Couldn't OpenCL have created better and good uniformity vs what MS tried.

Would you rank MS as a pass or a fail at creating unity in graphics?

  • Pass

  • Fail


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Anarchist420

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Nvidia and AMD have constantly been regulated by MS and then only half of what is left up to them is any good... and on Microsoft's part, they're always been behind the times. For example, the ROPs and depth units should've been programmable from the beginning (now they should be vector FPunits with FMA5 or FMA7, really fast FP64 and FX64 precision, and completely programmable) because those are where the user would have more of a choice simply because the drivers would operate at the low level that way... the drivers wouldn't have to have uniform functions and it wouldn't always be slower. It would help backward compatibility without hurting the future or uniformity. The one with the better texture units (the only thing that should be hardware function) would win out or the better texture units would be copied. Larrabbee was probably scrapped in part due to the focus on frames per second rather than the individual wants and because the FP32 vector units may not have been enough precision. It was also something intel probably didn't have faith in and perhaps they thought they could make more money in the short term by making crap iGPUs. AMD also wanted to do a more software based design, but the wrong way... they wanted the ROPs and depth units to be hardware while the texture units were to be shaders. There is less flexibility for the end user that way and for the programmers it won't be a net gain for all programmers. Modern ROPs are also more scalable and have more features, so they're more transistors than nvidia's texture units... which would be even better if they dropped all lossy formats from hardware and replaced them with a single lossless texture compression format and had support for raw uncompressed maps where necessary or when something new came up... the DXT and other lossy format maps could be comfortably done by the compute cores. Maybe they could even increase the trilinear mipmapping calculation precision to quadruple extended fp precision (i.e., FP160).

Anyway, I think this all has roots back to 2002, when MS made it so ATi would get off the ground (if you'll remember, ATi did nothing new of their own with R300; they simply used clever marketing while making the filtering no better overall, worse in my opinion than what the 8500 was capable of, kept the 8500's IQ/compatibility problems by keeping the very aggressive and IQ-decreasing back buffer optimizations and used the bare min specs specified by microsoft, like FP24 PS precision, short shader inst length, 24 bit fixed point max z buffer format, no practical way to run games that would use the w-buffer, and they even used an integrated DAC before DVI had taken off instead of using excellent circuitry like Matrox did), then nvidia made too many dumb decisions with the GeForce FX so after that they started listening to MS more and more but they also partnered with industrial L&M (yet ignored the best possible AA for that part they spent so much effort on) and then finally created CUDA. CUDA was not vulnerable to the market and therefore not open because of patents and no applications even use it probably because nv keeps such a tight wrap on it... that is why OpenCL or a better OpenGL could never get ahead because of that and because OpenCL wanted to co-operate. That said, I think nvidia was probably more innovative than ATi, but they were also just as wasteful not in spite of, but because of top down and hyper stable management.

AMD and MS never got the uniform standards they wanted because they sucked so bad and got hooked on recycling/reforming old designs and ideas, used an inappropriate mishmash of hw and sw function, and they were behind the times... they couldn't do anything outside of the box.

OpenGL would've worked better because it was run by a board of individuals that shared power/worked with the IHVs... it wasn't run from the top down. That's largely why it would've been better and closer to uniform if MS hadn't tried to micromanage... they really sucked at it, but they sure did con most people into thinking DX was the best thing since sliced bread. I don't know whether MS thought it could make everything uniform and that everyone would be happy, if they were just trying to be manipulative and make money (or both)... my money is on both and it's not really their fault since they were corrupted by the state like everyone is, but they were more corrupted by the state than individuals since they were institutions and were aggressive and even somewhat pro-state almost from the very beginning. Bill Gates said he would sue for people copying him even before he was taken to court by Apple, IIRC.

Sorry for the incoherence, but I wouldn't believe I'm the only one who sees it this way. I just think that the GPU industry is something incredibly corrupted by the State and by IP... it has held back innovation and it's a shame. It may have pleased some people, but I've never thought nv and AMD had it more than 1/2 right. They wouldn't have been able to make as much money, but then they waste money and resources more than I do.

