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DirectX 'Getting In the Way' of PC Game Graphics, Says AMD

Bit-tech recently spoke with Richard Huddy, worldwide developer relations manager of AMD's GPU division, about the lack of a great disparity between PC game graphics and console game graphics, despite the hardware gap. Quoting: "'We often have at least ten times as much horsepower as an Xbox 360 or a PS3 in a high-end graphics card, yet it's very clear that the games don't look ten times as good. To a significant extent, that's because, one way or another, for good reasons and bad - mostly good, DirectX is getting in the way.' Huddy says that one of the most common requests he gets from game developers is: 'Make the API go away.' 'I certainly hear this in my conversations with games developers,' he says, 'and I guess it was actually the primary appeal of Larrabee to developers – not the hardware, which was hot and slow and unimpressive, but the software – being able to have total control over the machine, which is what the very best games developers want. By giving you access to the hardware at the very low level, you give games developers a chance to innovate, and that's going to put pressure on Microsoft – no doubt at all.'"

54 of 323 comments (clear)

  1. Yeah right by ggramm · · Score: 5, Interesting

    I worked for Microprose in the 90's. Back then we had direct access to hardware, but the technology was limited. GFX power increased and new tricks came. Now a days it wouldn't be possible to do all that.

    DirectX is the sole reason we have good games and graphics on PC. No one wants to reinvent the whole wheel and Microsoft works a lot with GPU manufacturers to come out with new technology.

    DirectX is not the reason, it's the lazy developers who just port the game from consoles to PC. They don't spend the time to make a PC version that uses DirectX and newest graphics cards to their fullest capability, so why on earth they would do that if you remove DirectX.

    There is no DirectX on Linux and just look at how laughtable the situation is. Yeah theres nethack and some clone of Civilization 2 with worse graphics, but it's far from both console games and PC games that gamers play. It's a joke.
    Microsoft has supported PC gaming to great lengths. We all should thank Microsoft that the situation is even so good. Who we should bitch at are the lazy developers and AMD, who also has been lagging behind. NVIDIA and Microsoft is basically doing all the innovation, and their hardware is miles ahead of AMD's. Microsoft, Intel and NVIDIA. All great companies with great products that are truly working for PC games.

    1. Re:Yeah right by bmo · · Score: 3, Informative

      There is no DirectX on Linux and just look at how laughtable the situation is. Yeah theres nethack and some clone of Civilization 2 with worse graphics, but it's far from both console games and PC games that gamers play. It's a joke

      Funny, Steam games run just fine.

      --
      BMO

    2. Re:Yeah right by SCPRedMage · · Score: 5, Insightful

      There is no DirectX on Linux and just look at how laughtable the situation is. Yeah theres nethack and some clone of Civilization 2 with worse graphics, but it's far from both console games and PC games that gamers play. It's a joke.

      Don't blame the lack of DirectX for the lack of games on Linux. OpenGL works just fine on it, as it does on Windows.

      And Mac, much to the delight of the four people who want to play games under OS X.

      As far as getting rid of graphics APIs, yeah, that's exactly what we need: to go back in time fifteen years, and make devs write their games for every piece of graphics hardware under the sun. There's a damn good reason the industry started using them, and its still as relevant today as it was back then.

      --
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    3. Re:Yeah right by Tapewolf · · Score: 2

      Am I the only one who remembers the demo scene? Pure DOS. No DirectX.

      Stars, Wonders of the World (1995) - (Contains brief cartoon nudity near start).

    4. Re:Yeah right by jedrek · · Score: 2

      I remember the demo scene. I remember having to use QEMM to get enough ram for the demos to run, then having them crash. I remember some demos working on my gfx card and not my friends', I remember having drivers for specific sound cards, etc.

    5. Re:Yeah right by Tapewolf · · Score: 3, Interesting

      Amen, mod parent up. Troll? wtf? what shill modded troll?

      Well, I suspect the reason it is considered a troll is because it rewrites history and ignores the facts in order to support its conclusion.
      Stuff like ignoring the thriving DOS games market prior to 1998 or so when Windows finally took over. Brushing OpenGL and SDL under the carpet. I imagine that picking things like nethack and freeciv as a snapshot of linux gaming when you had Wolfenstein 3D, Sauerbraten and various other 3D-accelerated games was what pushed the moderators over the edge. I certainly wouldn't pick Solitaire as an example of what windows gaming looked like, and I loathe Windows.

    6. Re:Yeah right by DJRumpy · · Score: 2

      I agree with some of your points but disagree with a few:

      MS was largely successful with DirectX, and the goal of allowing developers to largely ignore the graphics hardware while concentrating on a standard API was successful. For ill or good, it's driven game design on the dominant platform for years, and arguably kept OpenGL on the defensive.
      MS may provider driver support with their OS because it is to their benefit to have out of the box support, but they have never been best in driver support. They leave that to the GPU vendors and rightly so. MS is often months or years out of date when it comes to drivers.
      Last but not least, developers are not a slave to the MS API. They can always choose OpenGL with the added benefit of portability to other platforms. They simply choose not to, whether that involves cost, development time, or simple unfamiliarity with OpenGL as opposed to DirectX.

