[DC LoCo] Valve talks Steam client for Linux - SlashGear

Matthew Gallagher mattva01 at gmail.com
Wed May 2 14:20:43 UTC 2012


Well sure, but notice that nearly all game engines and GPU
manufacturers focus their marketing on support for new directX shader
features, rather then their equivalent in OpenGL. At this point it's
an image issue rather then a performance issue.

On Wed, May 2, 2012 at 10:13 AM, Michael Haney <thezorch at gmail.com> wrote:
> On Wed, May 2, 2012 at 9:58 AM, Matthew Gallagher <mattva01 at gmail.com>
> wrote:
>>
>> The issue with OpenGL is that for a long time the standard was  controlled
>> by a cabal of companies that cared more about CAD performance then gaming.
>>  That focus has changed a bit due to mobile operating systems, but  the
>> damage was done.
>>
>
> We're doing OpenGL development here. The problem is at one time OpenGL used
> a fixed function pipeline. If you wanted to draw a square, circle, sphere or
> triangle there were fixed commands for doing that, and you could adjust them
> to change the sizes of these shapes and apply textures.
>
> Today, that's been thrown out of the window. Instead of fixed commands you
> write custom programs in the OpenGL Shader language, save them as text
> files, then these are uploaded to the memory of the graphics card, They are
> then compiled on-the-fly into Assembler, and thus run blazingly fast on the
> GPU. This is why you see most modern graphics card with 2 or 3GB of RAM
> nowadays. DirectX has pretty much gone in the same direction with DX11.
>
> OpenGL ES used on nearly all mobile devices is almost entire done using the
> Shader Language. The GPU takes up the bulk of the processing power for
> graphics leaving the CPU to handle other tasks.
>
> --
> Michael "TheZorch" Haney
> https://sites.google.com/site/thezorch/
>
> "Those who are angry in their religion do not live it."
> --Abraham-Hicks
>
> Break some Windows, bring freedom to your PC. www.ubuntu.com
>



-- 
-Matthew Gallagher



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