AMD says DirectX is hobbling PC graphics
bit-tech.net
bit-tech.net
1: http://games.slashdot.org/comments.pl?sid=2044704&cid=35...
2: http://games.slashdot.org/comments.pl?sid=2044704&cid=35...
3: http://games.slashdot.org/comments.pl?sid=2044704&cid=35...
Game companies can't optimize games primarily for the best possible PCs. Hardcore gamers who build their own high-end gaming systems pay the same $50 for a game as do casual gamers who run them on laptops[0]. There's a point of diminishing returns when trying to make a game look spectacular on the best hardware but able to degrade to run on what the majority of the market actually has. Compounding the effect is the fact that it's no longer necessary to constantly upgrade a computer to keep it useful, so casual gamers aren't upgrading hardware for non-gaming purposes the way they used to.
[0] Game companies try to get a bit more money out of hardcore gamers through special editions, but that's limited.
Will be interesting to see how Battlefield 3 sells compared to Black Ops. CoD has looked good at times but has never blown me away graphically. However it mints money from the general market. Battlefield and the Frostbite engine look several years ahead of the CoD engine. What will the sales look like?
>High-end PC GPUs are ten times better than console GPUs, so why don't PC games look ten times better?
Curious, would love to hear Valves thoughts on this too. Several Source based are critically considered the best of the best, but again the graphics have only looked good at times yet Valve is printing money.
That being said - I would like to see someone try this, and I would probably buy said game (unless it was another stupid CoD clone).
In an ideal future, GPU could be extended to support concurrent access from several processes, each with own context. The GPU would enforce separation; each process would draw to own window. Without going through syscalls...
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But in the mean time, your competitors are going to eat your lunch.
That's what consoles do. They provide a large, uniform ecosystem which makes it possible for developers to stretch performance without breaking the bank on testing or risking tens of millions of dollars on a buggy dud.
Any time you want to declare your graphics cards "a console," feel free to stop introducing higher powered hardware.
In the way, way back times there was a spunky startup called 3dfx which made the 'Voodoo' video card. It was fast and it had enough fill rate that doing mip-mapped textures really flew. There was another company called nVidia that made the a new graphics engine based on NURBs. 3Dfx published a straight forward API called 'Glide' which was pretty close to the metal and nVidia partnered with Sega to publish an API to this new engine.
It was a great time to program graphics, I had both cards and really liked the Glide API (even wrote a toy 3D graphics engine on top of it). But one of the things that I didn't like was that if you got a game it would have the 'Voodoo' version (as was the case with the Tomb Raider 1 and 2) or the 'Sega' version. They would look great with the right hardware and they would look like crap without it (falling back to software rendering).
So Microsoft created an API to rule them all and said do your best with this API, and while games were not as impressive as they might be with a direct/dedicated API, they were at least workable on several different configs (and the PC has a bazillion number of configurations). Once the graphics hardware crossed the minimum acceptable visual threshold somewhere in the Nvidia TNT2 / PowerVR / Voodoo2 era with the crappy, but functional, DirectX 3, the convenience of not having to patch was trumping best fidelity for most of the market. All of the private APIs stopped being worked on at that point.
There was the OpenGL/DirectX debate, but even Carmack suggests that without an active SGI pushing it forward that DirectX has eclipsed OpenGL it in terms of capability.
So now that DirectX is so dominant, we come to AMD's issue. AMD (actually the old ATI now a part of AMD) has some really killer graphics architect types. They can imagine really really cool ways of connecting CPUs to GPUs to memory which would allow stunning realism with less work on the part of the programmer (which is code for 'even lame programmers would look good.') Except that programmers won't program to a graphic card feature if it isn't in Direct X because then they have a fork in their code base or it sucks on vendor Y which doesn't do X etc.
So for a graphics architecture type at ATI(AMD) to get his or her cool feature in production, they have to design it, build it, convince Microsoft to add it to DirectX, possibly give up rights to some of the IP so that others can implement something like it, and then wait for everyone to catch up so that when Direct X version n+1 ships you can use it on your card which is now 2 years old.
Kinda sucks doesn't it?
If ATI(AMD) offered their own API that they wrote then they could update their API at the same rate they rolled out new silicon features and be much more agile. Hence our friend Huddy in the referenced article trying to make the argument that you (the game developer) would be better off if you weren't "held back" by Direct X.
