The only successful multi thread simulation as far as I know of is the multi thread fork of the Spring RTS engine (which is btw *seriously* fast), however that's also closed source which is why it was removed from the core engine and know one besides the author knows how it works. TA, SupCom, FA, SupCom2 all ran on single thread simulation engines as far as I'm aware. PA / Titans isn't going to get that as a multi thread simulation represents a serious undertaking on the core engine side and would cost a lot to do. And after months of hesitations, OpenGL has finally reached the version 4.6 The instructions below are only one version 382. Need Help Solving OpenGL/GLSL 4.4 Issues Ive submitted a new bug report1 and included the output of jstack as an attachment.
#IS OPENGL 4.4 FAST UPDATE#
If you use nvidia Geforce experience, at least mine wouldnt update my video driver past 368.
#IS OPENGL 4.4 FAST CODE#
OpenGL and other APIs to interface themselves with all the processing power. A quick look at some of the JOGL code for compiling/linking the shader code seemed quite similar to what I was doing (aside from the objects internal state management and debug stuff). look under video card to see what OpenGL version you have. Opengl is still actively developed, and does serve a different purpose. Originally, I was using intel’s integrated graphics card and the version of OpenGL on my win7 is only 1.1.
But after I installed the newest driver (version 337.81, released on perhaps May 13, 2014), the version of OpenGL is not upgraded. Doing that would shift the bottleneck back to the render engine, at which point then maybe there are some gains to be made on a newer render API but doing that first is kinda pointless as is. Lot faster and Wave32 support for OpenGL 4 4. The newest driver provided by nVidia is claimed to support latest OpenGL version 4.4. PA really could use a multi threaded simulation for units and projectiles to really make it fly, as that is currently the biggest bottleneck. NVIDIA CUDA technology PCI Express 2.0 support OpenGL 4.4 support.
It needs a faster simulation to cope with more units (also with respect to planets, it memory that limits planet size rather than rendering in my experience). The GT 730 also delivers 3X faster gaming performance than integrated graphics while. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. 'The delivery of conformance tests for OpenGL 4.4 is a significant milestone - as it is vital for developers to be able to rely on the API they are trusting to accelerate their content across. The point though is as said, PA doesn't need faster rendering speed. The OpenGL specification describes an abstract API for drawing 2D and 3D graphics.
Click to expand.There are a number of new api's beyond DX12 (Vulkan is the one that succeeds Open GL and is cross platform).