost makes me miss graduate school... (Louis Wu 10:18:48 UTC)

http://halo.bungie.org/news.html?item=23701  Links in blurb.


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

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#19 2008-08-16 10:25 pm

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Let's make it easier...

Chen, H. and Liu, X. 2008. (Bungie). Lighting and Material in Halo 3. ACM SIGGRAPH 2008: Proceedings of the conference course notes, Advances in Real-Time Rendering in 3D Graphics and Games, Chapter 1, pp. 1-22, Los Angeles, CA, August 2008. PDF

4.16MB.


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#20 2008-08-17 2:31 am

akb825
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

There are some similarities between OpenGL and the Wii's graphics library, but they aren't really related, and the Wii's library is much lower level and allows you to use the hardware pretty much directly. While the PS3 has an OpenGL ES implementation, the main graphics library is a (very) low level proprietary one that allows for much greater performance, so most companies don't use OpenGL. The XBox 360 has a modified Direct3D library that allows for more control over the hardware.

Last edited by akb825 (2008-08-17 2:34 am)


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#21 2008-08-17 3:35 am

Bat
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

IIRC Halo and perhaps H2 had some nearly straight to the metal, nearly machine code-level optimizing to try to wring the most from a launch title in limited time and another that tried pushing the original Box's limits respectively. The Wii lib sounds a bit like GLide, and the 360 & PS3 libs like APIs halfway to the present CUDA and CTM/Brooke+, to be united in the coming year under the OpenCL label (tho that goes beyond graphics into stream computing and other more general apps). Should be an interesting year.

Above should be a good read. H3 has some nifty effects...


...Sci. tongue


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

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#22 2008-08-17 4:07 am

akb825
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Registered: 2003-12-25
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Bat wrote:

IIRC Halo and perhaps H2 had some nearly straight to the metal, nearly machine code-level optimizing to try to wring the most from a launch title in limited time and another that tried pushing the original Box's limits respectively. The Wii lib sounds a bit like GLide, and the 360 & PS3 libs like APIs halfway to the present CUDA and CTM/Brooke+, to be united in the coming year under the OpenCL label (tho that goes beyond graphics into stream computing and other more general apps). Should be an interesting year.

Above should be a good read. H3 has some nifty effects...


...Sci. tongue

Actually, the XBox360 and PS3 APIs are nothing like CUDA. The XBox360's version of D3D basically has extra functionality that allow you to have better control over memory usage and controlling the graphics hardware, but the code is still located on the CPU. It still streams instructions to the GPU just like D3D for the PC, while the only code that runs directly on the GPU are the shaders. The PS3's library is much the same, but even lower level, requiring much more manual labor in managing the resources, which is also true for the Wii. (though the Wii doesn't use shaders, while the PS3 does...) CUDA is more for running arbitrary code on the GPUs.

As a side note, the PS3's SPUs are actually pretty similar to what CUDA offers. They are specialized vector processors that are built solely for handling many vector float operations, where you stream code and data to the SPU and stream the result back to the CPU. They are the one saving grace for the PS3, as the GPU is inferior to the XBox360's GPU, but the SPUs are able to pick up a lot of computational slack. (as well as offload a lot of stuff off of the GPU) It's not easy to take advantage of, though, and you still may not be able to close the gap graphically. On the other hand, if you have enough physics, AI, and other calculations, the XBox360's CPU limitations and the PS3's graphics limitations may cancel each other out. But that's a whole other topic.


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#23 2008-08-17 5:15 am

Bat
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From: Björk, Björk
Registered: 2001-05-14
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

I'm sure you're right about those specifics; I was trying to, in some way, get at the lower-level nature of these new coding methods (ATi's was originally called CTM, Close To Metal, before it morphed into Brooke+ while I wasn't looking and extended beyond graphics. It's been around awhile, since before stream computing took off IIRC).

What I've heard of the PS3 jibes with your characterization, more or less. You can do things like particle systems on the SPUs, but's it's not trivial. Cell really excels at streaming media, but the ability to decode multiple HD streams at once isn't terribly utile in games. It's more for, sheer coincidence, home entertainment like BD playback. By contrast Halo 3's particle system is done on the GPU. IIRC physics aren't too easy for the SPUs, more the province of the central GP unit. Don't really remember about AI.

And yeah, stream out, one of the borrowed DX10 functions as I recall, is great.


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#24 2008-08-17 5:17 am

Bat
Adult's Play
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 24109

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

BTW, anything about tesselation in OGL 3.0?


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#25 2008-08-17 1:24 pm

akb825
ph34r teh master sword
From: In a secluded room
Registered: 2003-12-25
Posts: 6346
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Even if you can't put a whole subsystem (such as physics or AI) on the SPUs, you can at least put part of it on there to increase your speed. Believe me: there are plenty of places in games where you can utilize them.

What do you mean about tessellation in OGL 3.0? Tessellation is something that's API independent and is generally done on the software side, with the exception being geometry shaders. (which IIRC are supported in OpenGL 3.0)

Last edited by akb825 (2008-08-17 1:25 pm)


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