Back in March, the guys from Nvidia, AMD & Intel got together to explain the potential performance gains for OpenGL. A bold statement claiming 15x the performance gains by reducing the driver overhead.
Here's the Article from the 2014 GDC ->
http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/
Anyone in the loop here know if there have been any recent updates or news on this front?
I'm curious if this reduction in Driver overhead would help to increase Maya's viewport performance or .. is this soley related to the overhead seen while playing games?
Replies
Some background:
D3D and GL have long had a lot of layers of logic and "hand holding" between the application programmer and the GPU its self. With modern usage patterns, this is fairly wasteful, and is especially problematic for games which are already making heavy use of the CPU cores and need every millisecond. Low driver overhead seeks to ameliorate this, and can also sometimes benefit the GPU directly by allowing the application programmer more leeway to buffer commands differently without waiting on certain operations to finish.
This is what AMD's mantle was all about, and various console APIs have had similar benefits in the past (notably on the ps3). Apple is doing the same thing with Metal for iOS, Microsoft is doing it for the upcoming D3D12, and the OpenGL group is (finally) talking about a full redesign which can include some of this stuff. The extensions mentioned in the presentation you link allow some sort of tinkering with it today, but like all GL extensions and new features they are not well or widely supported yet (if they ever will be).
Though as jeff mentioned the future should be brighter, allowing leveraging the hardware even better, as people move on to those new apis, or can live with NVIDIA OpenGL (however the api alone doesn't fix it, it's really the architectural change below to leverage those principals).
If you are interested in the topic here is some more info on techniques programmers could leverage for very fast rendering: http://on-demand.gputechconf.com/siggraph/2014/presentation/SG4117-OpenGL-Scene-Rendering-Techniques.pdf