I've talked with folks like Huddy in the past and have suggested that one strategy for making this happen would be to go 'open' with the API. Which is to say publish the source code that could be compiled on open source systems so that non-Windows OS's could support high performance 3D acceleration (all features) without having to run a Windows driver or the Windows OS, on the hope that in doing so we might be able to create a 'better' gaming/graphics experience outside of Microsoft's control, which in turn would put pressure on Microsoft should that loss of control be perceived as threatening their core business.
The challenge for that strategy is the whole "we are stuck in the X11 model stone age" that most of these OS's are mired in. (I am so tempted to resurrect SunTools, it probably sucks more than I remember but it was really fast even on a Sun3 so it should be like prescient on a modern machine)
So you've got the graphics card vendors looking for more flexibility, that is a good thing. We should try to leverage that to get better (usable) open source drivers out them.
Reminds me of Haiku OS (open source BeOS clone), Amiga, and Linux Framebuffer. All sit directly (afaik) on the kernel, fast.
Are Gallium3D or even Wayland (in the distant future...) going to make any difference here? Or is it still crap?
Ironically it's the higher level of DirectX that Carmack praises nowadays, with its very high level tools, development process and general approach. In that regard I've always found OpenGL to be closer to the metal than DX while still being hardware independent, in the sense that C is hardware independent as opposed to assembly. DX always struck me as "more managed" in some way. I'm not a seasoned 3d developer though, and have been mostly hacking stuff around.
"So for a graphics architecture type at ATI(AMD) to get his or her cool feature in production, they have to design it, build it, convince Microsoft to add it to DirectX..."
In that regard OpenGL evolution works a bit more like the recent HTML and CSS history in that chip maker creates a driver which provides current standard OpenGL calls and a bunch of innovative proprietary extensions, readily available right now, just like -webkit-* and -moz-* CSS stuff.
Again, not too heavy on the 3D, please correct anything I got wrong.
I agree about open drivers, though. There is such a wide field of possibilities with open drivers if vendors would only take them seriously and quit being so paranoid about "their IP" and all that. I think great OSS drivers is one of the most important goals for desktop Linux atm.
Unfortunately, both openGL and DirectX are C libraries. A graphics driver is just a C library translating openGL api to your cards undocumented internals. As a result, you talk with C calling conventions and C data structures (which are a chore without a C compilers help).
This shouldn't limit innovation. It is just specifying the calling convention and structures (and choosing ones that are easy in ASM). A C library would then sit on top of the ASM one, which is the natural order of things =).
I think discrete GPUs will become niche products in the future. Once mainstream GPUs are on-chip, the variety of different GPU architectures will probably be reduced. The next step might be a standard ISA for GPU.
It is hard to say where GPUs will be in three years, but at least the industry is getting interesting again. It has been more of the same for so many years in discrete GPUs, but now the on-chip GPUs are potentially game changing.
I'm probably the minority though, so business wise it makes sense.
So the likely future? x86+gpu extensions or arm+gpu extensions.
Perhaps more work can be done driver side. For example, allow developers to hint at the formats of data used so the driver doesn't always have to check degenerate conditions, like textures of a certain size or mismatches in vertex shader outputs and pixel shader inputs. Maybe the old capabilities model of DX9 would allow the option of a faster path.
For NVIDIA only documented PTX, while actual ISA is changed frequently. Same with AMD: CAL is documented, but the actual low-level ISA can change. For example recently they moved from VLIW5 to VLIW4.
I also think, that reliance on hard ISA (x86 or ARM) in modern server-desktop-mobile world is doing more harm, than good.
Today there are just too many layers/levels, for example in NVIDIA:
CUDA -> LLVM -> PTX -> native ISA
CUDA -> LLVM -> x86 -> Intel Microcode
OpenCL -> CUDA -> LLVM -> PTX -> native ISA
OpenCL -> CUDA -> LLVM -> x86 -> Intel Microcode
or in AMD: OpenCL -> LLVM -> CAL -> native ISA
OpenCL -> LLVM -> x86 -> AMD Microcode
The C was that kind of universal ISA in the RISC UNIX world.
But C can't express Vectorization and SIMD efficiently and in platform independent way. Enter OpenCL!