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Former Nvidia Dev's Thoughts on Vulkan/Mantle

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121–130 of 163 posts

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#121

Earlier quoted context omitted.

>I wonder if/when web developers will reach a similar point of software layer implosion. "Easy to code against, but a bitch and a half to debug or tune" for me it was 3 years ago in web. And 6 years ago in Enterprise java.

No idea why you were downvoted. Maybe people percieved it as an implication of "I knew better 3 years ago", but it's not that. It's hard to imagine someone working with Enterprise Java and thinking "This isn't helping. This isn't making things more reliable".

for the record. I meant "with Enterprise Java and not thinking..."

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#122
post #5

Very interesting post. So ... the subtext that a lot of people aren't calling out explicitly is that this round of new APIs has been done in cooperation with the big engines. The Mantle spec is effectively written by Johan Andersson at DICE, and the Khronos Vulkan spec basically pulls Aras P at Unity, Niklas S at Epic, and a couple guys at Valve into the fold. This begs the question: what about DirectX 12 and Apple's…

So, this suits big engine and AAA studios really well, right, because they can spare that time. Indies are going to increasingly look at the web and other interfaces because of the easy layers.

[deleted]

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#123
post #117

Earlier quoted context omitted.

The split you speak of has already happened on mobile, that's why we have "apps."

The new medium has been born, but the old one is still being abused, so the split isn't complete and won't be until this no longer happens: http://xkcd.com/1174/

The worst is LinkedIn, which will send you an e-mail with article links it it, and if you click the links it takes you to your browser, which does the thing that xkcd comic describes if you don't have the app installed, but if you do have the app it just launches the app and leaves you at the home screen, and the context of the link you clicked on is gone.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#124
post #16
post #5

Very interesting post. So ... the subtext that a lot of people aren't calling out explicitly is that this round of new APIs has been done in cooperation with the big engines. The Mantle spec is effectively written by Johan Andersson at DICE, and the Khronos Vulkan spec basically pulls Aras P at Unity, Niklas S at Epic, and a couple guys at Valve into the fold. This begs the question: what about DirectX 12 and Apple's…

In its early days, OpenGL benefited in many ways from being a "forward-looking" API that exposed far more functionality than was implemented by graphics hardware. Software that used those features got faster throughout the 90s with no rewriting needed as that functionality became available on GPUs. (Of course, software like games that wanted to be fast now just avoided those features.) When graphics hardware started…

The best TL;DR ever, thank you for that.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#125

Earlier quoted context omitted.

Write your whole webapp in WebGL? Edit: Seriously, how feasible is that? Creating a GUI framework on top of WebGL and creating an abstraction layer (which the original article advises against) would be a huge performance boost comparing to current webpages, wouldn't it?

Wouldn't that kill accessibility, selectable text, being able to call system services (i.e., on OS X hitting cmd+shift+D to get a dictionary definition of a word), any extensions which modify the page hierarchy, automatic translation/localisation, and so on.

Exactly; bypass this entire service layer maintained by thousands of engineers and try to do it in Javascript?! I think that's probably not a good idea.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#126
post #43

Earlier quoted context omitted.

I love this talk, and Rich Hickey's talks in general, but I think this goes beyond that. At one point you want full control of the HW, much like you did with game consoles.. On the other you want security: This model must work in a sandboxed (os, process, vm, threads, sharing etc.) environment, along with security checks (oldest one that I remember was making sure vertex index buffers given to the driver/api must not…

Security is actually much easier to implement on the GPU than on the CPU. For the simple reason that GPU code has to be pure in order to get this degree of parallelism. A shader is nothing more than a transform applied to inputs (attributes, uniforms and varyings) in order to give outputs (colors, depth, stencil). Invalid data would simply cause a GPU task to fail while the other tasks happily continue to be executed…

You are describing GPU from 1990s. Modern GPU is essentially a general purpose computer sitting on the PCIe bus and able to do anything the CPU can. It does not have to run pure functions (e.g. see how it can be used for normal graphics tasks in [1]) and can write any location in the memory it can see. Securing it is as easy/hard as securing a CPU: if you screw up and expose some memory to the GPU it can be owned just like the memory exposed to a CPU task[2].

1. https://software.intel.com/en-us/blogs/2013/07/18/order-inde...

2. http://beta.ivc.no/wiki/index.php/Xbox_360_King_Kong_Shader_...

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#127
post #67

What an horror show. I always was interested in game programming, but never was able to really get interested enough in graphics programming, I guess having a messy API is not an excuse, but you can really sense that CPUs and GPUs really have different compatibility stories, and that's maybe why it's not attracting enough programmers. I still hope that one day there might some unified compute architecture and CPUs wi…

> maybe why it's not attracting enough programmers

Game companies have, in general, never had difficulty attracting programmers, especially young programmers. That's why they have such a reputation for low pay and crappy work conditions: because they can.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#128
post #26

These are the vanishingly few people who have actually seen the source to a game, the driver it's running on, and the Windows kernel it's running on, and the full specs for the hardware. Nobody else has that kind of access or engineering ability. One option is to release the source of the drivers, making it possible for motivated engine developers to do this without explicit access to AMD developers. If they did this…

It is coming slowly, but there is a tradition of secret. Imagination allows to see the assembly for a shader and published its latest PowerVR ISA. AMD has an open-source backend in LLVM for its GPUs. Someone told me that Sony shipped nice advanced analysis tool with the Playstation, I'm not sure if you have access to the assembly though.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#129
post #77
post #26

These are the vanishingly few people who have actually seen the source to a game, the driver it's running on, and the Windows kernel it's running on, and the full specs for the hardware. Nobody else has that kind of access or engineering ability. One option is to release the source of the drivers, making it possible for motivated engine developers to do this without explicit access to AMD developers. If they did this…

It seems to me, based on this article, that providing support to major game studios and releasing driver updates to accommodate their games is a major revenue source for GPU manufacturers. I guess that's why only Intel releases open source drivers: their GPUs aren't really expected to provide high performance for games. I guess with Vulcan/Mantle, the drivers are just trivial hardware abstraction layers, so the GPU m…

I haven't seen in this article that studios are paying for that. It seems to me that it is in the interest of AMD/Nvidia to have the best performance for major games, I would not be surprised that they do it for free, and are even asking for getting the games in advance to be able to prepare specific drivers.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#130
post #56

The idea that nVidia and AMD are detecting your games, and then replacing shaders, optimizing around bugs, etc should be absolutely terrifying. And vice versa, the idea of having to fix every major game's incredibly broken code is equally terrifying. And it's a huge hit to all of us indie devs, who don't get the five-star treatment to maximize performance of our games. So overall, I'd say this is a step in the right…

Would you mind sharing the scaling/filtering code you spoke of?
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