Some generic questions...

Discussion in 'Architecture and Products' started by mito, Jan 7, 2005.

  1. OpenGL guy

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    I haven't seen any issue with multisampling and WoW on my X800 XT PE. What are you seeing exactly?
     
  2. ChrisRay

    ChrisRay <span style="color: rgb(124, 197, 0)">R.I.P. 1983-
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    I meant same. By same performance charactoristics :) I dont think I've had any issues with the 9800 Pro in WoW.
     
  3. Tim Murray

    Tim Murray the Windom Earle of mobile SOCs
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    I wonder... will NVIDIA push a GL-like language for PS3 graphics? that would probably heavily influence the number of D3D versus OGL games...
     
  4. akira888

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    Reportedly from what one PSP developer on the console board said (Fafalada ?) the PSP graphics API seems to be some sort of implementation of OGL-ES, so an OGL-ish API for PS3 with a Cg interface would seem to be likely.
     
  5. Gnerma

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    The following quote is the best answer to that question.

    In other words, we are getting the much lauded 'optimizations' with every respective driver release. That quote is from here.

    It depends on how you'd define 'recent'. Riddick, Doom 3, Star Wars Knights of the Old Republic, and Call of Duty all run exclusively in OpenGL. Many other games have both OpenGL and D3D rendering modes.
     
  6. KimB

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    OpenGL? Sure, but there is, unfortunately, also a very compelling reason not to use it: render to texture interfaces just aren't very good at the moment. As far as I can tell, this is the only remaining deficiency of OpenGL. If the members of the ARB get off their collective asses and get a good extension for render to texture out there, I don't think there will be any compelling reason to use Direct3D.
     
  7. DeanoC

    DeanoC Trust me, I'm a renderer person!
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    D3DX makes developing 3D specific to MS machines much easier.

    Things you get for 'free' are shader linkers, PRT computation, image loaders, animations system, maths library, etc.

    Now you can write or hack together most things (though the PRT is probably the most advanced implementation due to PPS's involvement) from other open source projects but a simple library like D3DX would make OpenGL much more attractive.

    I seriously considered using OpenGL for my latest PC engine but in the end D3DX swung it in D3D's favor.
     
  8. Dave Baumann

    Dave Baumann Gamerscore Wh...
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    I was asking about the specific instance of the game reference earlier.
     
  9. KimB

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    That makes more sense.
     
  10. KimB

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    I would tend to think that there would be a number of libraries available for such things. But interesting nonetheless.
     
  11. Sigma

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    They already did: EXT_framebuffer_object (it isn't in the registry, but there is a 3DLabs presentation regarding it). It seems that the API is also prepared to support render to vertex array.

    PBO is now a ARB extension too.
    GL_ARB_texture_non_power_of_two is also a good advantage...
     
  12. KimB

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    Well, if it's not supported currently, I don't think you can really say it's there, more like they're working on it.
     
  13. GameCat

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    Well, according to the ARB minutes from the meeting in early december, the spec is basically complete they just wanted to review language about stencilmask reference values. So the ARB's work is nearly complete which means you should see implementations fairly soon. You can read the minutes here http://www.opengl.org/about/arb/notes/meeting_note_2004-12-07.html if you're interested.
     
  14. AndrewM

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    EXT_framebuffer_object's spec is basically finished. We're just waiting for it to be released. NV and ATI have working versions of it in their drivers, but is hidden (plus no specs).

    (render to texture extension)
     
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