Your thoughts?
 
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Lonyo

Lifer
Aug 10, 2002
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Hasn't OpenGL been behind DX in terms of new features for quite a few years now? Hardly makes OpenGL seem like it's been the one with more potential.

You could do with rewriting your OP to make it make sense.
Saying "sorry this is incoherent" and then bashing someone for crashing your thread isn't exactly logical. Your thread is bad anyway, as you admit.
 

ShintaiDK

Lifer
Apr 22, 2012
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OpenGL, OpenCL and other similar standards all fail for the same reason. Inability to agree. OpenGL is a perfect example here and why its so behind.

DirectX and DXcompute already drawf OpenGL and OpenCL. OpenGL is close to nonexistant. OpenGL_ES is essentially the only one with abit of success. But that can turn on a dime.
 

DominionSeraph

Diamond Member
Jul 22, 2009
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I'm trying to have a serious conversation here, and you're trying to crash my thread!?!?!

You're trying to rewrite history outside of the conditions that made history. You might as well have written this:

Why didn't Ford make this car in 1908 instead of the Model T?

Fusion_HYBRID_three_quarter_620x412.jpg


IT'S A CONSPIRACY!

You fail time and again to make any correction, so what is there to discuss when you can't incorporate anything in the discussion into your methods?
Your premises are jacked and it is beyond the capability of anyone here to help you.
 
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EliteRetard

Diamond Member
Mar 6, 2006
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Actually I think its more like this:

Why didn't Ford make this car in 1908 instead of the Model T?

1974_Chevy_Vega.jpg


IT'S A CONSPIRACY!

That's what I got out of it anyway.
Not sure what it has to do with anything, but I've still got a 9700 Pro in use almost daily.
 

EliteRetard

Diamond Member
Mar 6, 2006
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Basically DirectX is bad, OpenXX is good and all GPUs should have been fully programmable from the beginning.

Not sure how much I agree with all that...I refer you to my Vega post.
 

Anarchist420

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So what has been so GOOD about DX?

I think it's really sucked for the reasons I said in my OP.

If OpenGL started off better (and it did), then why would Microsoft (and DX) have gotten ahead if not for patents and their bullying?

The reason there was conflict was because of patents which allowed Microsoft to order half and then the other half was up to the IHVs. The arbitrary board was better because then AMD and nvidia would've competed, then set a good example, then things would've finally been more close to uniform. A problem was that the time preference of the industry was too high, so people weren't willing to wait for OpenGL to set a good example and MS already had more cash from other crap that they made. Problem is, is that Microsoft wasn't good at anything they did. They were average. Linux was capable of good, but the state's IP legislation and other regs wouldn't let them succeed.

Hardware for blending and depth is a really stupid idea for today but IP legislation made it so that the same bad ideas to be recycled over and over again. The Xbox360 was similar to the Gamecube in that it used embedded frame buffer which really kind of limited it IMO. The Xbox was just a PC in a box, and all MS and Nintendo do is recycle their own waste. Sony is at least somewhat innovative IMO, but the other two can't make anything good and MS asks users for their feedback, but then they think they know best because they have their own board that determines what the user feedback is (there is no way they can know) and then that group of people act on it... in other words, MS doesn't know how to balance between their users and their own long term wants. Apple and Nintendo, OTOH, at least make it very clear that they run things from the top down (i.e., Steve Jobs did what he wanted, didn't care what anyone else wanted and Nintendo has always been like that too). They wind up creating over-priced crap that sells only because of IP and because people like too much recycled waste. I don't even want the credit they get for recycling their own waste. I'd feel downright guilty if I were to become as wealthy as Jobs for producing little more than dog $hit.
 
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ShintaiDK

Lifer
Apr 22, 2012
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So what has been so GOOD about DX?

I think it's really sucked for the reasons I said in my OP.

If OpenGL started off better (and it did), then why would Microsoft (and DX) have gotten ahead if not for patents and their bullying?

