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

theprof00 said:

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

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


 

7-15 times sounds way off... There won't be an increase in performance by that amount - perhaps in some situations where iowait or driver-crap limits throughput but we won't see 7 times better fps for sure.

But nice to see amd, intel and MS are adressing the overhead problems.



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vivster said:
RawrJa said:
I dont think Sony uses OpenGL

What else would they be using?

There is pretty much only DX and OpenGL for graphics in mainstream programming.


Their own API, of course. Libgcm for PS3, GNM for PS4. There is also PSGL, which is based on OpenGL ES but most devs used libgcm on PS3.



theprof00 said:

ps4 uses opengl for rendering. this is fact.


Ehm, no. It uses a gpu for rendering. The GPU is triggered by an API called GNM. There is no OpenGL involved.



Skeeuk said:
opengl & mantle > direct x

to be honest.. in term of support direct x > opgengl >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>  mantle ..why would any developer support mantle now that dx12 and a new opengl are here?




 

Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!) 

NiKKoM said:
Skeeuk said:
opengl & mantle > direct x

to be honest.. in term of support direct x > opgengl >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>  mantle ..why would any developer support mantle now that dx12 and a new opengl are here?



Well, "are here" is not true but yes, Mantle will disappear before it even was really launched.



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What a clickbaiting title. Not one time is DirectX even mentioned. It just says it can unlock 15x more performance but doesnt say 15x more performance than what. Not to mention it def isnt talking about DX12 since it was just announced as well, so kind of hard to compare it to that. So the title YOU made is only clickbait -_- How about using the real title, oh right, that doesnt involve fueling console wars and a propaganda......

Other than that, good news.




       

Great news for some PC gamers (same goes for DX12)

As with Mantle, which is advertised as generating up to 9x more draw calls, performance boosts are noticeable, but nowhere near the level some people might expect.






Of course, there will be cases like this one when CPUs are heavily bottlenecking performance:






Changed the thread title so it wasn't misleading, and pasted the article into the OP.



yo_john117 said:

Changed the thread title so it wasn't misleading, and pasted the article into the OP.





       

SubiyaCryolite said:
Captain_Tom said:

Since when is an i3 + 7870 crappy?

http://www.youtube.com/watch?v=cokiEkxY2xI

Operation Locker, dat chokepoint >_>

I have a 3.6GHz 4100 FX which is basically an i3 and a Saphirre 7870HD and I've had no problems with any games thus far either. The barrier for entry in  PC gaming has never been lower :)

DX12 + Mantle + GL14 makes things even better.

So excited for PC to become close to the same efficiency of consoles!!!