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ish718 wrote:The more general purpose GPUs become, graphics APIs will become less relevant, correct? O_O
Like being able to code directly to the GPU using C++. AMD is bringing c++ support with southern islands and Nvidia will bring improved c++ support with Kepler.
APIs are holding back GPUs, that's why PC games running on GPUs that are like 10x more powerful than the GPUs in console don't look nearly 10x better than console games.
I know APIs bring lots of leverage to developers with compatibility across a wide range of platforms and optimizing for one hardware configuration is a no no in PC gaming right now.
What if in the future where all GPUs fully support C++, this would allow a lot more low level access to the hardware for developers and they wouldn't have to worry too much about compatibility issues since all GPUs would support C++.
lol, I realize this will complicate PC game development( hell, learning DX11 ain't easy either) and probably skyrocket development cost but it would bring more sales.
What is your take on this?
Not necessarily. APIs can provide both convenient abstractions and useful libraries of functionality. Even if you're coding to nVidia's or AMD's variant of C++, you're coding to a graphics API. And those variants differ from each other...and will continue to do so (unless you think AMD and nVidia will agree to get together and support each other's feature extensions even when it gives the other side an advantage). The virtue of both DX and OGL is that they're not vendor-controlled or hardware-specific (MS may control DX but it's hw-agnostic). Other libraries can provide that abstraction also, but a splintering of development into dozens of graphics libraries might actually be detrimental overall, since it means a lot of reinventing of wheels and folks having to learn new libraries whenever they switch jobs or projects. You want some competition to drive innovation of course, and two dominant standards may be a little low for that, but first-mover and installed base (and mindshare) count for a lot: I doubt either will fade away simply because they work, a lot of people are already comfortable with them, and they continue to get strong support from their backers.ish718 wrote:The more general purpose GPUs become, graphics APIs will become less relevant, correct? O_O
Do you have some basis for this claim? Why would it be the APIs, and not the code that is written to the lowest-common denominator? Not to mention I have no idea how you'd even specify something looking "10x better" than something else. (And of course this entire argument completely misses the point that enjoyable gameplay often has no connection to power of the underlying hardware or the virtue of whatever APIs it might be using)APIs are holding back GPUs, that's why PC games running on GPUs that are like 10x more powerful than the GPUs in console don't look nearly 10x better than console games.
ish718 wrote:The more general purpose GPUs become, graphics APIs will become less relevant, correct? O_O
Like being able to code directly to the GPU using C++. AMD is bringing c++ support with southern islands and Nvidia will bring improved c++ support with Kepler.
ish718 wrote:APIs are holding back GPUs, that's why PC games running on GPUs that are like 10x more powerful than the GPUs in console don't look nearly 10x better than console games.
ish718 wrote:I know APIs bring lots of leverage to developers with compatibility across a wide range of platforms and optimizing for one hardware configuration is a no no in PC gaming right now.
ish78 wrote:What if in the future where all GPUs fully support C++, this would allow a lot more low level access to the hardware for developers and they wouldn't have to worry too much about compatibility issues since all GPUs would support C++.
ish78 wrote:lol, I realize this will complicate PC game development( hell, learning DX11 ain't easy either) and probably skyrocket development cost but it would bring more sales. There are already tons of graphics libraries for C++. I can't wait until all GPUs fully support C++.
What a lot of people, including you, seem to think is that a GPU is magically faster than a CPU, except for a few limitations that GPU-makers are gradually overcoming. This is wrong. GPUs are not are magically faster, and those limitations aren't exceptions to that speed, they're why GPUs have that speed.
Article linked from that TR post wrote:'It's funny,' says AMD's worldwide developer relations manager of its GPU division, Richard Huddy. 'We often have at least ten times as much horsepower as an Xbox 360 or a PS3 in a high-end graphics card, yet it's very clear that the games don't look ten times as good. To a significant extent, that's because, one way or another, for good reasons and bad - mostly good, DirectX is getting in the way.' Huddy says that one of the most common requests he gets from game developers is: 'Make the API go away.'
chuckula wrote:What a lot of people, including you, seem to think is that a GPU is magically faster than a CPU, except for a few limitations that GPU-makers are gradually overcoming. This is wrong. GPUs are not are magically faster, and those limitations aren't exceptions to that speed, they're why GPUs have that speed.
That is one of the best summaries of the CPU vs. GPU debate I have ever read.
r00t61 wrote:Instead of "coding to the metal," I'm surprised that the GPU vendors haven't yet come together to create a GPU Instruction Set Architecture. Name it x86-G or whatever. Then they could get out of the business of having to write graphics drivers, and it would be a matter of developing a good compiler - easier said than done, I know, but in the aggregate I'd think it'd still be less work than having to maintain drivers.
PrecambrianRabbit wrote:r00t61 wrote:Instead of "coding to the metal," I'm surprised that the GPU vendors haven't yet come together to create a GPU Instruction Set Architecture. Name it x86-G or whatever. Then they could get out of the business of having to write graphics drivers, and it would be a matter of developing a good compiler - easier said than done, I know, but in the aggregate I'd think it'd still be less work than having to maintain drivers.
A graphics driver is basically a JIT compiler. It receives commands in some form of pseudo-assembly language and converts them in real-time to the underlying GPU ISA. The rationale is that the exposed pseudo-assembly language can be more abstract than the native ISA, allowing for good performance across generations of hardware.
End User wrote:OpenGL is kicking ass in the mobile space (Android/iOS). I don't see that changing in the foreseeable future.
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