User talk:ElFarto/OpenGLBM

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Revision as of 18:19, 30 September 2011 by Alfonse (talk | contribs) (→‎Wrong Design.: new section)
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Let the discussion commence!

Wrong Design.

The very foundation of this idea is fundamentally flawed. You're basically saying that you want a console-style graphics API. Well that's just not going to happen. Not on PCs and not on mobile platforms.

Consoles are not PCs. Consoles are only doing one thing: playing one game. On PCs and on mobile platforms, multiple applications must exist simultaneously. They have to get along with one another.

Take GPU memory, for example. You don't own that. The driver doesn't even own that. The operating system owns GPU memory. Vista and Win7 both use a driver model that gives them complete ownership of video memory. They can (and do) virtualize it, paging it in and out as needed. So you can no more arbitrarily talk to GPU memory than you can CPU memory. Other OS's have similar issues.

The GPU itself is a shared resource. It has to share time with the OS, OpenGL applications, OpenCL applications, etc. You can't own the GPU.

This is a bad API because the very concept of it is flawed. You looked at a console graphics API and decided that you wanted that on the PC, without taking into account the different needs of the platforms. That isn't to say that OpenGL couldn't use an overhaul to improve performance and usability. But simply saying, "go as low level as possible" just doesn't work. Alfonse 11:19, 30 September 2011 (PDT)