      I think a large part of the lack of perceived difference between consoles and PC's these days have a bit to do with the least common denominator, which unfortunately also happens to be an aging dedicated gaming console, and lack of money, time, & resources by developers and publishers to fully stretch the legs of the newest hardware when they can target the lowest common denominator and get by with 'ok' on a PC.

    7. Re:Yeah right by Anonymous Coward · · Score: 2, Insightful

      As someone who has tried and got pissed off multiple times at the API's, yes the API's need to be much thinner.

      Let's do a quick comparision of how stupidly inefficient game development is...
      1. Xbox/Xbox350 - DirectX,Managed C#
      2. Wii/Gamecube - OpenGL,C/C++
      3. PS2/PS3 - OpenGL, C/C++
      4. PC - DirectX, Managed and Unmanaged C,C++, C#, OpenGL
      5. Max - OpenGL, C/C++,ObjC
      6. Linux - OpenGL, C/C++
      7. Android - OpenGL, Java/Native C/C++ maybe.
      8 iOS - OpenGL, C/C++/ObjC
      9 Windows Phone 7- DirectX, Managed C#
      10, All the other mobile phones and devices- Not DirectX

      So the conventional wisdom is that having two different API's (DirectX, and OpenGL) complicates things much as writing libraries in C and C++ .
      Both of the API's were written after-the-fact to replace existing proprietary 2D API's where everything was done on the CPU and the graphics card simply acted as a display buffer.

      If we were to throw -everything- away and start from scratch, everyone should standardize on a unified C-like base that allows this close to metal application, and instead of having million-line long Make files to determine if the system libraries required are installed during compile, have one unified compiler that can do the compilation of the C-like language into the intermediate language+security/signing to verify it hasn't been altered. Then on the target system, the system compiler will verify the code hasn't been altered, compile and cache it into native binary's that use the hardware close to metal, no intermediate api's, libraries, or other overhead. The entire process would be quick, and as you upgrade your devices, the new system can make better use of new hardware, or the application can run in it's original profile (to avoid the type of problem we have with old software not working when the old shared libraries no longer exist, and the new hardware is too fast.)

    8. Re:Yeah right by perpenso · · Score: 4, Informative

      And Mac, much to the delight of the four people who want to play games under OS X.

      Last I heard you are about 5 orders of magnitude off with respect to Mac users playing World of Warcraft. :-)

    9. Re:Yeah right by digitig · · Score: 5, Funny

      0.00004 people?

      --
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    10. Re:Yeah right by CharlyFoxtrot · · Score: 4, Insightful

      Don't blame the lack of DirectX for the lack of games on Linux. OpenGL works just fine on it, as it does on Windows.

      And Mac, much to the delight of the four people who want to play games under OS X.

      Don't forget iOS ! Pretty popular gaming platform these days and it supports OpenGL ES 2.0.

      --
      If all else fails, immortality can always be assured by spectacular error.
    11. Re:Yeah right by CastrTroy · · Score: 5, Interesting

      Yes, things were so much better back in the day when you had to have a very specific graphics card, or audio card, or joystick, otherwise the game wouldn't work. Developers had to code for each piece of hardware individually. If you bought a 3dfx voodoo card, there was a bunch of game you could play, and a bunch you couldn't. If you bought the gravis ultrasound, you were very much out of luck because most stuff was coded for the soundblaster, and a lot of stuff lacked support for your third party sound card. Joystick support was a complete mess. Also, games don't look 10 times as good, because then they could only run on 1% of the machines, and that is not a big enough market. Sure faster computers exist, but the computers that most people own are probably about as powerful as a console, especially if you look at the graphics chip.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    12. Re:Yeah right by TheRaven64 · · Score: 2

      Because, and this is the entire point of the article, you only have the API, you don't have the low-level access to the device. It's like only being able to run Java / CLR bytecode instead of native code on your CPU. If the abstractions picked by the people who designed the bytecode are a good match for what you're doing, then that's great, but if not then you're stuck.

      The DirectX / OpenGL stack is optimised for certain uses. If you had complete access to the card at a low level (which can be done safely on modern GPUs - they're designed to allow userspace apps to send commands directly, it's just that the userspace code doing this is typically an OpenGL or Direct3D library), then you can tweak the entire rendering system for your game. This lets you squeeze more performance out of the system than relying on a big blob of someone else's code between you and the hardware.

      --
      I am TheRaven on Soylent News
    13. Re:Yeah right by drinkypoo · · Score: 3, Informative

      Really? I've been told that the proprietary OpenGL drivers on Linux aren't that good quality, especially AMD's.

      You might use Mozilla's list of Blocklisted Graphics Drivers as your guideline to the reliability of drivers in general at this time since they are currently going through it. They assert (in other sources as well) that only nVidia has a working OpenGL pipeline on Linux.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    14. Re:Yeah right by Anonymous Coward · · Score: 2, Informative

      The NVidia one is feature complete with the windows one. Runs beautifully. only thing it doesn't have is hybrid SLI/ Optimus. and that could be possibly fixed when wayland comes out.

