OpenGL has not died. It and Vulkan address different developer markets.OpenGL died. Its place has been taken by Vulkan. Vulkan is based on Mantle, as is DirectX12, and Metal. They can differ in many ways, but the source is in Mantle.
But don't underestimate the open source community... when there's a real need, and means... it will happen.Vulkan is a complex programming API. Not everybody has multimillionary graphics projects or can use a game engine.
OpenGL can still evolve for scientific/engineering use.
But don't underestimate the open source community... when there's a real need, and means... it will happen.
Dec, the technology required to interconnect CPUs its old, Given AMD foresee those APU to be key offering for HPC AMD should already has some provisions and name it Coherent Link (also I read somewhere they till launch an HPE Moonshot card.).
Where the Dimms? at the back of each board just like now you have the SSD on the back of the GPU, it should be a 360 degree DIMM distributions.
Also I miss, a side plus from multiple APU system its the availability of a plenty PCIe Lines for things like NVMe's and Thunderbolt (or thunderbolt-like) interfaces.
Imagine a 96 core Mac Pro with 12 DIMM, 3 NVMe and 10 TB3 ports, its possible, ... likely ? unlikely.
Of course all said here about a tcMP with Zen its purely theoretical speculation, the most likely apple wil follow the single socket way.
Chuckle ... and Wayland is going to displace X Windows when?
The "and means" is critical. Nobody, including Apple, is going to throw a ton of money legacy OpenGL edge cases that don't fit well on top of Metal ( and/or Vulkan).
NVidia don't need to document their hardware, they did excellent software API as long you attach to nVidia standards, and seems Apple lately don't like this word "standard" Metal it's just a pretext to not support industry standard Vulkan. (a very big mistake)They do not have to pay anyone for Metal drivers. Intel and AMD architectures are well documented and Apple can write them by themselves. Nvidia hardware on the other hand is not well documented, so Apple would have to pay them money for the drivers. But they are not going to bother, because of number of reasons.
GL was created by a comitee, hence why it perform so badly compared to DX. Microsoft made the right decision at the time to leave that comitee and focus on a better solution.GL was created by a corporation.
It does not matter if DX has an edge.
They do not have to. Metal, Vulkan and DX12 have the same source: Mantle. So they support in some way industry standard.
Because people constantly resist the facts.There is no relation between Mantle and DX12. DX12 doesn't share one line of code with Mantle. Both do the same thing like GL and D3D did the same thing but nothing more. This as already been demonstrated to you but you keep repeating this once the dust settle.
Mantle 1.0 is base of DirectX 12 and Vulkan. However you are free to be entitled to your opinions despite the fact they contradict the reality.
- Mantle must take on new capabilities and evolve beyond mastery of the draw call. It will continue to serve AMD as a graphics innovation platform available to select partners with custom needs.
- The Mantle SDK also remains available to partners who register in this co-development and evaluation program. However, if you are a developer interested in Mantle "1.0" functionality, we suggest that you focus your attention on DirectX® 12 or GLnext.
Because people constantly resist the facts.
Read here: https://community.amd.com/community/gaming/blog/2015/05/12/on-apis-and-the-future-of-mantle
Mantle 1.0 is base of DirectX 12 and Vulkan. However you are free to be entitled to your opinions despite the fact they contradict the reality.
For god's sake...Another blog post...
Being inspired by doesn't mean using the code of.
There is no Mantle code in DX12. Mantle is the basis for Vulkan, not DX12. Microsoft implemented their own code to do the same thing as Mantle & vulkan, just like they did with D3D in regard to OGL. But, hey, keep posting some more anonymoous blog post from the AMD forum no less to try to make your point...
For god's sake...
The functionality of all three APIs is exactly the same as feature set of Mantle was. Low CPU overhead, HSA 2.0 capabilities, explicit multithreading, and explicit control over the hardware.
Argue with that however you want to. Fact is, Mantle is the functional base of all of the modern most known APIs in the industry. They do differ. Of course they do. But they have "few" common things that are coming from their source. Which was Mantle, and what AMD have specifically said in that blog post you are not admitting to be factual.
And for last time. It was NOT inspired by. Feature set is EXACTLY the same for all three APIs. Because they share the same "chassis", to use this motoring analogy. On the same chassis has been built Volkswagen Golf, Skoda Superb, and Audi RS3. You get this right now?
Vulkan is not partially derived from Mantle. It IS Mantle. Same as LiquidVR.Are we really having this argument again? In the other thread we had slides from AMD showing that Vulkan is partially derived from Mantle and AMD claims that DX12 and Metal were inspired by Mantle (i.e. no code directly from mantle).
GL was created by Silicon Graphics and cleaned up and evolved later.GL was created by a comitee, hence why it perform so badly compared to DX.
For god's sake...
The functionality of all three APIs is exactly the same as feature set of Mantle was. Low CPU overhead, HSA 2.0 capabilities, explicit multithreading, and explicit control over the hardware.
Argue with that however you want to. Fact is, Mantle is the functional base of all of the modern most known APIs in the industry. They do differ. Of course they do. But they have "few" common things that are coming from their source. Which was Mantle, and what AMD have specifically said in that blog post you are not admitting to be factual.
And for last time. It was NOT inspired by. Feature set is EXACTLY the same for all three APIs. Because they share the same "chassis", to use this motoring analogy. On the same chassis has been built Volkswagen Golf, Skoda Superb, and Audi RS3. You get this right now?
GL was created by Silicon Graphics and cleaned up and evolved later.
Why it was rejected? Because Microsoft was using Mantle as the base of DX12. What is Mantle is essence? What is DX12 in essence?For god's sake indeed...
Both a GM car and Ford car have the same feature yet neither use part from the other company! Is that too hard to comprehend?
NO CODE FROM MANTLE ARE PART OF DX12. Microsoft wrote an API that does the same thing than Mantle, they didn't use Mantle. The same goes for Direct 3D in regard to OGL. Mantle was rejected in the Mircrosoft ecosphere and flopped.
And for the last time, having the same feature set doesn't equate to using the same code to do it. I can write my own OS and copy the feature set of Windows or Mac OS and yet never use a single byte of code from either source. Kapish!
SG cede it to the Kronos group, which is a comitee of hardware manufacturer.