LordOfChaos
Member
I'll be very interested in this one. It didn't seem like OpenGL could catch a break on the PC side, I hope their new API is competitive.
I'll be very interested in this one. It didn't seem like OpenGL could catch a break on the PC side, I hope their new API is competitive.
Sick, 2010 was a good vintage for graphics. Apple has great taste. Those OSX users have it made, I say!
Btw isn't it weird that there are no IHVs present in this talk?
I know this is GDC, but how come this is API users giving the talk rather than the IHVs?
All of the folks presenting are members of Khronos and have been participating in the creation of the new API.
As someone that does a lot of OpenGL development on a Mac Pro (2013), I can assure you that "stability" isn't something that Apple's drivers are good at. I can think of a half dozen ways to trigger a GPU reset or hard-lock the entire machine with code (sequences of GL function calls and/or shaders) that works fine on other platforms. Same story for their OpenCL runtime; simple things like "a loop calling a function using a vec4 constant pulled from an array" will crash the GPU in a way that requires a hard reset to recover.
Organized as a joint project of ARB and OpenGL ES working groups
Chair: Tom Olson (ARM)
Language / IL group chair: Bill Licea Kane (Qualcomm)
API spec editors: Graham Sellers (AMD) and Jeff Bolz (NVIDIA)
Yup, I have the 15" Macbook Pro Haswell, I can't at all agree with people who dismiss Apples poor graphics performance with "they favor stability". The Windows graphics stack has been more stable and 30-50% more performant for me, on Apples own hardware. it's a sad state of things, and they're also years behind on OpenGL implementations.
If they adopted whatever this new thing is quickly, that would be great, but might be wishful thinking.
Like shit, they built the entire Mac Pro around OpenCL, and still fuck up its performance.
I see Tom Olson from ARM has been added to the speakers. He's the chair of this iniative, basically.
From the Khronos slides
The Khronos group is a not-for-profit consortium.Anyone know if the Khronos group is publicly traded? Can't find info on their website.
The Khronos group is a not-for-profit consortium.
I see Tom Olson from ARM has been added to the speakers. He's the chair of this iniative, basically.
From the Khronos slides
Really looking forward to this.
I hope they get good industry support even from the usual OpenGL laggards.
Note: this is all personal opinion and conjecture.
"They" would include: Apple, Nvidia, AMD and Intel. While I fully expect to see glNext on a Nvidia GTX 970 very soon, I doubt the GTX 670 I have will see an implementation within a year if at all. I doubt we'll see an implementation of glNext on an Intel HD 4000 at all, it'll probably be unsupported.
So now we have a choice: support two different graphics pipelines (OpenGL + glNext), or go with the lowest common denominator. So far the entire game industry has taken the LCD route so, to me, what's going to happen next is very clear. glNext will be a buzz word API that only a handful of people will use until most of the market supports it, 5+ years from now.
It's my hope that they made glNext compatible with the last 5 years of products and the companies involved have created an open source OpenGL implementation on top of glNext. That would provide immediate support, driver improvements and a transition path. However, that won't sell additional hardware so they won't do it.
That's the real stinger. If they really want easier ports of existing games, they would tackle a D3D layer as well (Aspyr dev mentioned possibility in another post). Both of these would be so nice to see, but the Aspyr dev is probably right.Aspyr dev on reddit
It's my hope that they made glNext compatible with the last 5 years of products and the companies involved have created an open source OpenGL implementation on top of glNext. That would provide immediate support, driver improvements and a transition path. However, that won't sell additional hardware so they won't do it.
More on the Next Generation of Graphics and Compute API
Date: Thursday, March 5 | 1st session: 12:00pm 1:30pm | 2nd session: 2:00pm 3:30pm
Location: SF Green Space
Neil Trevett | President of The Khronos Group, OpenCL Work Group Chair, VP Mobile Content, NVIDIA
Pierre-Loup Griffais | Developer, Valve Software
Tom Olson | Work Group Chair OpenGL ES, ARM
Take a break from the Moscone crowds and join us at SF Green Space (see map and directions below) for more about this exciting new API, whether you missed the 10:00am session at Moscone or just want to learn more. Well have many of the speakers and demos that were presented at the 10:00am session, and we will have plenty of time for Q&A. While youre here, pick up a reference guide, and more.
You DO NOT need a GDC conference or exhibitor pass to attend, however seating is limited. If the first session is full, come to the encore session at 2:00. Please register for your session below.