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Forums - Gaming Discussion - OPENGL 2014 Announced. Up to 15x more performance.

http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/

If you want to get a developer’s attention, all you need to do is start dropping whole numbers.

Offer something that’s not 1.2 times better — but two or three times better — you know you’ve got them.

That’s the good news we teamed up with AMD and Intel to deliver at this week’s Game Developer Conference in San Francisco.

AMD’s Graham Sellers, Intel’s Tim Foley, and our own Cass Everitt and John McDonald appeared on the same panel to explain the high-level concepts available in today’s OpenGL implementations that reduce driver overhead by up to 10x or more.

With OpenGL, an open, vendor-neutral standard, developers can get significantly better performance – up to 1.3 times. But with a little tuning, they can get 7 to 15 times more performance.

That’s a figure that will make any developer sit up and listen.

Better still: the techniques presented apply to all major vendors and are suitable for use across multiple platforms. And they brought demos, showing what these improvements mean on real world systems.

That’s because OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry.

On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.

 

Can't copy paste for some reason.

1.3 x base improvement

7-15x based on development tuning

 

Ps4 uses OpenGL

The war rages on.

If you want to get a developer’s attention, all you need to do is start dropping whole numbers.

Offer something that’s not 1.2 times better — but two or three times better — you know you’ve got them.

That’s the good news we teamed up with AMD and Intel to deliver at this week’s Game Developer Conference in San Francisco.

AMD’s Graham Sellers, Intel’s Tim Foley, and our own Cass Everitt and John McDonald appeared on the same panel to explain the high-level concepts available in today’s OpenGL implementations that reduce driver overhead by up to 10x or more.

With OpenGL, an open, vendor-neutral standard, developers can get significantly better performance – up to 1.3 times. But with a little tuning, they can get 7 to 15 times more performance.

That’s a figure that will make any developer sit up and listen.

Better still: the techniques presented apply to all major vendors and are suitable for use across multiple platforms. And they brought demos, showing what these improvements mean on real world systems.

That’s because OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry.

On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.

- See more at: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/#sthash.nnEFvhBX.dpuf

If you want to get a developer’s attention, all you need to do is start dropping whole numbers.

Offer something that’s not 1.2 times better — but two or three times better — you know you’ve got them.

That’s the good news we teamed up with AMD and Intel to deliver at this week’s Game Developer Conference in San Francisco.

AMD’s Graham Sellers, Intel’s Tim Foley, and our own Cass Everitt and John McDonald appeared on the same panel to explain the high-level concepts available in today’s OpenGL implementations that reduce driver overhead by up to 10x or more.

With OpenGL, an open, vendor-neutral standard, developers can get significantly better performance – up to 1.3 times. But with a little tuning, they can get 7 to 15 times more performance.

That’s a figure that will make any developer sit up and listen.

Better still: the techniques presented apply to all major vendors and are suitable for use across multiple platforms. And they brought demos, showing what these improvements mean on real world systems.

That’s because OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry.

On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.

- See more at: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/#sthash.nnEFvhBX.dpuf

If you want to get a developer’s attention, all you need to do is start dropping whole numbers.

Offer something that’s not 1.2 times better — but two or three times better — you know you’ve got them.

That’s the good news we teamed up with AMD and Intel to deliver at this week’s Game Developer Conference in San Francisco.

AMD’s Graham Sellers, Intel’s Tim Foley, and our own Cass Everitt and John McDonald appeared on the same panel to explain the high-level concepts available in today’s OpenGL implementations that reduce driver overhead by up to 10x or more.

With OpenGL, an open, vendor-neutral standard, developers can get significantly better performance – up to 1.3 times. But with a little tuning, they can get 7 to 15 times more performance.

That’s a figure that will make any developer sit up and listen.

Better still: the techniques presented apply to all major vendors and are suitable for use across multiple platforms. And they brought demos, showing what these improvements mean on real world systems.

That’s because OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry.

On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.

- See more at: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/#sthash.nnEFvhBX.dpuf


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Still not relevant for consoles. Expect a fraction of the performance boost it has on PC for consoles.

Though this might finally be the push game developers need to abandon DX.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

Awesome.



vivster said:
Still not relevant for consoles. Expect a fraction of the performance boost it has on PC for consoles.

Im confused as to how it's not relevant. PS4 uses opengl does it not?



So this means....

PS4 1000% increase in GPU and CPU? 

 

 

/s just kidding idk what it means lel.



Around the Network
theprof00 said:
vivster said:
Still not relevant for consoles. Expect a fraction of the performance boost it has on PC for consoles.

Im confused as to how it's not relevant. PS4 uses opengl does it not?

Consoles already have minimal driver overhead. Their API is already a lot closer to the hardware tha PCs. There will be a boost in efficiency but it will not nearly be as big as it is on PC.

it's like bulding a drive through at mc donalds. It will shorten the time for car drivers significantly but it won't affect the people that are already standing at the door of the building.

Sorry for the terrible analogy but it's the best I could come up so far.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

Lol kind of downplays all the DX12 hype that it was getting today.



Sigs are dumb. And so are you!

I dont think Sony uses OpenGL



If it gives a boost in performance on consoles then that is still awesome.



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Gaming Console: PLAYSTATION 5
vivster said:
theprof00 said:
vivster said:
Still not relevant for consoles. Expect a fraction of the performance boost it has on PC for consoles.

Im confused as to how it's not relevant. PS4 uses opengl does it not?

Consoles already have minimal driver overhead. Their API is already a lot closer to the hardware tha PCs. There will be a boost in efficiency but it will not nearly be as big as it is on PC.

it's like bulding a drive through at mc donalds. It will shorten the time for car drivers significantly but it won't affect the people that are already standing at the door of the building.

Sorry for the terrible analogy but it's the best I could come up so far.

ps4 uses opengl for rendering. this is fact.

edit: oops, wrong quote, this was meant for rawrj