      NVvidia has been putting alot of love into linux even if it is tough love like not giving us open source drivers or following standards like KMS.

    15. Re:Yeah right by supersloshy · · Score: 2

      Don't blame the lack of DirectX for the lack of games on Linux. OpenGL works just fine on it, as it does on Windows.

      I completely agree! I have World of Goo, Braid, Osmos, Penumbra, Nexuiz/Xonotic, NetHack (of course), Scorched 3D, Battle for Wesnoth (get it, it's awesome), emulators for pretty much every console on the planet except the really powerful ones, and also a ton of games in Wine (Civilization IV with no DRM, pretty much every one of Telltale's adventure games, Baldur's Gate, Psychonauts, Portal/HL2) and they all work perfectly (in fact, sometimes better than on my Windows XP partition). OpenGL is more than what most games need to work properly. DirectX certainly isn't needed, and the lack of games is simply because of a lack of popular support (though I've found that nearly every Linux junkie I know is a gamer... hmm...).

      --
      "Our country is not nearly so overrun with the bigoted as it is overrun with the broadminded." -Archbishop Fulton Sheen
    16. Re:Yeah right by UnknownSoldier · · Score: 4, Informative

      > Let's do a quick comparison of how stupidly inefficient game development is...
      > 2. Wii/Gamecube - OpenGL,C/C++
      > 3. PS2/PS3 - OpenGL, C/C++

      Your facts are wrong. I've _shipped_ games on Wii, PS2, amongst other consoles. Currently, I do compiler support on the PS3 and am familiar with the rendering APIs that drive the RSX.

      * The Wii does NOT use OpenGL. I personally know because I wrote an OpenGL implementation over _top_ of the native GX calls. While the GX*() API _is_ strongly _based_ on OpenGL, it is NOT OpenGL.

      * The PS2 does NOT have OpenGL. You either
        a) manually build a packet to set the GS registers,
        b) use the sce*() calls, or
        c) write your own API.
      At one job, where I wrote the Wii-OpenGL, we had an in-house implementation of OpenGL running on the PS2, but that was, again, over _top_ of the native GS registers.

      * There are 2 rendering APIs on the PS3. CGM and OpenGL. I could probably count on one hand the total number developers that have shipped their game with OpenGL. Almost no one ships OpenGL it because it is SLOWER and LESS EFFICIENT then CGM.

      Please get your facts straight before looking like an ignorant fool.

      Cheers

    17. Re:Yeah right by hairyfeet · · Score: 3, Interesting

      Can I say something AC? As a game developer you can bitch all you want (in fact I'm gonna bitch about you in a minute) but I sure as hell don't trust your coding skills which means letting you have "bare metal access" so you can make my PC as crashy as Win9x is a big DO NOT WANT.

      People seem to forget we've already been down this road and it was called DOS. Sure games ran crazy fast, and frankly could pull off graphics that you weren't able to imagine the hardware was capable of. The problem was one buggy game could bring it falling down and things like rebooting or even having to yank the power cord to get control of your PC after the game went FUBAR was SOP of the day. Do we REALLY want to go back to that, when games are already so drool worthy on PCs you can spend 30 minutes dying on a new game because you're too busy admiring the purty to play the thing?

      Now for the ragging part: game developers suck I'm sorry but its true, you guys really really REALLY suck. You want us to trust you with bare metal when every damned game that comes out nowadays needs damned near the size of the game in fricking patches because your shit is so buggy? And for every ONE developer that puts out a TRUE PC PORT, you know, one actually designed to take advantage of the PC platform with decent controls and will upgrade and degrade gracefully depending on GPU we have two dozen shitball console ports that frankly all the "bare metal" in the world won't help since your code is designed for a different arch than what it is running on. That would be like the guys at SheepShaver bitching because OS9 doesn't run with native speed and control on Intel OSX. Well duh! One is for a PPC and the other x86!

      So frankly IMHO both you and the AMD guy are so full of shit your eyes are brown. There is not a damned thing wrong with DirectX and these designers that are bitching about "bare metal" are most likely putting out shitty unoptimized console ports and then having the brass balls to bitch because their sloppy code doesn't run fast. Frankly do us both a favor and just don't bother, as I'd rather have no game at all than your shitty unoptimized console twaddle. When my quad core with an HD4850 struggles because of your crap console code it ain't the fault of DirectX, it is your fault for putting out lame console shit without bothering to optimize for the platform. So make the world a better place, either do the job right or don't do it at all. Me and the other PC gamers will thank you for it.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    18. Re:Yeah right by Anthony+Mouse · · Score: 2

      ATI "could" change this any old time they wanted by exposing more of their own API within their driver. ... The other reason of course is that nobody wants it. If you go back far enough then you will remember when games had a Mystique version, and a PowerVR version, and a 3dfx version... Those days are not anything we want to bring back.

