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The Truth on OpenGL Driver Quality

165 pointsby jcastroabout 11 years ago

20 comments

vernieabout 11 years ago
The write-up by the Dolphin team is also worth reading: <a href="https://dolphin-emu.org/blog/2013/09/26/dolphin-emulator-and-opengl-drivers-hall-fameshame/" rel="nofollow">https:&#x2F;&#x2F;dolphin-emu.org&#x2F;blog&#x2F;2013&#x2F;09&#x2F;26&#x2F;dolphin-emulator-and...</a>
overgardabout 11 years ago
Not a vendor per se, but since they pretty much prevent you from installing any updated drivers I&#x27;ll also say: Apple&#x27;s OpenGL support is horrid. Like, buggy, entirely behind the times, incredibly slow. I tend to reboot my mac into windows whenever I need to do actual graphics coding, which is a shame.
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ZenoArrowabout 11 years ago
So... Vendor A - NVidia, Vendor B - AMD, Vendor C - Intel. What are the two Intel drivers?
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Vektorwegabout 11 years ago
I think the greatest problem is still OpenGL itself. Vendors have a hard time implementing these and other Khronos specs.
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clarryabout 11 years ago
It&#x27;s not just affecting 3D applications that need OpenGL though. I find it sad that we have no modern standard akin to VESA &#x2F; VBE -- to get any reasonable graphics at all at your native display resolution, you have to live with an incredibly complicated (and unreliable) graphics stack. Purely CPU based rendering (which was fast enough in the 90s) is no longer a choice really.
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svdreeabout 11 years ago
This guy should try some OpenGL-ES development on Android. Suddenly vendors A, B and C don&#x27;t sound so bad anymore...
izacusabout 11 years ago
Most of those things pretty much stem from the fact that OpenGL is nowhere near priority for those companies - D3D game performance in benchmarks is what sells the accelerators. Additional features like HW video encoders are second.<p>OGL support is far behind.
mschuster91about 11 years ago
I&#x27;m completely missing the mobile space in this writeup, but I bet it is a situation even worse than ATI (no way to update the GPU drivers, short of a full OS upgrade on Android)
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ksecabout 11 years ago
I have been wondering about this for long time. The biggest cost in GPU development isn&#x27;t the Hardware itself. But the drivers. Nvidia famously said they have much more software engineers then hardware guys. And as history can tell having great Hardware on paper means nothing when your Drivers aren&#x27;t being up to standard ( S3, PowerVR on Desktop). Hence the smaller group of GPU maker were forced out because they dont have the resources to complete on the software front.<p>And yet over the decades nothing has improved. When Browser wanted to do hardware Acceleration there were many Laptop GPU being blacklisted simply because they dont have any drivers update. Situation is much better on Mac because the drivers and testing happens to be the same people.<p>There are people who wanted the GPU to be just another CPU. Intel Larrabee. But none of them has succeeded.<p>I wouldn&#x27;t have thought with GPU IP taking rounds, drivers quality being in the hands of vendor would have improve the situation abit. However it seems no one wants to invest into it.<p>So do we have no solution for this? Rumors has it Apple are designing their own GPU. May be they are tackling the drivers problem themselves by getting rid of it?
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rwbtabout 11 years ago
ATI drivers are horrible on the Mac OS X platform too, even though Apple controls all their drivers on the platform. Even though Intel&#x27;s GPUs are slow their drivers are very stable and work most of the time.
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dkarapetyanabout 11 years ago
Can someone explain why the drivers are closed source. Is it the fear that the hardware can be reverse engineered from just the driver?
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AshleysBrainabout 11 years ago
In my experience of writing a GL Windows desktop app alone, driver bugs have been the #1 cause of stability problems for real end users. It&#x27;s a complete nightmare, with pretty much every manufacturer. I guess that&#x27;s what happens when hardware companies need to write software.
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veesahniabout 11 years ago
Is it practical to create a driver abstraction that masks cross vendor issues and provides a consistent interface to the dev? Like what jquery did for browsers.
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programminggeekabout 11 years ago
I assume driver incompatibility and things of this nature are one reason why so many games are built on engines like Unreal, Crytek, Unity, etc.? At some point you need to be working on shipping a game, not writing driver compatibility code that a framework could&#x2F;should handle for you.
lolo_about 11 years ago
Not to stray too off topic but what does TDR stand for? :)
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mattgreenrocksabout 11 years ago
What&#x27;s horrible is I&#x27;ve done almost zero OpenGL dev and I could pick these out <i>immediately</i> based on anecdotal experiences with drivers on Windows. Vendor B might be getting better (supposedly), but I still have a tendency to shy away from their drivers (thus, them) due to past experiences.
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ah-about 11 years ago
Any idea wether the Intel osx driver is related to the Windows one or also completely different?
MichaelGGabout 11 years ago
What do they mean by nVidia embedding developers on teams? Like covertly getting nVidia employees hired by game teams to sabotage non-nVidia?
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dmanabout 11 years ago
Any ideas on whether Nvidia and Intel will support opencl 1.2 on their gpus on linux anytime soon?
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Someoneabout 11 years ago
&quot;you can <i>git</i> your hands dirty and try to fix it and submit a patch.&quot;<p>Typo or funny wordplay?
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