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#1 |
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Diamond Viper 550
Join Date: Feb 2003
Location: U.S.
Posts: 1,189
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Or bring more developers in?....surely there is going to be a lot of intrest.
How much of Carmack's work is truly 'trend setting' to the ARB?
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"I demand the constitutional right to eat my enemies" - RussSchultz |
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#2 |
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Member
Join Date: Jul 2004
Posts: 673
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What matters currently I would say it helps ensure it still exists against Microsoft. And I don't know of a school that encourages of programming in DirectX instead of OpenGL. At least at my school the idea of DirectX isn't an option, as long as there is Linux with no DirectX there will be OpenGL.
I don't think Doom 3 overall will change the community much though. For professional apps you will see in general the use of OpenGL and for games a dominance in DirectX. |
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#3 | |
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Diamond Viper 550
Join Date: Feb 2003
Location: U.S.
Posts: 1,189
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Quote:
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"I demand the constitutional right to eat my enemies" - RussSchultz |
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#4 |
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Senior Member
Join Date: Jun 2003
Location: UK
Posts: 1,521
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I think it's simply that DirectX advances so much faster that has made it the dominent force in the market right now. The second OpenGL 2.0 is ratified, I'd be surprised if we don't start seeing more OpenGL titles again... hell, the Doom 3 engine itself will probably kick start that.
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#5 | ||
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#6 |
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Senior Member
Join Date: Jun 2003
Location: UK
Posts: 1,521
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Really?!
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#7 |
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Member
Join Date: Jun 2002
Posts: 121
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Doom 3 engine is basically "DirectX 7 / DirectX 8 " techlevel engine, so what OGL really needs (gamewise that is...) is a kickass engine based on heavily to the new 2.0 standard. More complex shaders and all that.
You can go to the http://www.eurogamer.net and check out the Unreal 3 engine screenshots, some of the that sm3 level stuff just blows Doom 3 away. |
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#8 |
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Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
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Don't forget Doom 3 has been ported to X-box or DirectX.
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#9 |
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Member
Join Date: Jun 2004
Posts: 168
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Isn't Doom3 will be avalible on Xbox as well? If that is the case isn't this a sign of Id changing to Direct x?
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#10 | |
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#11 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,950
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He's just using at as an illustration of the types of graphics that can be enabled on modern pipelines, couldn't really have been achieved with D3 because it was OpenGL and the capabilities of it were in a mess.
Look at the number of different code paths there are for the engine: at least two "OpenGL" paths, 3 vendor specific paths and one test OpenGL2.0 path - six different egine paths have been coded; had this been DX probably 3 of those could have been removed. Had the ARB got its ass in gear probably a two or three of those paths would be needless for modern hardware under OpenGl 2.0. The ARB has the capabilitiy of moving on OpenGL quite considerably with OpenGL2.0 but they've been sitting on their hands over its release because of the way the ARB is structured - differing groups with differing competetive interests. I really hope that OGL2.0 does come out this year as it is supposed to and there are no further delays. |
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#12 |
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Member
Join Date: May 2003
Location: Brisbane, QLD, Australia
Posts: 219
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I say we forget about OpenGL 2.0 and move onto 1.6 quickly. Looking at the last meeting notes, lots of the proposed functionality won't make it in. There's no need for "2.0", except for marketing purposes.
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#13 | |
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Member
Join Date: Jun 2004
Location: Seoul, Korea
Posts: 312
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Quote:
Carmack using DirectX..... hard to imagine.. |
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#14 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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D3 only has one default path (ARB2) now, the ARB path is no longer supported. Also, Robert Duffy confirmed that there are shaders/effects you can only get on the ARB2 path (like heat shimmers, etc.). If ppl still want to label it as a Dx7/8 game fine, but I don't know how much more id can say that will convince them otherwise.
Regarding Carmack and Dx. All he said was that the next engine after DOOM would use a high-level shading language. |
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#15 | |
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Senior Member
Join Date: Jan 2004
Posts: 1,287
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Quote:
And what's that about no ARB path? What will all those NV1x / RV200 / ... cards run? |
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#16 | ||
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Member
Join Date: Jun 2004
Location: Seoul, Korea
Posts: 312
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#17 | ||
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,950
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Quote:
Quote:
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#18 | |
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Senior Member
Join Date: Jan 2004
Posts: 1,287
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Quote:
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#19 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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Not that much knowledge of 3D APIs around here IMO
Using OpenGL you have the ARB_fp/ARB_vp extensions which cover the ASM-like interface to some hardware, it's like the DirectX Graphics vertex/fragment shader. There's also ARB_shader_object along with ARB_vs/ARB_fs extensions, which is GLSlang, a high level shading language, conceptually similar to DirectX Graphics HLSL. Then you have the old stuff like DOT3 and all extensions, just like in DirectX Graphics. To adress different hardware segment no matter the API, you'll have to code different code paths, that's something you just can't escape right now, in the future, hopefully, using high level shader languages, this should be solved. Now what you CAN DO in OpenGL and NOT in DirectX Graphics, is access the hardware 'to the metal' using vendor specific extensions to get the most out of it. This is OPTIONAL, but you CAN, which is a big plus for OpenGL compared to DirectGraphics. Basically DirectX Graphicsis a subset of OpenGL, feature wise. As for OpenGL2.0 it's supposed to be a major API revision (hence the name), which gets ride of legacy stuff to have a cleaner and simpler interface, it will be no different too DirectX revisions, except you don't have to change much/most of your code to get advantage of it. (DirectX Graphics, formerly Direct3D, has changed its interface extensively between two version in the past, meaning that you had to rewrite most of the engine to be able to access the new hot features)
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So many things to do, and yet so little time to spend... |
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#20 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,950
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Ingenu, the problem is that the ARB can just be too slow to react in making changes to the core - while the ARB fragment and vertex shader extensions are now available, how long did it take the ARB to settle on them? IIRC the vertex program extension was available for some time before the arb finally hammered out a version of the fragment program extension that they could all settle on, and this was long after DX9 was released.
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#21 | ||
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Quote:
Btw, since he commented on the P10 once, I wouldn't mind a short Q&A organized by B3D with JC about the P20. Quote:
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#22 |
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Regular
Join Date: Feb 2002
Posts: 5,951
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So, the only non DX9 cards that will run Doom3 are from ATI and nVidia?
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#23 | |
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Member
Join Date: Jun 2004
Location: Seoul, Korea
Posts: 312
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Quote:
Was Matrox Parhelia DX8 or DX9 level ? I'm not even sure if this Matrox cards are supported. |
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#24 | |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Quote:
Hopefully, id Software will release more information soon enough. |
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#25 | |
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Senior Member
Join Date: Jan 2004
Posts: 1,287
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Quote:
I kinda wonder how the "new" S3 cards will handle Doom3 though. (BTW Parhelia is some sort of hybrid , IIRC "almost-VS2.0" + PS1.x ) |
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