@cmuratori @marc_b_reynolds @michaelbartnett complexity is important though and it's the reason GL isn't replaced by Vulkan
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Replying to @JimKjellin
@JimKjellin@marc_b_reynolds@michaelbartnett Complexity is a separate axis from the programming model.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@marc_b_reynolds@michaelbartnett in an ideal world, not when it came to D3D. execute buffers were painful to use, DrawPrim wasnt1 reply 0 retweets 0 likes -
Replying to @JimKjellin
@JimKjellin@marc_b_reynolds@michaelbartnett Sure, but that doesn't mean he wasn't right about the direction.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@JimKjellin@marc_b_reynolds@michaelbartnett The correct answer was "let's streamline this approach", not "let's go DrawPrim".1 reply 0 retweets 1 like -
Replying to @cmuratori
@cmuratori@marc_b_reynolds@michaelbartnett hindsight is 20 201 reply 0 retweets 0 likes -
Replying to @JimKjellin
@JimKjellin@cmuratori@michaelbartnett That GFX had to be moved off the CPU and on the card was already obvious.2 replies 0 retweets 0 likes -
Replying to @marc_b_reynolds
@marc_b_reynolds@JimKjellin@michaelbartnett No it _definitely_ wasn't, and in fact it's the whole reason 3DFX is out of business.1 reply 0 retweets 2 likes -
Replying to @cmuratori
@cmuratori@marc_b_reynolds@JimKjellin@michaelbartnett In fact one of the most famous chip designers of that era said, and I quote...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@marc_b_reynolds@JimKjellin@michaelbartnett ... "you'll never beat Intel at floating point transforms."1 reply 0 retweets 2 likes
@cmuratori @marc_b_reynolds @JimKjellin @michaelbartnett That was Gary Tarolli.
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