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Unigine, OpenGL 4.0 and Tesselation

Sylvanas

Diamond Member
As many of you may know, the OpenGL 4.0 spec was released recently which brings it close to feature parity with DX11 as I understand it. Now we have Unigine updating their engine to take advantage of OpenGL 4.0 (however there is no updated Heaven bench currently).

It will be interesting to keep track of this as we may soon have a bench that can directly compare performance (especially tessellation performance) on two different API's. To those familiar out there with DX11 and OpenGL what kinda of performance differential could we expect if any at all?
 
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Nice thread sylvanan, Well honestly OpenGL is going no where, The only company using it still is iD software and Valve,, thx gl
 
Those two companies have been and still are pretty influential if you ask me. Just look at their track records. One or two great games from them, based on openGL 4.0 is likely enough to make it interesting in gaming again.

IF they do make games for openGL that is 🙂
 
I'm not aware of any Valve games that use OpenGL. Half Life 2(and all expansions), CS:S, TF2, L4D, L4D2, Portal, Portal 2 all use Source Engine, which is a Direct X engine.

That said, OpenGL is something I would like to see used a lot more. Open source standards are a very good thing.
 
I'm not aware of any Valve games that use OpenGL. Half Life 2(and all expansions), CS:S, TF2, L4D, L4D2, Portal, Portal 2 all use Source Engine, which is a Direct X engine.

That said, OpenGL is something I would like to see used a lot more. Open source standards are a very good thing.

Considering that Steam is coming to Mac, quite a few of Valve's games will likely be using OpenGL. That doesn't mean the Windows versions will get OpenGL, the Source engine is so old they could probably get anyone with just using Cider's wine port + shader wrapper without even porting the engine.
 
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