![gfxbench gl gfxbench gl](https://cdn.fileplanet.com/scrs/aqf/com.glbenchmark.glbenchmark27/screenshots/H3PFksRC3_ipWsncN5xCha7tk25mZIX1Tx9pDrKjMNI-U2V2Aq9WhJDWW56XlGQL2W5o=w720-h310.jpg)
![gfxbench gl gfxbench gl](https://cdn.fileplanet.com/scrs/aqf/com.glbenchmark.glbenchmark27/screenshots/-2mqokfN-FVl-BYaydqmVwzbR5O3_zd5cOeBYhN5N4dbnneSrzkjB0OMdVdfPRxgmfeq=w720-h310.jpg)
In addition, the increases GPU processing power were always of a greater magnitude than the CPU increases. While the mobile space has seen tremendous improvements in both CPU and GPU processing power, the pace of CPU improvements is slowing when compared to GPU improvements.
#Gfxbench gl Pc
The question to ask is why do Apple and iOS developers need a low level graphics API for their mobile games? The answer ends up being the same as the PC space. Low level graphics APIs aim to address this by removing much of the overhead that exists in current graphics APIs. This reduces the number of unique objects developers can put on screen, as well as the amount of CPU time that is available to perform other tasks. Despite this, the overhead of the graphics API combined with the time that it takes the CPU itself to issue a draw call ultimately limits how many can be made. Another trick is instancing, which involves making a draw call for a single object that appears many times, and having the GPU duplicate it to various coordinates in the frame. Even this can present its own issues, such as objects not being culled when they are out of the frame. This overhead mainly exists because most graphics APIs will do shader compilation and state validation (ensuring API use is valid) when a draw call is made, which takes up valuable CPU time that could be used to do other things like physics processing or drawing more objects.īecause a draw call involves the CPU preparing materials be rendered, developers can use tricks such as batching, which involves grouping together items of the same type to be rendered with a single draw call. CPUs are already hard-pressed to keep up with high-end GPUs even with a low level API, and the increased overhead of a high level graphics API further reduces the amount that can be issued in a given period of time. A simple explanation of a draw call is that it is the command sent by the CPU which tells the GPU to render an object (or part of an object) in a frame. One of the biggest issues caused by this is reduced draw call throughput. The level of abstraction in earlier versions of DirectX and OpenGL allows them to work with a wide variety of graphics hardware, but this comes with a significant amount of overhead. The need for a low level graphics API in the PC space has been fairly obvious for some time now. That changed in the middle of 2014 at WWDC, where Apple surprised a number of people by revealing a new low level graphics and compute API that developers could use on iOS.
#Gfxbench gl windows
While both of these APIs promise to give developers more direct access to graphics hardware in the PC space, there was still no low level graphics API for mobile devices, with the exception of future Windows tablets. Microsoft followed suit in March of 2014, with the announcement of DirectX 12 at the 2014 Game Developers Conference. Arguably the first major initiative was AMD's Mantle API, which promised to improve performance on any GPUs that used their Graphics Core Next (GCN) architecture. In the past couple of years we've seen the creation of a number of new low level graphics APIs.