Earlier quoted context omitted.
No longer an issue with dynamic rendering and shader objects. And never was an issue with OpenGL. Static pipelines are an artificial problem that Vulkan imposed for no good reason, and which they reverted in recent years.
Going entirely back to the granular GL-style state soup would have significant 'usability problems'. It's too easy to accidentially leak incorrect state from a previous draw call. IMHO a small number of immutable state objects is the best middle ground (similar to D3D11 or Metal, but reshuffled like described in Seb's post).
No Graphics API
121–130 of 186 posts
Re: No Graphics API
#122VAO is the last feature I was missing prior.
Also the other cores will do useful gameplay work so one CPU core for the GPU is ok.
4 CPU cores is also enough for eternity. 1GB shared RAM/VRAM too.
Let's build something good on top of the hardware/OSes/APIs/languages we have now? 3588/linux/OpenGL/C+Java specifically!
Hardware has permanently peaked in many ways, only soft internal protocols can now evolve, I write mine inside TCP/HTTP.
Re: No Graphics API
#123Earlier quoted context omitted.
I thought that the implication was that the shader compiler produces a second shader from the same source that went through a dead code elimination pass which maintains only the code necessary to calculate the position, ignoring other attributes.
Sure, but that only goes so far, especially when users aren't writing their shaders with knowledge that this transform is going to be applied or any tools to verify that it's able to eliminate anything.
Re: No Graphics API
#124Earlier quoted context omitted.
It's mostly not about performance, but about getting rid of legacy cruft that still exists in modern 3D APIs to support older GPU architectures.
Getting rid of cruft isn't really a goal in and of itself, it's a goal in service of other goals. If it's not about performance, what else would be accomplished?
Have you taken a look at the codebase of some game-engines, its complete cluster fk, cause some simple tasks just take 800 lines of code, and in the end the drivers don't even use the complexity graphics API's force upon you.
Improved this is not an accomplishment ?
Re: No Graphics API
#125This is a fantastic article that demonstrates how many parts of vulkan and DX12 are no longer needed. I hope the IHVs have a look at it because current DX12 seems semi abandoned, with it not supporting buffer pointers even when every gpu made on the last 10 (or more!) years can do pointers just fine, and while Vulkan doesnt do a 2.0 release that cleans things, so it carries a lot of baggage, and specially, tons of dr…
This isn't really the case, at least on desktop side.
All three desktop GPU vendors support Vulkan 1.4 (or most of the features via extensions) on all major platforms even on really old hardware (e.g. Intel Skylake is 10+ years old and has all the latest Vulkan features). Even Apple + MoltenVK is pretty good.
Even mobile GPU vendors have pretty good support in their latest drivers.
The biggest issue is that Android consumer devices don't get GPU driver updates so they're not available to the general public.
Re: No Graphics API
#126Personally I'm staying with OpenGL (ES) 3 for eternity. VAO is the last feature I was missing prior. Also the other cores will do useful gameplay work so one CPU core for the GPU is ok. 4 CPU cores is also enough for eternity. 1GB shared RAM/VRAM too. Let's build something good on top of the hardware/OSes/APIs/languages we have now? 3588/linux/OpenGL/C+Java specifically! Hardware has permanently peaked in many ways,…
In the before times, upgrading CPU meant eveything runs faster. Who didn't like that? Today, we need code that infinitely scales CPU cores for that to remain true. 16 thread CPUs have been around for a long time; I'd like my software to make the most of them.
When we have 480+Hz monitors, we will probably need more than 1 CPU core for GPU rendering to make the most of them.
Uh oh https://www.amazon.com/ASUS-Swift-Gaming-Monitor-PG27AQDP/dp...
Re: No Graphics API
#127I started my career writing software 3D renderers before switching to Direct3D in the later 90s. What I wonder is if all of this is going to just get completely washed away and made totally redundant by the incoming flood of hallucinated game rendering? Will it be possible to hallucinate the frame of a game at a similar speed to rendering it with a mesh and textures? We're already seeing the hybrid version of this wh…
https://www.youtube.com/watch?v=P6UKhR0T6cs&t=2315s
> "research from the 70s especially, there was tons of work going on on hidden surface removal, these clever different algorithmic ways - today we just kill it with a depth buffer. We just throw megabytes and megabytes of memory and the problem gets solved much much easier."
ofcourse "megabytes" of memory was unthinkiable in the 70s. but for us, its unthinkable to have real-time frame inferencing. I cant help but draw the parallels between our current-day "clever algorithmic ways" of drawing pixels to the screen.
I definitely agree with the take that in the grand scheme of things, all this pixel rasterizing business will be a transient moment that will be washed away with a much simpler petaflop/exaflop local TPU that runs at 60W under load, and it simply 'dreams' frames and textures for you.
Re: No Graphics API
#128Impressive post, so many details. I could only understand some parts of it, but I think this article will probably be a reference for future graphics API. I think it's fair to say that for most gamers, Vulkan/DX12 hasn't really been a net positive, the PSO problem affected many popular games and while Vulkan has been trying to improve, WebGPU is tricky as it has is roots on the first versions of Vulkan. Perhaps it wa…
Re: No Graphics API
#129Earlier quoted context omitted.
Offtop, but sorry, I can't resist. "Inbetween" is not a word. I started seeing many people having trouble with prepositions lately, for some unknown reason. > “Inbetween” is never written as one word. If you have seen it written in this way before, it is a simple typo or misspelling. You should not use it in this way because it is not grammatically correct as the noun phrase or the adjective form. https://grammarhow.…
"Offtop" is not a word. It's not in any English dictionary I could find and doesn't appear in any published literature. Matthew 7:3 "And why beholdest thou the mote that is in thy brother's eye, but considerest not the beam that is in thine own eye?"
Re: No Graphics API
#130This is a fantastic article that demonstrates how many parts of vulkan and DX12 are no longer needed. I hope the IHVs have a look at it because current DX12 seems semi abandoned, with it not supporting buffer pointers even when every gpu made on the last 10 (or more!) years can do pointers just fine, and while Vulkan doesnt do a 2.0 release that cleans things, so it carries a lot of baggage, and specially, tons of dr…
> tons of drivers that dont implement the extensions that really improve things. This isn't really the case, at least on desktop side. All three desktop GPU vendors support Vulkan 1.4 (or most of the features via extensions) on all major platforms even on really old hardware (e.g. Intel Skylake is 10+ years old and has all the latest Vulkan features). Even Apple + MoltenVK is pretty good. Even mobile GPU vendors have…