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Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by bullen on Friday March 12, 2021 @03:16PM (#26440375)
Really those APIs bring nothing useful to the table.

OpenGL (ES) 3 with VAO was the last feature that really moved any interesting goalpost (to reuse that phrasing since we have a tree structured comment field to move those around) for games.

Most new protocols are just job security.

Edit: Also calling something that just released in hardware (OpenGL ES 3) legacy is kinda weird.

Maybe wait a decade or two?

Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by lucian1900 on Friday March 12, 2021 @03:23PM (#26440432)
Performance is very useful. OpenGL’s design precludes it.
Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by bullen on Friday March 12, 2021 @03:54PM (#26440778)
Now I can reply to your comment (what is going on hn, why is there a timer on the reply button the deeper you get?)

Performance with the low level APIs are not something that competes with OpenGLs higher level API, they are complementary; eventually there will be OpenGL drivers written in Vulkan!

That said, I have yet to meet anyone that can give me a practial example that affects gameplay where Vulkan (or Metal/DX12) makes a difference!

Also last but not least fragmentation is bad, I rather support OpenGL (ES) 3 on all platforms than port to those 3 new APIs.

Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by the-dude on Friday March 12, 2021 @04:37PM (#26441284)
Timing is what is going on. If you want to reply directly, click the timestamp.

edit: the timer is there probably for flamewar prevention. Maybe for general discussion quality too.

Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by lucian1900 on Friday March 12, 2021 @07:44PM (#26442784)
Sure, OpenGL can be implemented on top of the native efficient APIs.

The biggest problem with OpenGL is the state. It severely affects CPU usage and limits parallelism options. The second problem is poor handling of buffers.

It hardly matters, anyway. Vulkan, D3D 12 and Metal are very similar and almost always used indirectly through a game engine that can take advantage of them.

Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by bullen on Saturday March 13, 2021 @04:31AM (#26445283)
I'm writing my own 3D MMO engine from scratch, so it does matter to me: http://talk.binarytask.com/task?id=5959519327505901449

Unity and Unreal are so bad. I mean compile for 30 minutes? To use them is to have technical debt way beyond what is healthy.

So why can't you make OpenGL stateless? It seems to me multithreading is really bad on the new APIs too, you'll have to trash memory with a bunch of buffers that then gets submitted by one thread causing motion to photon latency!

RdR2 had like 10 frames of lag! Completely unplayable.

I prefer direct/forward rendering one one thread and make the graphics simpler instead. Graphical fidelity is not important to make a fun game, just look at Nintendo.

Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by lucian1900 on Saturday March 13, 2021 @02:19PM (#26449128)
If your graphics are atypically simple, it hardly matters.

For the vast majority of games that compete on graphics, you need to use modern APIs to take advantage of modern GPUs.

Re:M.2 on a Raspberry Pi – The Tofu CM4 Carrier Board by bullen on Saturday March 13, 2021 @04:06PM (#26449985)
Sure, but I also out-scale all other engines both server and client:

http://talk.binarytask.com/task?id=579711216639635462

My server is the first MMO system to handle 10.000 concurrent action players on one machine: http://fuse.rupy.se/about.html

You have to pick your battles.