Originally posted by johnc
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Former Valve/VOGL Dev: OpenGL Next Could Take 3+ Years
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Originally posted by Asariati View PostHello no to C++ support. That will make it really hard to use OpenGL Next with any other language...Originally posted by Maxjen View PostAgreed, I want to use OpenGL Next with Rust.
All of this is orthogonal to you using OpenGL Next in another language. I am 100% sure there will be no other official bindings other than C. (Maybe a lightweight gl.hpp similar to cl.hpp)
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Originally posted by iniside View PostOr, maybe.. Take AMD proposal (they offered Mantle to Khronos).
Then, just make Mantle working on all hardware and rebrand it as OpenGL Next. Everyone is happy. OpenGL Next, in next year.
Edit:
I disagree about GPU support (hardware side). OpenGL Next will be copatibie with current generation of GPUs. Kepler, Maxwell, GCN 2.0. These are still high end architecture, which existing APIs still doesn't support to full extent.
First iteration of OpenGL Next will probably focus, on catching up to existing hardware.
You read my mind - a strategic decision/partnership with AMD and hopefully their Linux-leaning brand new CEO (forgot what her name was), could result in a re-branding of Mantle to OpenGL Next while meeting timelines. If Mantle is as good as it purports to be - at least in view of game devs (which I'm not, merely a game consumer ) - then it would be foolish of Khronos not to fully embrace Mantle toward creating the next gen version of OpenGL.
Khronos'/OpenGL motivations are awesome - multiplatform and multivendor, so it's just going to come down to good execution and good leadership as well as being able to work through all the "what ifs" and map everyone's desires into the next gen API in such a way that it's a win for everyone involved.
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Originally posted by richgel999 View PostYou know, I wrote up a big, deep reply about why I think it's 3 years away from being relevant, but I don't want to get involved in any more GL flame wars. My comment was about vogl and why I think vogl will stay relevant in a post-GL Next world. Basically, GL Next needs a big developer like Valve, Epic, Crytek, etc. to step up to the plate and work very closely with, and push back to, all the GL Next driver teams to keep them honest and down on planet earth. Just like Valve did with the Steam Linux/SteamOS effort. Until the API and new drivers go through the "lense" of having to actually be relied upon by shipping products and real customers it will be a paper tiger.
-Rich
GL Next has great momentum so I encourage everyone to have faith especially people that are respected developers such as yourself.
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OpenGL Next can focus solely on CPU side of things*.
AZDO, DSA, glfush/context work etc. are good enough for GPU... For graphics.
Easier integration with (big) compute would be nice though.
* Explicit caching, setting explicit validation stages, etc.
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I guess that's what we have to expect from OpenGL Next aswell and probably even worse, since it tries to be a low level API across vendors, platform and architectures.
I think the forward compatability is an inherent problem of low-level APIs that can't be avoided. Right now if a game was made for Mantle (GCN) and a just slightly different architecture comes out (as the Tonga card) the performance is shit (worse than D3D even).
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Originally posted by blackout23 View Posthttp://www.anandtech.com/show/8460/a...9-285-review/6
I guess that's what we have to expect from OpenGL Next aswell and probably even worse, since it tries to be a low level API across vendors, platform and architectures.
I think the forward compatability is an inherent problem of low-level APIs that can't be avoided. Right now if a game was made for Mantle (GCN) and a just slightly different architecture comes out (as the Tonga card) the performance is shit (worse than D3D even).
All of this to get the wonders of that extra 5 fps in cpu bottlenecked scenarios...
...for shiity console ports that are already frame-locked to 30fps.
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