The reason there was conflict was because of patents which allowed Microsoft to order half and then the other half was up to the IHVs. The arbitrary board was better because then AMD and nvidia would've competed, then set a good example, then things would've finally been more close to uniform. A problem was that the time preference of the industry was too high, so people weren't willing to wait for OpenGL to set a good example and MS already had more cash from other crap that they made. Problem is, is that Microsoft wasn't good at anything they did. They were average. Linux was capable of good, but the state's IP legislation and other regs wouldn't let them succeed.

Hardware for blending and depth is a really stupid idea for today but IP legislation made it so that the same bad ideas to be recycled over and over again. The Xbox360 was similar to the Gamecube in that it used embedded frame buffer which really kind of limited it IMO. The Xbox was just a PC in a box, and all MS and Nintendo do is recycle their own waste. Sony is at least somewhat innovative IMO, but the other two can't make anything good and MS asks users for their feedback, but then they think they know best because they have their own board that determines what the user feedback is (there is no way they can know) and then that group of people act on it... in other words, MS doesn't know how to balance between their users and their own long term wants. Apple and Nintendo, OTOH, at least make it very clear that they run things from the top down (i.e., Steve Jobs did what he wanted, didn't care what anyone else wanted and Nintendo has always been like that too). They wind up creating over-priced crap that sells only because of IP and because people like too much recycled waste. I don't even want the credit they get for recycling their own waste. I'd feel downright guilty if I were to become as wealthy as Jobs for producing little more than dog $hit.

The problem with you is you want to blame someone else for the failure of OpenGL and soon OpenCL. MS did exactly what the market wanted and what the users wanted. OpenGL for that matter couldnt agree on close to anything because they act like a bunch of people on a forum ;)

Linux problem is exactly the same. Someone gets angry and you get a new branch. And everything goes downhill. You dont want to put your corporate billions behind the emotions of people that are on the mental level of kids.
 
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Anarchist420

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You dont want to put your corporate billions behind the emotions of people that are on the mental level of kids.
You got the first part right, but the last part isn't since you're so satisfied with the crap you're fed. Like I said, it's not Microsoft's fault because the IP system was there and the vast majority of individuals can't resist using the state to their advantage. I mean, statism is no good because the state is an illusion. Some people can resist it, others can't and in opposite ways.

Also, please think outside the box for once considering that I have the emotions and the mental status of a kid.
 

NTMBK

Lifer
Nov 14, 2011
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(now they should be vector FPunits with FMA5 or FMA7, really fast FP64 and FX64 precision, and completely programmable)

You want them to have fused multiply-add with 5 or 7 operands? That isn't even mathematically possible.
 

NTMBK

Lifer
Nov 14, 2011
10,461
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Is FMA4 the max that's mathematically possible?

Yup. An FMA3 operation is one of the following:

a = a + (b x c)

b = a + (b x c)

c = a + (b x c)

whereas an FMA4 is

d = a + (b x c)

So FMA3 destroys one of its inputs in order to output a result, but FMA4 does not.
 

Cerb

Elite Member
Aug 26, 2000
17,484
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OpenGL, OpenCL and other similar standards all fail for the same reason. Inability to agree. OpenGL is a perfect example here and why its so behind.
Correct.

DirectX and DXcompute already drawf OpenGL and OpenCL. OpenGL is close to nonexistant. OpenGL_ES is essentially the only one with abit of success. But that can turn on a dime.
Incorrect. Direct* only exists for a small amount of HW+SW platforms, all of them Microsoft Windows. OpenGL, OTOH, is pervasive.

condense it a little?,some good points made.
Anarchist420 still wants problems from 1995 fixed, that haven't been problems for years now.

So what has been so GOOD about DX?
Almost every new feature of every new GPU since about 1999, that games have actually used.

If OpenGL started off better (and it did), then why would Microsoft (and DX) have gotten ahead if not for patents and their bullying?
Name one gaming feature that came to commodity OpenGL drives before D3D, starting from the year 2000. Gee, where did all those crickets and tumbleweeds come from? OpenGL is design by committee, and sucks because of it.

