Support us on Patreon to keep GamingOnLinux alive. This ensures we have no timed articles and no paywalls. Just good, fresh content! Alternatively, you can donate through PayPal, Flattr, Liberapay or Buy us a Coffee. You can also buy games using our partner links for GOG and Humble Store.

Slides From Valve's OpenGL BOF Talk at SIGGRAPH

By - | Views: 3,187
G'day all

Copies of the slides from Rich Geldreich's talk at last week's SIGGRAPH OpenGL BOF are now available on the Khronos.org website.

They touch on the progress of the Linux OpenGL port of Left 4 Dead 2, the hurdles they faced, and the tools they used. The slides also make mention of OpenGL 3.0 being a future target, and say that they'l be putting up blog posts with lots of further technical details over the next few months.

Quote
  • Linux Team started with little practical OpenGL experience, so we needed help
  • We shared builds and invited all vendors to our offices
  • Focused on why the D3D9 vs. OpenGL builds had such vastly different performance on the same hardware
  • Process: Devise/conduct experiment, test results with known workload,
    refine/update mental model of system’s behavior, repeat
  • Goal was to account for every microsecond spent in our D3D->GL translation layer and render thread
  • Interpreting experimental results can be challenging:
    • Game is multithreaded – bottlenecks can shift around in unintuitive ways
    • Driver’s server thread is mostly invisible to our profiling tools
    • Source Engine is extremely configurable/scalable – easily misconfigured

  • Primary profiling/debugging tools used:
    • Telemetry: Profiling/visualization system from RAD Game Tools
    • Custom batch trace recording mode in our D3D and D3D->GL translation layers
    • AMD’s GPU PerfStudio for GL state debugging/API call tracing




http://www.khronos.org/assets/uploads/developers/library/2012-siggraph-opengl-bof/Valve-Left-4-Dead-2-Linux-SIGGRAPH_Aug12.pdf Article taken from GamingOnLinux.com.
0 Likes
We do often include affiliate links to earn us some pennies. We are currently affiliated with GOG, Humble Store and Paradox Interactive. See more here.
About the author -
author picture
Game developer, Linux helper person, and independent writer/interviewer.

Currently working on Winter's Wake, a first person text adventure thing and its engine Icicle. Also making a little bee themed base builder called Hive Time :)

I do more stuff than could ever fit into a bio.
See more from me
The comments on this article are closed.
3 comments

Ultimoore 13 Aug, 2012
Well, the biggest thing I love about this is that they see tons of potential in OpenGL but have to get over certain hurdles first.
Cheeseness 13 Aug, 2012
Quoting: "Ultimoore, post: 5208, member: 226"Well, the biggest thing I love about this is that they see tons of potential in OpenGL but have to get over certain hurdles first.

I think that OpenGL has always had this potential. None of the OpenGL games I play or the OpenGL apps I use have any performance issues.

It's great to have the power of OpenGL highlighted like this :D
Ultimoore 13 Aug, 2012
agreed.
While you're here, please consider supporting GamingOnLinux on Patreon, Liberapay or Paypal. We have no adverts, no paywalls, no timed exclusive articles. Just good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!