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@RustyCrab @FailurePersonified it got really bad at some point, but they mostly fixed the big issues. it’s really on life support though, i’ve seen copes that opengl is not going anywhere because nvidia backported mesh shaders as an extension and amd improved the performance by 100-150% last year, but all that happened after a decade of neglect.
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@Inginsub @FailurePersonified @RustyCrab aren't some vendors moving to translate all the old opengl stuff to vulkan via zink/angle anyway now
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@i @FailurePersonified @RustyCrab that’s the problem, it’s basically a raped compatibility layer and it will only have acceptable performance in simple cases, translation from dx11/12 works much better. if shader objects become widely adopted we may see fast opengl, but at the cost of either everything else getting slower or gpus getting more complex and expensive
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@Inginsub @FailurePersonified @RustyCrab maybe some day vendors will care again instead of leaving it to corps like valve/google footing the bill to shim in support for their own purposes
the hash/matmul crowd fucked all of it up too hard for the rest, and there's no road to recovery