The latest version of the OpenGL specification looks to match features with Microsoft's Direct3D 11.
The Khronos Group have used the GDC to launch the latest version of the OpenGL specification - and it brings some impressive new features to the table.
As reported over on
Ars Technica, perhaps the most important thing to note about OpenGL 4 is that it brings the open standard's features to the same level as Microsoft's closed Direct3D 11 - promising top-quality visuals for games that implement it.
The two main functions added to the OpenGL standard in this revision are hardware tessellation - the ability to programmatically synthesise polygons for far more realistic curves - and compute shaders - key to the offloading of computation tasks to the GPU, as in GPGPU computing.
While the Khronos Group have supported GPGPU via their OpenCL specification, the new compute shaders support in OpenGL 4 allows that technology to be integrated directly into the graphics engine - making it easier for developers to implement.
Sadly, many of the advanced features that the Khronos Group promised for OpenGL 3 - dropped due to time constraints and complaints about lack of backwards compatibility - are still missing from the specification: game developers will be saddened to hear that the object-oriented API - designed to mirror that used by Direct3D - still hasn't made an appearance.
While cards supporting OpenGL 4 are currently thin on the ground, Nvidia has pledged support in its up-coming Fermi cards, and while rival ATI has yet to comment it'd be foolish for it not to match Nvidia's pledge - and the news isn't all bad for those still running on older hardware, with the Khronos Group havng also announced OpenGL 3.3, which aims to bring as many features of OpenGL 4 as possible to older hardware platforms.
If you want to hear about OpenGL 4 straight from the horse's mouth,
V3.co.uk has a video interview with the Khronos Group from the GDC.
Are you pleased to see the cross-platform OpenGL standard getting even with Direct3D, or should games developers - and graphics card manufacturers - be concentrating on Microsoft's platform first and foremost? Share your thoughts over in
the forums.
14 Comments
Discuss in the forums ReplyIf all they are doing is trying to match DX then they will allways be a step behind and by the time the industry actually support this the next DX version will be out with new goodies everyone will want instead of this.
this may influence my upgrade decision..... come on ATI
But how many developers still use DX9? So is it really too late?
Umm, Quake?
OpenGL Games
On topic.
It is utterly vital that OpenGL continues to be an evolving and developing graphics standard, without the competition Microsoft will have little drive to improve DirectX and we'll get into the scenario we had with IE5. Stagnation, and massive unaddressed security holes.
Hopefully Valve can use OpenGL to great effect in its OS X ports of Source games - that would certainly help boost its market share.
Too late? No, given that DX11 has only made its way into 3 or 4 games and to no great effect, it doesn't have that much of a head start. It seems the only people who really care about DX11 are ATI users...both of them ;)
Have a look at the Unigine Heaven benchmark in OpenGL mode...looks curiously similar to DX10 mode.
As for OpenGL games - all of the Doom3 engined games (Doom 3, Quake 4, Prey etc). They're not new but they still look quite good.
Also, Rage, on the ID Tech 5 engine looks excellent
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