      I agree that we don't want to have a different API for every piece of hardware, but I don't think that's really the idea here. You don't want the GPU equivalent of assembly language, you want the GPU equivalent of C -- something as low level as possible without being hardware-specific, and then a compiler or equivalent with a back end for each different hardware architecture.

    19. Re:Yeah right by Anthony+Mouse · · Score: 3, Insightful

      As a game developer you can bitch all you want (in fact I'm gonna bitch about you in a minute) but I sure as hell don't trust your coding skills which means letting you have "bare metal access" so you can make my PC as crashy as Win9x is a big DO NOT WANT.

      There is a difference between exposing lower level instructions on a GPU to the programmer and doing away with protected mode and virtual memory.

    20. Re:Yeah right by Khyber · · Score: 2

      Go pick up .kkreiger and get back to me when you're done with it :)

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    21. Re:Yeah right by jcombel · · Score: 2

      Funny, Steam games run just fine.

      using an implementation of OpenGL with much worse graphics and features than D3D. in a conversation about advancing graphics technology, steam on linux and osx is pretty laughable, as parent put it.

    22. Re:Yeah right by drsmithy · · Score: 2

      Microsoft failed to deliver - suddenly when the OS was shipped, it was no longer a priority to keep drivers up to date - this now became the responsibility of the hardware OEM.

      It's always been the responsibility of the hardware OEM. Outside of the Linux world, OSes have stable kernel ABIs that allow hardware vendors to write drivers without having to worry about next week's minor kernel patch breaking them.

      Do not project the unusual and disadvantageous situation with Linux onto every other platform.

    23. Re:Yeah right by qubezz · · Score: 3, Informative

      Yup, been there. I recently tossed out 'direct to metal' CD versions of Descent, Tomb Raider, Motocross Madness, and many others, that were chipset-specific, made for architectures like the Rendition Vérité, 3dFX Voodoo, S3 Virge, etc. Not because they aren't great games, or because I couldn't run them on a DOS virtual machine or boot to a DOS environment, but because I don't have the video card they were written for, or even a slot to plug one into. However, the majority of Windows DirectX 3 games from ~1996 are install-and-play on even Windows 7. ATI (nee AMD) and NVidia were the graphics chipset makers that rode on DirectX instead of a native hardware API, and are the winners. It's too bad that a cross-platform and cross-vendor platform like OpenGL didn't come out ahead also.

      BTW, I worked for Diamond Multimedia (there's a Diamond card in each Wikipedia reference above) during the graphics good times of six-month upgrade cycles, and got to play with bleeding-edge 3D hardware while the public was still looking at a replica card in a CES glass box.

    24. Re:Yeah right by qubezz · · Score: 2

      I'm guessing Control Panel -> All control Panel Items -> Programs and Features...

    25. Re:Yeah right by hairyfeet · · Score: 2

      Well I have to call bullshit on your bullshit, as in point of fact if 5 year plus old games like Far Cry or FEAR can run damned well on a 3.4Ghz P4 with an HD3650 then there is no damned excuse why your 2011 game looks like ass and runs like shit on the latest and greatest, there just isn't.

      Sadly in my own research into cheapo games (I like cheese, so I often hit the bargain bins looking for the next MST3K of gaming) I have found even the big budget games that run like ass turn out to be console ports that is obvious there was ZERO optimization on the platform. That is like taking an app written for ARM, adding just enough to where it will actually run, and then bitching when it doesn't run fast,well duh! ALL of the current consoles are PPC based and you can't just drop PPC code straight onto i586, be it x86 or x64, and expect to have it run well, you just can't do it.

      Let me give an example of a game that I love...Just Cause 2. Now that game it is pretty obvious that it has been optimized for PC, as the PC game not only looks MUCH better than the console, but I've tried it on everything from a 2.8Ghz Netburst Pentium D to the latest AMD quads (before anyone screams Pirate! My friends watched me play it and they all bought it so they could experience the fun) and on all the systems it plays beautifully, on everything from a 9xxx Geforce (sorry I don't his exact make) through the ATI 4650,4830,4850, and 5770. On ALL it runs great, some may have less bling like smoke, but all are smooth and controls work well, from Vista HP 32 to Win 7 pro X64.

      So I saw the first Just Cause for $6 at Amazon and thought "Yay, more Just Cause!" and picked it up, frankly even with me having an AMD quad with the 4850 it is still glitchy and skippy when compared to the new one, even though the new one has better graphics,why? Because you play it for 5 minutes you realize it is just a straight console port with the code even having the loading "jerk" in the same spots it had on the console. The sad part is one of the ports was for the original Xbox which is basically an HTPC, yet it STILL runs like ass, why?

      Because it is still acting like it is running on a console with the same optimizations for the constrained CPU,RAM, and GPU of the console and not instead taking advantage of the platform and it is THAT, that right there, that is the problem. So while I feel sorry for anybody that works a shit job, and after reading "EA wife" I believe most game coder jobs ARE shitty, but still that is no excuse. Screaming about bare metal when you don't even use what you have is just the classic "throw more (insert cycles,CPU,RAM,GPU) at it!" which is just as much bullshit as "Intel giveth,MSFT taketh away". Well they tried that with Vista, didn't go over too well did it?