Direct3D happened because somebody needed to do it. OpenGL advances slowly, and maintains a fractured set of supported features. That is not how you push an emerging technology. As of D3D 8, OpenGL has been the follower, not the leader, and that's not showing any signs of stopping. It has nothing to do with patents and bullying. When the other option is a committee with splintered goals, there is great value in a few people walking away, and actually making it happen, instead of trying to please everyone and their dog...and its tick...and its plague-bearing bacteria.
 

brandonb

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Oct 17, 2006
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Back when I started 3d graphics programming in the late 90's early 20's, I went through the entire DX/OpenGL discovery.

As a programmer is concerned. DirectX was light years better to work with.

Is OpenGL even object oriented yet?
 

Anarchist420

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Name one gaming feature that came to commodity OpenGL drives before D3D, starting from the year 2000. Gee, where did all those crickets and tumbleweeds come from? OpenGL is design by committee, and sucks because of it.
You put too many conditions on it. 1999, which was arguably a much better year for tech than the year after, saw T&L and Quake III (and register combiners or whatever the Gamecube used were by OpenGL/nvidia too if I'm not mistaken) which was not created DX. DX didn't invent RGSS and 3dfx was the first to implement them on a gamers' GPU. DX has a done a pisspoor job at getting modern hardware to do good AA in every game. DX tries to uniformize things after the fact. DXT formats weren't originally DX and S3TC isn't that good anyway. Lossless textures would look better to me. I don't see the point of having more detail if there are artifacts all over the texture.

DX has held graphics way back. OTOH, most people are never ever in their lives, under any circumstances, satisfied with 30 fps and less than the highest possible resolution so it shouldn't surprise me that DX is what most people want now. It wouldn't have been if it hadn't been for illusions though.

I had to quit playing games because all of the monitors suck because of IP, both IHVs for GPUs are no good (they're unwilling to try anything new and when they do something good, then they abandon it rather than try to improve it) again because of IP, and DX may be easier for programmers because most programmers possibly just shouldn't be programming games... only 1% of all programmers could tap the maximum potential out of the Sega Saturn which meant that the Saturn was just as good as the PS1 be it in 2D or 3D.

If the publishers and many devs are going to demand that the state make me pay to have complete access to their work, then I don't care how difficult things are for them to program for. In addition, programmable blending and depth are not really worse for the average programmer anyway and it makes the natural elite among programmers (like Yu Suzuki and John Carmack), really stand out and help myself and society out.

EDIT: You mention 1995 and then set 2000 as the date in which OpenGL no longer mattered. In 1997 openGL and 3dfx were lightyears ahead of DX. DX eventually got ahead because MS had enough to invest in gaming after selling a lot of other useless crap first. MS loved their IP and that has to do with why Open Sources fail. The OpenGL board would've continued to work well if it weren't for IP.
 
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Anarchist420

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When the other option is a committee with splintered goals, there is great value in a few people walking away, and actually making it happen, instead of trying to please everyone and their dog...and its tick...and its plague-bearing bacteria.
That's true, but then perhaps OpenGL's board would've split up and/or things would've been less uniform (especially in the short term, but it can't be known about the long term). Everyone still would've had more options though and that's what matters. It was terrible that MS was charged with Anti-trust violations when it was successful because of the state.
 

brandonb

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Oct 17, 2006
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I'm not sure where your love for OpenGL is coming from, and/or your hate for DX.

They are just API's... They are just ways to tell the video card driver to do something. API's are just the gateway to the hardware.

Texture compression in DX is just a built in function, but a programmer doesn't even have to use it. Not sure why you are bringing up texture compression. A developer can compress their textures any way they desire.

In the end, you can write bits to memory on the video card and do whatever you like with it with programmable shaders. You can do that either with OpenGL or DirectX, and the results will be exactly the same. The API doesn't magically change things around for you, unless you are dealing with a portion of the rendering pipeline which can't be customized.

Such as scissor tests, etc. With DX11, you can program just about every state of the pipeline minus the raster ops, and I'm guessing that is because they aren't programmable for performance reasons (highly specialized hardware), but this is not a DX11 functionality. Ultimately it's the drivers which are going to handle the raster ops. So you can't blame that on the API either.

So, whats the deal?