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 , , , , , , , , , , , | 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 , , , , , , , , , , , , , , , , , , , , | 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 , , , , , , , , , , | 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 , , , , , , , , , , , , | 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 , , , , , , , , , , , , , , | 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

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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 , , , , , , , , , , , , , | 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 , , , , , , , , , , , , , , , , , | Leave a comment

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 , , , , , , , , , | 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 , , , , , , | 15 Comments