      If you want us to buy your product then give us a product for our platform and not some console reguritation designed to play "lets screw them out of some cash" okay? because frankly there are thousands of games out there written for the PC platform that run excellent so I (and I bet many others) would prefer nothing at all than to waste $40+ on a retread that is about as enjoyable as a stale McDonald's cheeseburger. If so many other can do it and have done it in the past, what's the excuse for halfassing now?

      And sorry about the length but after getting burnt so many times by console lameness that I have a whole shelf full of games I'll never play again it really bugs me.

      --
      ACs don't waste your time replying, your posts are never seen by me.
  2. Unification? by paziek · · Score: 5, Insightful

    Isn't DirectX and OpenGL there so that developer can write application using DirectX 10 and have it working with any card capable of DirectX and having enough memory? Are we gonna have "Works best in Internet Explorer 6" again for graphic cards? I still remember that whole 3dfx thing and I didn't like it.

    1. Re:Unification? by smallfries · · Score: 5, Insightful

      The whole 3dfx era was horrific, and as someone has already pointed out below DirectX made a huge positive impact in PC gaming. The article describes a real problem though: if I want to hit 50fps then my rendering needs to execute in under 20ms. Performing 5k system calls to draw chunks of geometry means that each syscall needs to be less than 4us, or about 12000 cycles on a 3Ghz processor. That is not a lot of time to do all of the internal housekeeping that the API requires and talk to the hardware as well.

      The solution is not to throw away the API. The interface does need to change drastically, but not to raw hardware access. More of the geometry management needs to move onto the card and that probably means that devs will need to write in some shader language. It's not really lower-level / rawer access to the hardware. It is more that shader languages are becoming standardised as a compilation target and the API is moving on to this new target.

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    2. Re:Unification? by SCPRedMage · · Score: 2

      Mod parent +1 Has a Fucking Clue.

      --
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    3. Re:Unification? by JackDW · · Score: 3, Interesting

      This is a very good point, the overhead of API calls can be a significant bottleneck.

      I'd suggest that a good solution is to move applications to entirely managed code (e.g. C#), so that there is no need for any hardware-enforced barrier between the kernel and the applications (c.f. Singularity). In the best case, you may end up with a situation in which a JIT compiler inlines parts of the kernel's graphics driver directly into the application code, effectively run-time specialising the application for the available hardware. We already see hints of this happening, for instance the use of LLVM bit code in Apple's OpenGL stack.

      --
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    4. Re:Unification? by TheRaven64 · · Score: 2

      I'd suggest that a good solution is to move applications to entirely managed code (e.g. C#), so that there is no need for any hardware-enforced barrier between the kernel and the applications

      Superb idea! Why do something quickly in hardware, when you can do it slowly in software?

      We already see hints of this happening, for instance the use of LLVM bit code in Apple's OpenGL stack

      You realise that Apple only uses LLVM in the painfully slow case (i.e. when it has to execute shaders on the CPU, rather than the GPU), right? And that shaders are already JIT compiled for the target hardware on all OpenGL / Direct3D implementations? And that JIT compilation doesn't require managed code, nor does it require a VM?

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    5. Re:Unification? by Rockoon · · Score: 3, Interesting

      As for video, why can't you generate that into a texture and draw it as a quad?

      Textures arent any different than frame buffers when you get right down to it. You still need to lock its buffer/etc.

      But in all honesty, the bus is so slow that you never want to write individual pixels over it anyways.... once you have settled on shuttling millions of bytes at a time over the bus for efficiency reasons, then it really doesnt matter what the boiler plate is surrounding that operation is... aggregated over all those pixels the overhead can only be minimal.

      I think AMD's point tho is that something like DirectX enforces the rasterization paradigm when the hardware could be so much more if it wasnt forced to offer good performance for that specific API.

      We are at the point now where the number of computations per second performed by todays GPU hardware should be enough to handle realtime raytracing.. nothing spectacular yet in the secondary ray department.. maybe just a few secondary rays per pixel.. interesting/unique stuff. But the hardware simply doesnt expose the functionality in a way that allows the leveraging of its horsepower in that way effectively, and that could in fact be blamed on DirectX bring the only API that matters. What if the hardware could be designed differently so that fill rate (as an example.. lots of triangles leading to lots of overdraw requires lots of fill rate) wasnt as important?

      --
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    6. Re:Unification? by TheRaven64 · · Score: 2

      The whole point of managed code is that memory protection does not need to be enforced at all. The result is that you can run everything in ring 0, in the same memory space.

