[HN Gopher] Zink (OpenGL over Vulkan) allocator improves perform...
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       Zink (OpenGL over Vulkan) allocator improves performance in 1000%
       in some games
        
       Author : marcodiego
       Score  : 82 points
       Date   : 2021-08-17 19:04 UTC (3 hours ago)
        
 (HTM) web link (cgit.freedesktop.org)
 (TXT) w3m dump (cgit.freedesktop.org)
        
       | cogman10 wrote:
       | This is what I hoped would happen with DirectX as well.
       | 
       | Vulkan is a much easier standard for GPU manufactures to get
       | right. If we could convert all the higher level APIs (such as
       | DirectX and OpenGL) to it, then we could get consistent behavior
       | across a wide range of vendors.
        
         | shmerl wrote:
         | It's a political, not a technical issue. MS and Apple are stuck
         | with their lock-in mentality and until they'll change, this
         | fragmented mess will remain in place.
         | 
         | At least MS joined OpenXR effort in contrast instead of pushing
         | their own NIH.
         | 
         | However this did happen for DirectX as an option. There are
         | dxvk (dx9-11) and vkd3d (dx12) which translate DirectX to
         | Vulkan.
        
         | Hamcha wrote:
         | There are multiple projects re-implementing older DirectX over
         | either Vulkan and DX12, both have impressive improvements in
         | certain cases. Check out dxvk and dgVoodoo 2!
        
       | boyadjian wrote:
       | OpenGL will never die, it will be virtualized with Zink
        
         | wlesieutre wrote:
         | Some places are already using ANGLE for this, which takes WebGL
         | / OpenGL ES and translates it to D3D9, D3D11, Vulkan, desktop
         | OpenGL, or Metal (in progress) depending on platform.
         | 
         | From my understanding, the main goal here was for Chrome to
         | handle WebGL on Windows using Direct3D because OpenGL driver
         | support on Windows is not good. But it's aiming to be a
         | universal graphics shim for many platforms.
         | 
         | Chrome, Firefox, Qt, and Krita all use it.
         | 
         | https://en.wikipedia.org/wiki/ANGLE_(software)
        
         | jokoon wrote:
         | that's pretty hopeful to hear...
        
         | monocasa wrote:
         | It was never going to die. There's still Glide wrappers out
         | there, and OpenGL did way better than Glide in the market.
         | 
         | Virtualized was always it's end game and where well used APIs
         | go to die.
        
       | initplus wrote:
       | So does this make the case that common opengl implementations are
       | just not very good? If this works so well as a technique why
       | isn't it already in use by vendors?
        
         | shmerl wrote:
         | It means it improves it for itself, bringing it closer to
         | native OpenGL implementations since in that case it was pretty
         | bad, not that it's 10 times better than native OpenGL.
         | 
         | The description actually says that it borrows heavily from
         | radeonsi (AMD's OpenGL implementation), so it means the
         | technique is already used.
        
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       (page generated 2021-08-17 23:00 UTC)