OpenGL se apunta a la guerra de APIs: hasta 15x de rendimiento con respecto a Dx
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Cita:If you want to get a developerÔÇÖs attention, all you need to do is start dropping whole numbers.

Offer something thatÔÇÖs not 1.2 times better ÔÇö but two or three times better ÔÇö you know youÔÇÖve got them.

ThatÔÇÖs the good news we teamed up with AMD and Intel to deliver at this weekÔÇÖs Game Developer Conference in San Francisco.

GDCLogoAMDÔÇÖs Graham Sellers, IntelÔÇÖs Tim Foley, and our own Cass Everitt and John McDonald appeared on the same panel to explain the high-level concepts available in todayÔÇÖs OpenGL implementations that reduce driver overhead by up to 10x or more.

With OpenGL, an open, vendor-neutral standard, developers can get significantly better performance ÔÇô up to 1.3 times. But with a little tuning, they can get 7 to 15 times more performance.

ThatÔÇÖs a figure that will make any developer sit up and listen.

Better still: the techniques presented apply to all major vendors and are suitable for use across multiple platforms. And they brought demos, showing what these improvements mean on real world systems.

ThatÔÇÖs because OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry.

On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.

Fuente + diapositivas: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/

Veamos quien se lleva el gato al agua en tema de APIs.
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OpenGL se apunta a la guerra de APIs: hasta 15x de rendimiento con respecto a Dx - por disgraciau - 21-03-2014 11:26

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