      Yes, I understand, I've read the papers related to Singularity, and it remains a stupid idea. You're replacing a mechanism that the CPU can do in hardware, basically for free, with a software implementation. By running everything in ring 0, you make any VM bug into a a kernel-level hole. Still think this is a good idea? Pick your favourite VM from the JVM, Flash VM, and .NET VM. Now go and look at the number of exploitable bugs that have allowed code to break free of the sandboxing. For the JVM, the oldest, we are up at close to triple figures now. Now compare that to the number of exploitable bugs in MMUs in general purpose CPUs. You'll find that the number of MMU bugs in the entire industry is lower than the number of MMU-replacement bugs in any single VM that you pick.

      When someone says 'we can improve security by adding this layer of complexity,' what they mean is 'I am an idiot, disregard everything that I say.'

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    7. Re:Unification? by drsmithy · · Score: 2

      When someone says 'we can improve security by adding this layer of complexity,' what they mean is 'I am an idiot, disregard everything that I say.'

      I think your brush might be a little broad, there. File permissions (even simple UNIX ones) are an additional layer of complexity, but clearly improve security. Similarly for privilege escalation facilities like sudo or UAC. A firewall (or even /etc/hosts.[allow|deny]) is more complexity, but also delivers clear security benefits. Etc.

  3. Credit by calzakk · · Score: 3, Insightful

    Before Windows 95 and DirectX there was MS-DOS. Let's at least give credit where credit's due; DirectX has had a huge positive influence on Windows and Xbox gaming.

    1. Re:Credit by hedwards · · Score: 2

      You're ignoring the fact that we already had OpenGL and that it had been in development and use for many, many years before MS decided to fragment the market. The real question is whether or not it's better than what was the status quo of OpenGL prior to all those stupid specialized APIs for the various graphics accelerators.

  4. A better explaination? by mustPushCart · · Score: 2

    I RTFA and i still didnt understand why the API is bottlenecking, why the draw calls are one third of the draw calls possible on the consoles and why going direct to metal gives you orders of magnitude performance boost after considering both hardwares. Does directX reject the stream processors? or what exactly?

  5. Hardware needs to change DX is obsolete. by goruka · · Score: 5, Interesting

    Discaimer: I am a pro game developer, wrote a few engines for commercial games, etc. I know what this guy means and ill try to explain it a bit better. The biggest problem with the DX model (which was inherited from GL) is the high dependency on the CPU to instruct it what to do.
    State changes and draw commands are all sent from the CPU, buffered and then processed in the GPU. While this speeds up rendering considerably (the GPU is always a frame ore two behind the CPU) it makes it limiting, to get feedback from the GPU about the rendering state, and since the all the DX/GL commands are buffered, retrieving state or data means flushing/sync.
    From modern algorithms related to occlusion estimation, or global illumination to overall reduction of state changes, it would benefit greatly if, for most tasks, the GPU could act by itself by running an user-made kernel that instructs it what to do (commands and state changes) instead of relying on DX, but for some reason this is not the direction GPUs are heading to, and it really doesnt make sense. Maybe Microsoft has something to do with it, but since Directx9 became the standard for game development, the API only became easier to program in versions 10 and 11, but didn't have major changes.

    1. Re:Hardware needs to change DX is obsolete. by goruka · · Score: 2

      I think the problem is not so much about the CPU being the middle man, but the CPU having to issue every draw/state change call. Instancing is one of the many examples about why the current model is wrong.
      A for() loop for drawing an object 5000 times is slow because there is a lot of cpu-gpu communication. Instancing fixes this but makes it less flexible (you cant change which arrays are drawn or most of the state between objects).

    2. Re:Hardware needs to change DX is obsolete. by Zevensoft · · Score: 4, Interesting

      I've programmed DS game engines as well as high performance industrial OpenGL, and the frustrating thing about OpenGL (or DX, they're both just wrappers around NV or AMD) is the inability to send data in the other direction, ie. from the GPU to the CPU without killing performance. The DS didn't have that problem because the vertex processor was decoupled from the pixel processor, and even still you could redirect outputs wherever you like, as well as having full access to the 4 channel DMA controller! We would do occlusion culling on the vertex processor before animation, and also reducing polygon counts for the rasteriser.

    3. Re:Hardware needs to change DX is obsolete. by NewWorldDan · · Score: 3, Interesting

      I suspect one of the reasons for this is that Microsoft has taken the view, in the last 6-7 years, that the GPU can be used for accellerating and enhancing the desktop experiance (Aero, IE9). Their other goal, to a certain extent, is cross platform compatibility. Making it possible to write casual games from Windows, phone, and xbox.

      Disclaimer: I wrote a game way back in 1994, directly interfacing the VGA card. In straight x86 assembly. I was total bare metal 17 years ago. I haven't really kept up on game development much since then. However, I wrote a clone of it in XNA recently. It took me about 4 hours to replicate 9 months of work from 1994. That includes the time to download, install, and learn XNA. My, how things have changed.

  6. Games Tied To Hardware? by borrrden · · Score: 2

    So are they implying that they'd rather develop a game for a very specific set of hardware? Seems like an awful business model to me. Two of the reasons console games look good with lower specs on their hardware is because they are designed solely for gaming, and their specs do not change throughout the life cycle of the device so there is no need to develop for a broad base of hardware types. On the other hand, PC hardware is constantly evolving and multitasking is always going on. Scrap the API and develop directly for hardware, and see what it gets you. A lot of angry customers once they upgrade their card and it doesn't work anymore.

