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Khronos Releases OpenGL 4.3 Specification
The Khronos Group today announced the immediate release of the OpenGL 4.3 specification, bringing the very latest graphics functionality to the most advanced and widely adopted cross-platform 2D and 3D graphics API (application programming interface).
OpenGL 4.3 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility, enabling applications to incrementally use new features while portably accessing state-of-the-art graphics processing unit (GPU) functionality across diverse operating systems and platforms. The OpenGL 4.3 specification contains new features that extend functionality available to developers and enables increased application performance. The full specification is available for immediate download at http://www.opengl.org/registry/. Twenty years since the release of the original OpenGL 1.0, the new OpenGL 4.3 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.30 update to the OpenGL Shading Language. New functionality in the OpenGL 4.3 specification includes: - compute shaders that harness GPU parallelism for advanced computation such as image, volume, and geometry processing within the context of the graphics pipeline; - shader storage buffer objects that enable vertex, tessellation, geometry, fragment and compute shaders to read and write large amounts of data and pass significant data between shader stages; - texture parameter queries to discover actual supported texture parameter limits on the current platform; - high quality ETC2 / EAC texture compression as a standard feature, eliminating the need for a different set of textures for each platform; - debug capability to receive debugging messages during application development; - texture views for interpreting textures in many different ways without duplicating the texture data itself; - indirect multi-draw that enables the GPU to compute and store parameters for multiple draw commands in a buffer object and re-use those parameters with one draw command, particularly efficient for rendering many objects with low triangle counts; - increased memory security that guarantees that an application cannot read or write outside its own buffers into another application's data; - a multi-application robustness extension that ensures that an application that causes a GPU reset will not affect any other running applications. "Developer feedback has been key to creating a faster, more capable API that meets emerging needs, such as providing a secure platform for GPU-accelerated web applications using WebGL and compute shaders that harness GPU parallelism for advanced computation," said Barthold Lichtenbelt, working group chair of the OpenGL ARB and director of Tegra graphics at NVIDIA. "NVIDIA released beta OpenGL 4.3 drivers today, so developers can immediately use this new functionality on NVIDIA desktop GPUs." (More information at http://www.nvidia.com/content/devzon...river-4.3.html) |
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#2 |
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Forgive me for being ignorant, but does this, at the end of the day, mean better graphics?
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#4 |
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Why?
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Banstick Dummy
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#6 |
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Great! Multi-draw looks interesting.
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#7 |
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AMD cards support OpenGL 4.2 like forever. Not that there are bunch of OpenGL games but those that are from the Carmack's den work just fine on AMD cards. Doom 3, Quake 4, Rage, everything worked perfectly fine. So i don't know where you see awful OGL support or massive problems with it...
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#8 |
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Hmm, my Photoshop CS6 it is working well with hd7850 , on opengl...
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#9 |
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I wonder if ETC2 / EAC texture compression is patented just like S3TC is. If so, it makes it useless...
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#10 | |
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Quote:
The entire reason I recently went NVIDIA after 15 years of ATI/AMD is because the last few AMD drivers broke OpenGL and I needed it for work. TPU's own Crazyeyes almost went NVIDIA because of the broken drivers. Only reason he didn't is because they fixed them the last update. I make my money with OpenGL support so I couldn't wait. |
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#11 |
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That's a good news for Linux and mobile platforms (Open GL ES 3.0 also updated). Also for Intel integrated graphics which promise more and more open source support for linux
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#12 | |
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Quote:
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#13 |
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Banstick Dummy
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You don't have to use a FirePro for basic Photoshop rendering.
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#14 |
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You don't, but they also don't provide any special support for it either...
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#15 |
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It could mean. Anyway, I'm also not pleased with the way graphics are evolving at the moment. And it's all the fault of game companies, the hardware is progressing, the software, like you can see here, also, the games, well...
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#16 |
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Monopolies are bad... I hate how some people think there need to be just directX... Just like Nvidia fan boys always get any opportunity to feel superior....
http://www.youtube.com/watch?v=JbovJbKALzA |
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#17 |
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Whiskey-Tango-Foxtrot. over. |
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Quote:
![]() they have been brainwashed by those brand images |
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#19 |
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Ermahgerd ohphengeellll fur pont free!!!!!
Bettar mak ah drivur fur u. *** Following is a list of applications that benefit from this new specification **** Thank you.
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#20 | |
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I like, either, AMD or NVidia... both have worked for me...
But, dam*, you gotta give 'em credit. NVidia is fast... NVidia OpenGL Driver Support Quote:
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