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Meta
Category Archives: OpenGL
Batch, batch, batch: Respect the classics!
Today I randomly stumbled upon some discussions about DirectX 12, Mantle and whatnot. It seems a lot of people somehow think that the whole idea of reducing draw call overhead was new for Mantle and DirectX 12. While some commenters … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development, Vulkan
Tagged 2001, 2003, Batch batch batch, BSP, DirectX, Draw call overhead, Game Developers Conference, Gamedev.net, Leafy BSP, Microsoft, nvidia, OpenGL
5 Comments
DirectX 12 and Vulkan: what it is, and what it isn’t
I often read comments in the vein of: “… but vendor A’s hardware is designed more for DX12/Vulkan than vendor B’s”. It’s a bit more complicated than that, because it is somewhat of a chicken-and-egg problem. So I thought I’d … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news, Vulkan
Tagged AMD, assembler, Async compute, Code, compiler, Direct3D, DirectX 12, driver, DX11, DX12, DX12_1, Engine, FL12_1, gaming, graphics, Intel, Mantle, nvidia, OpenGL, optimize, performance
11 Comments
GeForce GTX1060: nVidia brings Pascal to the masses
Right, we can be short about the GTX1060… It does exactly what you’d expect: it scales down Pascal as we know it from the GTX1080 and GTX1070 to a smaller, cheaper chip, aiming at the mainstream market. The card is … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Vulkan
Tagged 3DMark, AMD, FutureMark, gaming, geforce, GPU, GTX1060, nvidia, performance, Radeon RX480, Time Spy
21 Comments
GameWorks vs GPUOpen: closed vs open does not work the way you think it does
I often read people claiming that GameWorks is unfair to AMD, because they don’t get access to the sourcecode, and therefore they cannot optimize for it. I cringe everytime I read this, because it is wrong on so many levels. … Continue reading
Posted in Direct3D, OpenGL, Software development, Software news
Tagged AMD, D3D, Direct3D, DirectX, driver cheats, GameWorks, gaming, Gaming Evolved, GPUOPen, nvidia, OpenGL, optimization, The Way It's Meant To Be Played
21 Comments
nVidia’s GeForce GTX 1080, and the enigma that is DirectX 12
As you are probably aware by now, nVidia has released its new Pascal architecture, in the form of the GTX 1080, the ‘mainstream’ version of the architecture, codenamed GP104. nVidia had already presented the Tesla-varation of the high-end version earlier, … Continue reading
Posted in Direct3D, Hardware news, OpenGL
Tagged AMD, architecture, Asynchronous, asynchronous shaders, Compute, CPU, DirectX 12, GDDR5x, geforce, GPU, GTX1080, HBM, nvidia, Pascal, performance
116 Comments
BHM File Format release 0.3b
I have made a new release of the BHM File Format project. In release 0.3b there have been some minor code refactorings and bugfixes, but the most important new thing is the BHM Visualizer tool: This C# application (which should … Continue reading
Posted in OpenGL, Software development
Tagged 3d geometry, 3dsmax, animation, BHM, BSD License, exporter, graphics, open source, OpenGL, serialization
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Direct3D 11.3 (and nVidia’s Maxwell Mark 2)
A few days ago, nVidia introduced the new GTX970 and GTX980, based on the Maxwell architecture. A bit of a surprise however, is that this is a ‘Mark 2’ version of the Maxwell architecture, which has some new features that … Continue reading
Posted in Direct3D, Hardware news, OpenCL, OpenGL, Software development
Tagged AMD, conservative rasterizing, D3D, Direct3D, Direct3D 11.3, Direct3D 12, DirectX, geforce, GTX970, GTX980, Maxwell, Microsoft, nvidia, volume tiled resource
26 Comments
When old and new meet: lessons from the past
As you may know, I like to dabble in retro-computing. I have held on to most computers I’ve used over the years, and I play with them from time to time. However, an interesting change has happened over the years: … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development
Tagged 3D, Amiga, assembly, C, C64, Commodore 64, compatibility, compiler, digital longevity, Direct3D, directx sdk, libraries, MS-DOS, oldskool, OpenGL, portability, retro, Windows SDK
2 Comments
More hate fail…
Someone posted a link to my blog on the AnandTech forums… It’s funny how none of the responses discuss any of the blog’s contents (sad, since the post was mainly meant as a discussion piece. I pose a number of … Continue reading
Posted in Direct3D, OpenGL, Software development
Tagged AMD, anandtech, Anisotropic filter, ATi, BFG10K, fanboy, forum, Fruehe, John Fruehe, Radeon 5000
2 Comments
AMD fanboys posing as developers
The other day I found that this blog was linking back to one of my blogposts. Since I did not agree with the point he was trying to make by referring to my blog, I decided to comment. The discussion … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development
Tagged AMD, developer, GCN, lies, Mantle, misinformation, orders of magnitude
15 Comments