    1. Re:Games Tied To Hardware? by Anonymous Coward · · Score: 2, Interesting

      Nope. Right now the GPU-CPU situation looks like my boss dictating an email to his secretary - it probably wouldn't take as long if he just told her to inform the recipient he's going to be late. The developers want all possible API ops moved to the GPU where the CPU doesn't get in the way. They still want a standard API and most certainly don't want to develop straight for the metal.

  7. Linux? by Anonymous Coward · · Score: 2, Insightful

    Alright AMD. Make a game for Linux. That will give you the lower level access you want. Impress me :)

  8. Re:Funny, John Carmack thinks just the opposite by bigstrat2003 · · Score: 3, Insightful

    The two issues under discussion are different. TFA says that DirectX is holding back PC gaming, while Carmack says DirectX is better than OpenGL. Those two are not mutually exclusive.

    --
    "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  9. Re:Ten times the tech != ten times the quality by Raenex · · Score: 2

    Console graphics can't really rival PC graphics. Take a look at this comparison of PC vs Xbox vs PS3 in GTA4 [gamespot.com].

    I took a look. Totally underwhelmed at the differences. The problem is we have reached diminishing returns in graphics quality per hardware improvement.

    I remember the jumps in each generation of PC and console graphics before 2000, and each one was huge and made the earlier generation look dated. When the PS3 and 360 came out, they were clearly better, but they weren't *that* much better. The same goes for today's PC graphics vs the aging consoles.

    I don't see this situation changing until realtime ray tracing with realistic looking people (even the best today look like mannequins) comes about. That is, when you can't tell at a glance that you're looking at a game.

  10. Re:Funny, John Carmack thinks just the opposite by Anonymous Coward · · Score: 2, Informative

    That's not true.

    If you're going to pretend to be knowledgeable, then it's a good idea to at least read the article.

    Carmack's talkng about OpenGL vs DirectX. Arguably... DirectX is now a better API for writing games than OpenGL. I say arguably because I don't think it's a settled question - it is, however, one that is up for discussion - comparing Apples and Apples.

    This article though... that's about the model used by both DX and OpenGL. Which basically means the CPU tells the GPU to draw each polygon (ok... it's a little more high level than that.. shaders, VBOs etc but essentially this is correct). On a console, the standard architecture means the developers hit the hardware directly and make their own in essence make their own API that makes the most of the balance of power between the CPU and the GPU.

    On the PC - despite the fact that PC GPU hardware (even the cheap stuff) is massively more powerful... the CPU is still making system calls to DirectX very low level commands (effectively) to draw polygons. System calls are expensive and this is seriously limiting the ability of PCs to make use of the humongous power of these GPUs to draw real-time scenes.

    The article is calling for a different model from the one used by DX and OpenGL - one that solves this problem. See also: scene graphs.

  11. Console APIs vs PC APIs - an explanation by LordHavoc · · Score: 5, Interesting

    The way things work on consoles is approximately similar to Windows/Linux/Mac, except for these important distinctions:
    1. the hardware is a known target, as such the shader compilers and other components are carefully optimized only for this hardware, they do not produce intermediate bytecode formats or make basic assumptions of all hardware.
    2. the APIs allow injecting raw command buffers, which means that you do not have to use the API to deliver geometry in any way shape or form, the overhead goes away but the burden of producing a good command buffer falls on the application when they use these direct-to-hardware API calls.
    3. the APIs have much lower overhead as they are not a middle-man on the way to the hardware, but an API implemented (if not designed) specifically for the hardware. For example Microsoft had the legendary Michael Abrash working on their console drivers.
    4. the hardware memory layout and access bandwidth is known to the developers, and certain optimization techniques become possible, for example rendering to a framebuffer in system memory for software processing (on Xbox 360 this is done for certain effects, on PS3 it is heavily utilized for deferred shading, motion blur and other techniques that run faster on the Cell SPE units), in some cases this has other special implications, like storage of sound effects in video memory on PS3 because the Cell SPE units have a separate memory path to video memory and thus can tap into this otherwise "unused" bandwidth for their purposes of sound mixing.
    5. 3D stereo rendering is basic functionality on consoles.

    The article is making the argument that we should be able to produce command buffers directly and insert them into the rendering stream (akin to OpenGL display-lists but new ones produced every frame instead of statically stored).

    It is also making the argument that we should have explicit control over where our buffers are stored in memory (for instance rendering to system memory for software analysis techniques, like id Software Megatexture technology, which analyzes each frame which parts of the virtual texture need to be loaded).

    There are more subtle aspects, such as knowing the exact hardware capabilities and designing for them, which are less of a "No API!" argument and more of a case of "Please optimize specifically for our cards!", which is a tough sell in the game industry.

