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View Full Version : A little dose of vitamine C[armack]



Petr Schreiber
17-06-2011, 21:12
E3 this year was packed with some interesting new titles, and after some time, even with interesting interviews with John Carmack, the brain behind the Id Tech n engines.

One interesting interview here (text):
http://www.eurogamer.net/articles/2011-06-16-john-carmack-the-future-now-interview

Second interesting interview here (video), quite long, but worth watching:
http://www.pcgamer.com/2011/06/08/e3-2011-our-john-carmack-interview-covers-rage-the-pc-and-gamma-corrected-anti-aliasing/

There is one interesting information in the text one, and that is note about new OpenGL extension doing hybrid V-Sync. If I read it correctly, it is exactly the approach suggested in code example in TBGL_UseVSync help file topic, but working automagically, without need to control when to turn it on/off manually.


Petr

EDIT: This post causes overflow with excessive use of "Interesting", but it is really like that :)

kryton9
18-06-2011, 01:50
Very clever post title Petr.

Thanks, just watched the video. It is encouraging and ends my debate I have with myself about dumping the PC and going Consoles for gaming. PC's it is ;)

What did he mean by the limits on the PC of not being able to write to the hardware directly? I thought OpenGL does talk to the hardware directly, any ideas on that?

Petr Schreiber
19-06-2011, 19:25
Hi Kent,

I think both OpenGL and Direct3D are too "high level" for JC. I think he would like to use raw power to control everything - OpenCL and CUDA are closer to this, because while OGL/D3D sees GPU as device for graphics, OCL/CUDA sees GPU as general purpose computing device.

And there you can for example define 100% custom rendering pipeline, while with OGL/D3D, although highly general, still affect a lot the way you design program.

This is how I understand this complaint, but I may be wrong - I will try to follow next interviews and will see...


Petr

Petr Schreiber
19-06-2011, 19:31
Regarding "direct access", there exists one very recent OpenGL extension adressing this issue from state point of view, specification can be read here:
http://www.opengl.org/registry/specs/EXT/direct_state_access.txt


Petr