Aren't you also talking about a time where 3d rendering was more cpu bound. Didn't the old 3d accelerator cards take less workload off the cpu compared to cards now days? Thus this is another reason the api weighing down the cpu became less and less of a factor?
GLide was better than Open GL and DirectX because it was "closer to the metal" because there was less code to be used and was a slimmed down Open GL API for games thus less code was needed for same result since it would take less time to find the necessary code for execution.
Also GLide is exclusive API for 3DFX cards thus it used the hardware of these cards more efficiently, it was something akin of what Mantle was today in a way. An exclusive API for the GPU.
Nvidia has OpenGL extensions (such as bindless resources, multidraw and custom resource management) that provide similar performance boosts than Mantle. Sometimes Mantle is better, but for engines that are designed to abuse Nvidia bindless multidraw, it certainly beats Mantle in pure draw call count.oki doki, why doesn't NVidia introduce something like GLide in order to combat Mantle?
Nvidia has OpenGL extensions (such as bindless resources, multidraw and custom resource management) that provide similar performance boosts than Mantle. Sometimes Mantle is better, but for engines that are designed to abuse Nvidia bindless multidraw, it certainly beats Mantle in pure draw call count.
Nvidia has OpenGL extensions (such as bindless resources, multidraw and custom resource management) that provide similar performance boosts than Mantle. Sometimes Mantle is better, but for engines that are designed to abuse Nvidia bindless multidraw, it certainly beats Mantle in pure draw call count.
http://www.dsogaming.com/news/amd-aims-to-give-opengl-a-big-boost-api-wont-be-the-bottleneck/. According to Graham Sellers, OpenGL guy at AMD, the red team will be supporting this open API with some high performance extensions that will offer almost similar performance to AMD’s upcoming API, Mantle.
Yes, these extensions are now officially part of OpenGL. Nvidia used to have similar proprietary extensions before OpenGL 4.4.Isn't that OpenGL 4.4?, rather than nvidia stuff?
All the new features, core and extensions in GL 4.4 are named GL_ARB_something and three of these new things are advertised as reducing the CPU overhead.
YesIs anyone actually using that?
That's pretty much what you can achieve with multidraw (because of command processing bottleneck).From my experiments out of that stuff in a synthetic benchmark so that I could hit the GPU command processors bottleneck, I could launch 800000 draws per frame at 60Hz on Kepler and 300000 draws per frame at 60 Hz on Southern Islands.