The key to unlocking improved performance appears to be pretty straightforward: reducing driver overhead and increasing the number of draw calls. Not surprisingly, Valve is also promoting OpenGL in various ways the same link also has a video from a couple weeks back at Steam Dev Days covering the same topic. (Short summary: DX was able to push new features into the API and get them working faster than OpenGL in the DX8/9/10/11 days.) Anyway, if you have an interest in graphics programming (or happen to be a game developer), you can find a full set of 130 slides from the presentation on NVIDIA's blog. It almost makes you wonder why we ever settled for DirectX in the first place-particularly considering many developers felt DirectX code was always a bit more complex than OpenGL code. Even without fine tuning, they note that in general OpenGL code is around 1.3X faster than DirectX. There's also the increasing support of Linux and OS X, making a cross-platform grapics API even more desirable.Īt the Game Developers Conference 2014, in a panel including NVIDIA's Cass Everitt and John McDonald, AMD's Graham Sellers, and Intel's Tim Foley, explanations and demonstrations were given suggesting OpenGL could unlock as much as a 7X to 15X improvement in performance. smartphones and tablets use a subset called OpenGL ES-the ES being for "Embedded Systems") we're seeing a bit of a resurgence in OGL use. Today, the vast majority of Windows games run on DirectX, but with mobile platforms predominantly using variants of OpenGL (i.e. As Microsoft continued to add features to DX, and with a healthy dose of marketing muscle, the subject mostly faded away after a few years. I was around back in the days of the flame wars between OGL and DX1/2/3 devotees, with id Software's John Carmack and others weighing in on behalf of OGL at the time. OpenGL debates-and we can toss AMD's Mantle into the mix in place of Glide (RIP 3dfx). With the announcement of DirectX 12 features like low-level programming, it appears we're having a revival of the DirectX vs.
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