Considering UE4 and Unity both support OpenGL, yes, a lot if not the majority of games. WebGL and OpenGL ES are pretty much OpenGL. Formally they are different standards, but they are based all in OpenGL: if you know…
Thanks!
AMD has always lacked tools and has never produced much on the software side. That is not news, and that has nothing to do with the state of OpenGL. Please, stop spreading misinformation about OpenGL.
OpenGL does not stop being cross-platform just because it does not work natively in 1 platform. In any case, abstraction layers for macOS already exist. And, going by your definition, if Apple only allows Metal, then no…
That profiler is meant for low-level debugging as its own description says. That is why it does not support DX11 either.
You are conflating language/build issues with VCS issues. Everything you discuss also applies to multirepo, but worse, because there no one enforces consistency across all the project and you will end up with a broken…
A lot of games and apps are being released using OpenGL today. Then there is WebGL and OpenGL ES, widely used everywhere too. So, no, it is not going anywhere. In fact, Khronos themselves have said so.
Apple is not Khronos. They haven't supported OpenGL for years anyway, so the fact they deprecate it now is irrelevant.
In almost no situations you want to have software, pixel-based access. Are we really going back 30 years?
Where is this all being discussed and developed?
POSIX, SDL and the usual suspects are pretty much cross-platform and run everywhere.
Eh, no. Vendors everywhere will package things for your architecture and give you binaries. That is how it has always been done and is still done. Yes, you can do it differently with an IL, but that isn't new either…
No, OpenGL is not "on the way out". Please back up your claims.
You are right, I was thinking of CVS. In any case, with SVN you usually do not want to give write perms to everyone in all the tree, so you end up with effectively partitioned spaces, or you make several repos instead,…
> Plus, one have to draw a line somewhere on what to include (a Python interpreter? A Go version? awk and grep?), and third party vs in-house is a fairly robust one imo. If your code/project/company uses the dependency…
> This is what confuses me about monorepos. Their design requires an array of confusing processes and complex software to make the process of merging, testing, and releasing code manageable at scale (and "scale" can…
What? I don't understand what that means. A monorepo is just 1 repo. There is nothing more straightforward than that.
> IME, most consternation comes from people adopting a mono repo without adopting a build/dependency graph tool (like Bazel, buck or pants). That seems like a build problem, not a Git problem. > An additional source of…
It depends on what you are trying to do. Most of these benchmarks are not done to predict performance in a target machine, but to find out which is faster.
You are speaking as a stats person. :) While there are dozens of things that can go south in benchmarking, how to solve them is not about applying advanced stats, but about understanding and eliminating the sources of…
> Please don't do that: they won't necessarily be the outliers in the dataset and your model will converge to the wrong thing. They are the outliers. These experiments are typically measuring something that is…
Not really, because commits don't go across the entire SVN, which is what makes monorepos so powerful.
What problems did you encounter with just a few services? Monorepos should be straightforward unless you are managing the code of >1k engineers.
No, ML works fine with large output spaces too. The problem is that the solution space grows super exponentially, and if you need to find an exact one, then the number of samples too.
Thanks a lot for this. I never understand why Mozilla doesn't allow to enable this in the settings.
Considering UE4 and Unity both support OpenGL, yes, a lot if not the majority of games. WebGL and OpenGL ES are pretty much OpenGL. Formally they are different standards, but they are based all in OpenGL: if you know…
Thanks!
AMD has always lacked tools and has never produced much on the software side. That is not news, and that has nothing to do with the state of OpenGL. Please, stop spreading misinformation about OpenGL.
OpenGL does not stop being cross-platform just because it does not work natively in 1 platform. In any case, abstraction layers for macOS already exist. And, going by your definition, if Apple only allows Metal, then no…
That profiler is meant for low-level debugging as its own description says. That is why it does not support DX11 either.
You are conflating language/build issues with VCS issues. Everything you discuss also applies to multirepo, but worse, because there no one enforces consistency across all the project and you will end up with a broken…
A lot of games and apps are being released using OpenGL today. Then there is WebGL and OpenGL ES, widely used everywhere too. So, no, it is not going anywhere. In fact, Khronos themselves have said so.
Apple is not Khronos. They haven't supported OpenGL for years anyway, so the fact they deprecate it now is irrelevant.
In almost no situations you want to have software, pixel-based access. Are we really going back 30 years?
Where is this all being discussed and developed?
POSIX, SDL and the usual suspects are pretty much cross-platform and run everywhere.
Eh, no. Vendors everywhere will package things for your architecture and give you binaries. That is how it has always been done and is still done. Yes, you can do it differently with an IL, but that isn't new either…
No, OpenGL is not "on the way out". Please back up your claims.
You are right, I was thinking of CVS. In any case, with SVN you usually do not want to give write perms to everyone in all the tree, so you end up with effectively partitioned spaces, or you make several repos instead,…
> Plus, one have to draw a line somewhere on what to include (a Python interpreter? A Go version? awk and grep?), and third party vs in-house is a fairly robust one imo. If your code/project/company uses the dependency…
> This is what confuses me about monorepos. Their design requires an array of confusing processes and complex software to make the process of merging, testing, and releasing code manageable at scale (and "scale" can…
What? I don't understand what that means. A monorepo is just 1 repo. There is nothing more straightforward than that.
> IME, most consternation comes from people adopting a mono repo without adopting a build/dependency graph tool (like Bazel, buck or pants). That seems like a build problem, not a Git problem. > An additional source of…
It depends on what you are trying to do. Most of these benchmarks are not done to predict performance in a target machine, but to find out which is faster.
You are speaking as a stats person. :) While there are dozens of things that can go south in benchmarking, how to solve them is not about applying advanced stats, but about understanding and eliminating the sources of…
> Please don't do that: they won't necessarily be the outliers in the dataset and your model will converge to the wrong thing. They are the outliers. These experiments are typically measuring something that is…
Not really, because commits don't go across the entire SVN, which is what makes monorepos so powerful.
What problems did you encounter with just a few services? Monorepos should be straightforward unless you are managing the code of >1k engineers.
No, ML works fine with large output spaces too. The problem is that the solution space grows super exponentially, and if you need to find an exact one, then the number of samples too.
Thanks a lot for this. I never understand why Mozilla doesn't allow to enable this in the settings.