    AMD has already published much of the information that studios will need to make use of such functionality, for example the Radeon HD 6000 series shader microcode reference manual is public already.

    Intel also has a track record of hardware specifications being public.

    However NVIDIA is likely to require a non-disclosure agreement with each studio to unlock this kind of functionality, which prevents open discussion of techniques specific to their hardware.

    Overall this may give AMD and Intel a substantial edge in the PC hardware market - because open discussion of graphics techniques is the backbone of the game industry.

    On the fifth point it is worth noting that NVIDIA Geforce drivers offer stereo rendering in Direct3D but not OpenGL (despite it having a stereo rendering API from the beginning), they reserve this feature only for their Quadro series cards for purely marketing reasons, and this restriction prevents use of stereo rendering in many OpenGL-based indie games, another case of consoles besting PC in functionality for ridiculous reasons.

    --
    "Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
  12. Easy workaround by WegianWarrior · · Score: 2

    Those of us who are old enough to remember a time before the GUI was the only show in town surely remember that "big" games almost always came with their own boot disk. Would it be so hard to go back to that, if the benefits were worth it? A DVD, or a flash drive, with a small Linux kernel, a library of drivers for the wide range of hardware out there and the game files - optimized for speed, with no loss of performance because a huge, bloated GUIed OS gets in your way. If the game developer uses an off-beat file system, it'll also prevent piracy!

    Granted it'll also bring back the bad old days of cursing up a storm because the latest game didn't support your Gravis Ultrasound, but only the crappy SoundBlaster... and off course the game would have to include it's own TCP/IP stack if you want multiplayer... and a few gigs of drivers for the various motherboards, graphics adapters and so on and so forth that the casual gamer may or may not have - but at least you don't have to worry about a system put in place to simplify all that stuff getting in your way.

    --
    Everything in the world is controlled by a small, evil group to which, unfortunately, no one you know belongs.
  13. Get to the hardware? by xtracto · · Score: 2

    By giving you access to the hardware at the very low level, you give games developers a chance to innovate

    I am ready!

    MOV DX, 03D4h
    MOV AX, 06B00h
    OUT DX, AX

    --
    Ubuntu is an African word meaning 'I can't configure Debian'
  14. Re:Funny, John Carmack thinks just the opposite by next_ghost · · Score: 2

    And there's a very good reason behind Carmack's exclusive use of OpenGL for the past decade. When he first tried giving Quake a hardware accelerated video backend, he chose Rendition Verite's proprietary API (google for "vquake"). After VQuake's release, it turned out that Verite cards are horribly broken with no chance of being fixed in the near future so the entire project was a huge waste of time and money. So Carmack made the right decision to give up on proprietary API crap and stick with vendor-neutral open standards. If somebody wants to go down this road again, they'll simply discover all over again that Carmack was right 15 years ago.

    Console game developers should realize that once they switch over to PCs, they no longer have the luxury of writing code for single unified combination of hardware. That's why they need some kind of abstract API.

  15. That's what the Cell was, didn't work by loufoque · · Score: 2

    The Cell is a mini vector processor cluster which is not completely unlike graphics cards and was, at the time it was released, more powerful than them.
    You had the usual C/C++ toolchain available, and it was a fairly simple architecture to use compared to a GPU (and even compared to an x86 -- SIMD is simpler on the Cell than on x86).

    Yet it was a failure, because game developers were completely unable to use it. Game development is a quick and dirty process, and they need to be multi-platform to sell more. There is no time to learn the specifics of a platform and designing your game to exploit it.
    That's why they prefer having one API to rule them all (DirectX).

    Even within the whole of the Ubisoft studios, there are only a couple of people capable of getting near 80% of the Cell processing power.

  16. Nothing is optimized fully for DX11/GL4 yet by rasmusneckelmann · · Score: 4, Interesting

    I don't think many (if any) game developers are using either OpenGL 4 or DirectX 11 at their full potentials yet. Especially DirectX 11 is designed to allow a lot of multithreading and decoupling the GPU pipeline from the CPU. If you implement a naive rendering engine with OpenGL or DirectX, sure, you'll find that most of the time you're just sitting around waiting for synchronization and buffers flushing. But if you design your software around multithreading and the new API features, you can squeeze a lot more juice out of the system. Also, I'm sure there's a lot of geometry shader pipeline tricks waiting to be discovered, which will further decouple the GPU from the CPU. I wouldn't be surprised if we "soon" see the merging of the vertex and geometry shader pipelines, might even together with compute shaders. When that happens, the differences between OpenGL and DX is propably going to be very minor (and very, very close to the hardware layer).

  17. wrong problem by roscocoltran · · Score: 2

    Graphics are not the problem with games nowadays. Content is, or rather: lack of content. I don't care to be able to count the number of leaves on a tree of seeing or not the shadows of these leaves. I want to be able to interact with the tree. It's the corridor syndrom, I don't care the graphics of a corridor, it's still a corridor and it's only designed to be walked trough. How fun... Tell me why minecraft has so much success ? The funky design of the cubes maybe ?