Showing posts with label graphics. Show all posts
Showing posts with label graphics. Show all posts

Monday, April 27, 2009

What I've Seen with Your Eyes

Eskil posted the video for his GDC presentations and they're abso-freakin-lutely amazing.

The gameplay of Love was interesting, but the video displaying the tools Eskil created are completely mind blowing. It's the stuff that actually gives you hope for the world again. The GDC tool video shows off several tools Eskil has released: Loq Ariou which allows you to create assets & models with the same ease as a pencil & scratch paper, Co On which provides scene mapping that's startlingly similar to how you might visualize things in your own mind, and Verse, a data transfer & protocol standard that allows such data to be shared instantaneously between applications.

Obviously Eskil had to create an intelligent set of tools to properly build Love within a decade, but I had no idea he had constructed such a cadre of tools that could be re-used by other developers. Not only does he speed content generation up and provide better interfaces - he goes one step further by breaking down human factor boundaries that plague every other asset generation tool to date. Just watch the video - especially the portion demonstrating shaders in Co On - and you'll see why I'm going completely nuts over these releases.

Eskil is giving back a huge amount to the community at large with these tools, and is likely opening the doors for many, many others to creatively express themselves in ways that were once prohibitively difficult. Love isn't just creating a fanbase... it's creating a legacy.

Sunday, July 13, 2008

KDE 4 Really Fast, Except When It's Really Slow

I've enjoyed openSUSE 11.0 not necessarily because it works flawlessly, but because it's the best working install of KDE 4. KDE 4 has a lot of great potential, but it's not fully realized until you hit KDE 4.1. Since 4.1 is the actual version of KDE 4 meant for widespread usage, I've been downloading the unstable builds from SuSE's build service.

Things have been working fine except for one extremely nagging thing - the initial draw of a konsole window takes 5-10 seconds. It's extremely obnoxious, especially when you need a terminal so often.

I found out this was due to NVIDIA's drivers on newer boards - as described in the KDE techbase and illustrated in the Ubuntu forums and How-To's. Luckily it was an easy fix - running nvidia-settings -a InitialPixmapPlacement=2 -a GlyphCache=1 as root set the appropriate settings in the NVIDIA driver to allow windows to resize at the speed they should. But I don't necessarily blame NVIDIA - the blame deserves to be cast further.

The Linux Hater's Blog brings up a great point about Xorg not being about to allocate offscreen buffers - something that I didn't realize. Xorg lacks a memory manager, so all the stuff you need for full OpenGL support just can't be done. It simply can't be done with Xorg. All the points made in the rant are absolutely right - the memory management infrastructure for pbuffer and framebuffer objects have to be there, otherwise you're hosed.

The core issue that comes from this deficiency is that X11 in and of itself is inherently unable to support OpenGL. Lack of offscreen buffers means that all the great stuff you should be able to do directly in hardware can only be accomplished with a software renderer. Of course, this defeats NVIDIA's entire business model of making the GPU the most important part of your workstation. So they had to massively replace parts of X11; the NVIDIA Linux drivers must, by sheer necessity, replace huge chunks of the XOrg implementation.

After reading the Linux Hater's post a lot of other stuff made sense - why NVIDIA's drivers are so invasive, why you magically don't need to install Xgl to run Compiz Fusion if you are using the proprietary nvidia driver (because it already replaced Xorg for you, thanks), and why KDE's desktop effects had window resizing slowdowns.

NVIDIA didn't break things - they fixed things. They're just trying to live in our broken world.

Sunday, February 17, 2008

Make a VPU Socket Already! Get It Over With!

My lands. If the floating point unit took this long to become mainstream I'd be using a Core 2 Duo with a math co-processor still.

Not to go all Halfhill or anything, but it has appeared that a vector co-processor or VPU's on-die were an immediate need for at least the past two or three years. Both Nvidia and AMD are bringing GPU's closer to the CPU, and it at once appeared that AMD's multi-core platform has included VPU/FPU/integer math/memory controller/CISC/RISC/misc./bacon&swiss together to take many types of tasks and integrate them under one die's roof.

And now that Nvidia has wisely acquired AGEIA and their PhysX platform it seems a general purpose vector processing platform is getting closer. A standalone PhysX never took off on the consumer marketplace, and purchasing another Radeon or GeForce just for physics processing (as both AMD and Nvidia were touting at electronics expo's) never caught on either. But a generalized, open-platform physics API that takes advantage of unused GPU cycles would definitely catch on. Spin your GPU fan faster and get real-time smoke effects... sign me up.

Nvidia has been extremely forward-thinking with their Linux drivers, and I hope they continue to be trend setters with the PhysX API. The PhysX engine and SDK was made freely available for Windows and Linux systems prior to Nvidia's acquisition, but hardware acceleration currently only works within Windows. Since Nvidia is porting PhysX to their own CUDA programming interface, it seems entirely probable that the Linux API would plugin to Nvidia's binary-only driver. And why not release the PhysX API under GPL? They could port to CUDA (whose specification is already open, available and widely used) then reduce their future development efforts by letting a wide swath of interested engineers maintain the codebase as needed.

Widely available drivers, development kits and APIs will help drive hardware sales in an era where Vista w/ DirectX 10 adoption isn't exactly stellar. I won't invest in being able to run Crysis in DX10 under native resolution for a 22" LCD, but I will invest to get more particle effects or more dynamic geoms. At that point you're adding to the whole gameplay proposition instead of polishing up aesthetics, with continuously diminishing results.