• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

NVIDIA, AMD, Intel Explain How OpenGL Can Unlock 15x Performance Gains

Caporegime
Joined
24 Sep 2008
Posts
38,284
Location
Essex innit!
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 (GDC) 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.

2316.7K
opengl
GAMING
NVIDIA, AMD, Intel Explain How OpenGL Can Unlock 15x Performance Gains
By Ashu Rege on March 20, 2014
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 (GDC) 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.



Approaching zero driver overhead from Cass Everitt
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.
http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/


Great to see OpenGL with fighting talk when it comes to zero driver overheads. DX12? OpenGL? Looking like good competition and I would love to see the Khronos group come out on top :)
 
Without watching the vid, one of the problems with openGL support is the moving goal posts. While it's very difficult to get extensions passed, it's possible and it's bogged down with them.

Look at the issues both companies have with supporting DX games and DX effectively stays at the same driver level for 2-3 years at a time. Now imagine if every third AAA game manages to get a new extension added.

This is where DX12 and Mantle "win", when you pass the majority of the control off to the game engine, the responsibility is with the game makers and the driver is pretty slim which should make driver issues for most games pretty simple longer term.

I in general think that multiple high level, extremely high support level requiring API's is a pretty bad idea. Multiple low level API's where the drivers are simply and put the onus on game makers... is absolutely the best way forward IMHO. It's less work for the dev's as well, due to the level of control and the lack of two sets of black boxes the software has to go through(driver and API) then finding problems is massively easier when the game maker is in entire control and the driver is very small and simple to understand, with a high level of validation/debugging tools built in.
 
Back
Top Bottom