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Competition to DX 11 heats up

DirectX 11 has been gathering a lot of support, especially over the last six months as ATI has released an entire top-to-bottom lineup with support for the standard. Although DirectX is probably the best known collection of Application Programming Interfaces for games, OpenGL still remains relevant as a competitor in driving gaming technology forward.

OpenGL is managed by the Khronos Group, and it recently released the OpenGL 4.0 specification. The twelfth revision to the original spec adds many new features, some of which is also supported by current hardware through the new OpenGL 3.3 spec.

OpenGL 3.3 adds support for OpenGL Shading Language (GLSL) 3.3, which includes built-in functions for getting and setting the bit encoding for floating-point values. There are also new color blending functions and performance enhancements.

The real meat is in OpenGL 4.0, adding support for GLSL 4.0 and the fragment shader texture functions it allows. Per-sample fragment shaders and programmable fragment shader input positions will allow for increased rendering quality and anti-aliasing flexibility. The shader subroutines have been redesigned for significantly increased programming flexibility.

New tessellation stages and two new corresponding shader types are introduced. Tessellation control and tessellation evaluation shaders operate on "patches" (fixed-sized collections of vertices). Tessellation can increase visual quality significantly by taking a rough object and generating new vertices to smooth out the object and provide more detail without excessive performance penalties. These two new shader stages will enable the offloading of geometry tessellation from the CPU to the GPU.

A new object type called "sampler objects" will allow the separation of texture states and texture data. 64-bit double precision floating point shader operations and inputs/outputs will increase rendering accuracy and quality, while performance improvements will come from instanced geometry shaders, instanced arrays, and a new timer query. The drawing of data generated by OpenGL or external APIs such as OpenCL can be done without any CPU intervention.

The new spec is also supposed to improve interoperability with OpenCL for accelerating computationally intensive visual applications. OpenCL competes with DirectCompute, found in DirectX 10.1 and DX11.

Support for both the Core and Compatibility profiles first introduced with OpenGL 3.2 are continued, enabling developers to use a streamlined API or retain backwards compatibility for existing OpenGL code depending on their market needs.

ATI has been working extensively on OpenGL support and in shaping the standard. The functionality introduced in OpenGL 3.3 is supported by all ATI discrete graphics products released since the spring of 2007.  That includes the consumer Radeon lineup and the workstation FirePro and FireGL cards.

The ATI Radeon HD 5900 and 5800 series are also fully compatible with the OpenGL 4.0 standard, including tessellation and integration with the OpenCL API. This means that full OpenGL 4.0 GPU acceleration will be available when software that is coded for the standard hits the market.

Almost all of the OpenGL 4.0 functionality is also available on ATI Radeon HD 5400, 5500, 5600, and 5700 series graphics cards, with the exception of double precision support. ATI will enable this feature at a later date.

The features are enabled through the ATI Catalyst OpenGL 4.0 preview driver, which can be found here. Full support for OpenGL 4.0 will eventually be folded in the regular monthly Catalyst driver updates.

"The fact that we are able to announce our support for OpenGL 3.3 and OpenGL 4.0 at launch is an incredible feat on the part of our OpenGL software team, and speaks volumes to the commitment and continued support that the entire team brings to the many developers utilizing OpenGL.  In fact, with the launch of these updates, industry pundits have commented that OpenGL is in for a renaissance of sorts.  As a company that believes in and encourages open and industry standards, maintaining OpenGL as a strong and viable graphics API is important to AMD," stated Chris James, Social Media Strategist for the company's Global Communications team in a blog post.



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RE: Watch OpenGL being reborn
By StevoLincolnite on 3/26/2010 3:23:24 PM , Rating: 4
quote:
OpenGL games can be much more easily ported to non-Windows platforms


Its actually not that hard to make an Open GL wrapper to make a Direct 3D game run on OpenGL, game developers had been doing it for years. (Most notable when there were 3 primary API's like Glide, Direct 3D and OpenGL).

Also Direct 3D, and thus Direct X isn't as "Closed" as you think is, hardware developers (nVidia, ATI, Intel etc') as well as software developers actually have allot of input into changes and updates that go into it. (Like ATI's 3dc compression, S3 texture compression, Tessellation etc').

Also, there is a simple reason why Direct 3D is the API of choice, it's easy to program for, faster and more feature rich, hence why it beat Open GL and Glide in the first place. (Glide only functioned on 3dfx's hardware, so when nVidia swallowed that company, the API went with it).

And for the record, not *All* consoles use OpenGL, some use there own propriety API and some use a variation of Direct X.

And lastly, because the Mac now has the Steam service, it does not make the Mac any more of a viable gaming platform, it's hardware (Specifically the graphics) is a generation behind, the drivers suck, and you are also missing out on THOUSANDS of extra games (Think of the last few decades of games? That's a massive library of software!) by not running Windows.


RE: Watch OpenGL being reborn
By omnicronx on 3/26/2010 4:32:28 PM , Rating: 3
quote:
And for the record, not *All* consoles use OpenGL, some use there own propriety API and some use a variation of Direct X.
I'm not aware of a single console that is pure OpenGL ;)

360.. DX based..

Wii: uses GX API, which is resemblant to OpenGL, but is different enough that you can't even call it an OpenGL variant.

PS3: Variant of OpenGL ES, but still partly proprietary.


RE: Watch OpenGL being reborn
By Samus on 3/26/2010 8:27:23 PM , Rating: 2
Right on. Most any 360 game that has a PS3 variant is wrapped, which explains the minor graphical deviations between the versions. Sometimes it backfires a little the the quality is severely impacted, but those applied to more early PS3/360 ports. These days coding is performed with wrapping in mind, so textures and features are developed wrapper-friendly.

Not everybody has the resources to natively port an entire DX-engine to openGL like Valve does...any only time will tell if that actually pays off...because if you ask me, the Source engine is nearing extinction. I wouldn't be surprised if Episode 3 & Portal 2 are the last Valve release under the current engine. It could be overhauled, but most of the technology in Source dates back to 2000-2001 when initial developement began, and even the current engine isn't multithreaded.


RE: Watch OpenGL being reborn
By Penti on 3/27/2010 11:43:59 AM , Rating: 2
How about Postal III? None Valve but should at least come after Portal 2. It's the latest engine that will be ported any how. Plenty of people (companies) want an engine that can easily port their apps to multiple platforms. I'm pretty sure it will continue to live. D3D is wrapped in a game engine too. It's nothing that new which you try to give an appearance of, however the engines (at least for those platforms) where new when the consoles first came out. The quality will of course be better over time and the lack of quality and finish applied to both. Ports are ports, ports to new platforms will have flaws.


RE: Watch OpenGL being reborn
By Penti on 3/27/2010 11:31:16 AM , Rating: 2
Agreed that Pirks is a retard but OGL is pretty good in that regard too, vendors can add there own extensions which will become a de facto standard if they are popular even if they don't update the spec.

It's however easy to port, and not just wrapper DX code too, you can translate your HSSL to GLSL. You can compile your Cg code (the same you will use for PS3 pretty much) for both DX and regular OGL. It's not the API's that are the problem it's the Game engines that are, and Steam will fix that for their games now at least. That's good and that's nothing to be retarded about.

Games are written for game engines nothing else. A good engine will not have any major problems with easily porting the game.


"Mac OS X is like living in a farmhouse in the country with no locks, and Windows is living in a house with bars on the windows in the bad part of town." -- Charlie Miller














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