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

Trunkin said:
Captain_Tom said:
vivster said:
theprof00 said:
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.

Yes it does but the improvements are about cutting driver overhead not OpenGL overhead. And consoles already have minimal driver overhead because there is a lot less between the software and hardware. Why do you think games like Infamous are possible on a crappy APU that wouldn't even come close to that graphical fidelity on PC.


Since when is an i3 + 7870 crappy?

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

Isn't the i3 still quite a bit better than a Jaguar? Also, I could've sworn that the ps4 GPU was basically a 7870m, which would be closer in performance to a 7850...


1) No, a quad core jaguar scores about half as well as an i3.  There are 8 cores.  You do the math ;)

2) No, it is true that the PS4 GPU has 90% as many cores as the 7870, and the 7870 is clocked 25% higher.  However the PS4's ram is 15% faster, and it also benifits from HSA and a ton more compute pipelines than a standard 7870.  Everything else is the same between the 7870 and PS4 GPU (ROP's, Geometry engines, etc.).

It is simply a 7870 tailored to be in a console.



Around the Network
theprof00 said:

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


That is not quite true but anyway.

We know now that Ms will bring directX12 on the Xbox one because they somehow built the One to be able to upgrade it. do we even know if Sony have done the same with their graphic api on the Ps4??



Guys... PS4 does not use OpenGL per si.

The PS4 API is based on OpenGL and has many of the just announced new features.

It´s basic the same thing with DirectX12.