The broad industry support Apple is building around OpenCL will help increase the critical mass behind OpenGL, the 2D and 3D graphics language Apple uses extensively in Mac OS X. Since the mid 90s, ...
Two new implementations is expected to come soon that will be a boon for PC gamers. Following Mantle API, DirectX and OpenGL will start offering low-level access to provide more efficient ways of ...
In a scary twist that reinforces Valve's distaste of Windows 8, it turns out that the Source engine -- the 3D engine that powers Half Life 2, Left 4 Dead, and Dota 2 -- runs faster on Ubuntu 12.04 and ...
This is a dumb question and I feel like I should know the answer. I had a friend come over today to see my new computer that I built. I was showing him Counterstrike. He asked what my video settings ...
Valve has made Dota 2's Direct3D to OpenGL translation layer open source. This is the piece of code that allows Valve to take a standard DirectX Windows game that uses the Source engine (Dota 2, Team ...
It’s a great time to be alive if you’re a fanatic about the particulars of various performance-boosting graphics APIs. AMD’s Mantle is here, Microsoft’s DirectX 12 is coming with Windows 10, and at ...
We recently had the chance to sit down with some folks at NVIDIA to discuss high performance graphics APIs (Application Programming Interfaces). With all of the noise recently surrounding AMD’s Mantle ...
There is some pretty big news out there. AMD recently released mantle, a low level API that eliminates heaps of CPU overhead (draw calls). It now seems that both DirectX and OpenGL will follow that ...
Hey there arsians. I program a bit in DirectX making some small trivial games and I was wondering about the differences between DirectX and OpenGL graphics hardware, which leads me to my ...
Recently, you may have noticed an ever-present flow of stories surrounding OpenGL and OpenGL ES successor Vulkan, a new low-level API from non-profit consortium the Kronos Group. Most notably, we ...
Back in the 1990s, I remember enjoying then-Microsoft-bigwig Alex St. John’s intelligent screeds (and occasional rants) back when DirectX was still this wild, unruly, nascent thing and assistive 3D ...
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