Another new standard to not be used or implemented in any meaningful way.
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look the example of dx11 and dx10
Originally posted by curaga View PostIt would be a special kind of fail to release ES4 when ES3 is practically nonexistent on user devices.
Khronos, don't fuck it up, make it so ES3 devices will run ES4.
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Originally posted by log0 View PostCurrent DX/GL drivers do a lot of input validation and take care of resource management (allocation, buffering...). Assuming DX12 will be like Mantle, this validation, resource management will go away and become game engine responsibility, allowing higher performance because the game knows better what to do when.
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Originally posted by rikkinho View Postlook the example of dx11 and dx10 and dx10.1 almost no games with dx10 in the market
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Originally posted by schmidtbag View PostI still can't get a clear answer - do current DX11/OGL4.x cards support DX12 and OGL5?Last edited by smitty3268; 15 July 2014, 03:10 PM.
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Originally posted by PuckPoltergeist View PostFree memory access for everyone everywhere, hooray! The input validation is there for a good reason. In best case, you just hang the hardware and have to reset. More worse, the application gets access to regions it's not allowed.
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Originally posted by PuckPoltergeist View PostFree memory access for everyone everywhere, hooray! The input validation is there for a good reason. In best case, you just hang the hardware and have to reset. More worse, the application gets access to regions it's not allowed.
But you are of course free to stick with current APIs if you need current levels of validation. Like for every draw call for every drawn frame...
Edit:
@smitty3268 beat me to it
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Originally posted by schmidtbag View PostI still can't get a clear answer - do current DX11/OGL4.x cards support DX12 and OGL5? And, I still don't understand why this needs a new specification - why can't older versions just simply be modified to increase efficiency?
select VS epoll is a good example.
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