GDC 2015上的提到技术,来做点联想 WWDC2015

苹果的 Metal API、
AMD Mantle、
微软DirectX 12、
Khronos Vulkan、

那个更牛呢?

Vulkan API

OpenGL successor Vulkan will level up the gaming industry

https://www.khronos.org/vulkan
http://en.wikipedia.org/wiki/Vulkan_(API)

value 在GDC2015 上宣布开放source2引擎,同时给出了linux下dota2的demo 视频,用的是Vulkan API,
(其他的游戏引擎还有Epic 4 ,Unity 5)
可以在youku 找到以下视频

虚幻引擎4 GDC 2015 各平台游戏演示视频
Unity 5 Highlight Reel GDC 2015
DOTA 2 on Source 2 Engine on Linux using new Vulkan API 

然后说下GDC2015 value 说要提供给开发者的source2游戏引擎

http://www.valvesoftware.com/news/
https://steamdb.info/blog/source2-announcement/

Valve announced the Source 2 engine, the successor to the Source engine used in Valve's games since the launch of Counter-Strike: Source and Half-Life 2. "The value of a platform like the PC is how much it increases the productivity of those who use the platform. With Source 2, our focus is increasing creator productivity. Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games," said Valve's Jay Stelly. "We will be making Source 2 available for free to content developers. This combined with recent announcements by Epic and Unity will help continue the PCs dominance as the premiere content authoring platform."

http://en.wikipedia.org/wiki/Source_(game_engine)#Source_2_engine

http://www.ign.com/articles/2015/03/04/gdc-2015-valve-announces-source-2-engine

HTC vive VR

htcvive.org

比较惊讶的是value 要出stream machine,

linux OS,其他规格,发布时间等等 在wiki有详细的描述,这里就不多说了,linux 或者unix like 的驱动,都说比windows 差的没话说,  

但是我用集显 ,安装stream 的一些库之后,玩dota2是不卡的,而且是全球服!  (OS: ubuntu 14.04 )

这里我就觉得linux 显卡驱动的性能也没有那么糟糕, 如果用的图形库是高效的话,做个专门的linux游戏机 或许性能会不错。 stream machine 2015年11月份公开发布,额要等5个月。。。

总结

废话说了辣么多,我是感觉 linux平台下游戏PC的普及,或许又会带动一轮 技术上的新革新, 
首先是图像渲染,图像处理技术的提高,然后VR游戏也会带动 智能机器人的 发展,毕竟类似 游戏的扇形区域伤害计算、各个方向的测距、 视野中多个移动物体的定位跟踪&移动预测, 这些技术的发展 都是rebot AI 产生的先决条件。

前有 Ken Thompson 为了玩space travle写UNICS(UNiplexed Information and Computinig System)这就是后来的UNIX.

http://history-computer.com/ModernComputer/Software/Unix.html

现在有 全球的人员为了玩VR, 壮大图像处理库。历史好相似的说 LOL~

在khronos官网,让我关注的还有WebCL、WebGL。一个用于JS调用OPENCL计算;  一个用于3D graphics;    都是跨平台,

前段时间goolge和firefox的浏览器增加了WebRTC,专门用于浏览器的 音视频 通讯,还包括了p2p穿透内外网的功能(视频处理就是用到了WebGL)
http://www.infoq.com/cn/articles/webrtc-enabling-new-app-experiences

和朋友用过确实不错,跨网段的连接,很厉害。。。  弄的心痒痒。   ;D

https://www.khronos.org/webcl/
WebCL 1.0 defines a JavaScript binding to the Khronos OpenCL standard for heterogeneous parallel computing. WebCL enables web applications to harness GPU and multi-core CPU parallel processing from within a Web browser, enabling significant acceleration of applications such as image and video processing and advanced physics for WebGL games. WebCL has been developed in close cooperation with the Web community and provides the potential to extend the capabilities of HTML5 browsers to accelerate computationally intensive and rich visual computing applications.

https://www.khronos.org/webgl/
WebGL is a cross-platform, royalty-free web standard for a low-level 3D graphics API based on OpenGL ES 2.0, exposed through the HTML5 Canvas element as Document Object Model interfaces. Developers familiar with OpenGL ES 2.0 will recognize WebGL as a Shader-based API using GLSL, with constructs that are semantically similar to those of the underlying OpenGL ES 2.0 API. It stays very close to the OpenGL ES 2.0 specification, with some concessions made for what developers expect out of memory-managed languages such as JavaScript.
WebGL brings plugin-free 3D to the web, implemented right into the browser. Major browser vendors Apple (Safari), Google (Chrome), Mozilla (Firefox), and Opera (Opera) are members of the WebGL Working Group.

哦还有 OpenKCam,用于嵌入式摄像头 视频处理的库
OpenKCam - CALL for Industry Participation
OpenKCam is a royalty-free standard for advanced, low-level control of mobile and embedded cameras and sensors. Mobile and embedded devices are increasingly being equipped with the sensors and processing power for advanced camera-based applications such as computational photography, face and gesture processing, augmented reality and 3D object and scene reconstruction; While Khronos is defining APIs for vision and image processing the industry still lacks a camera API with low-level control of the camera sensor, lens and flash to generate the input image stream needed by cutting-edge computational photography and computer vision; The OpenKCam working group will drive industry consensus to create a cross-platform API that provides functionality such as: burst control over sensor, flash and lens, system wide time stamping of sensor samples, multiple sensor control, output format and resolution selection, region of interest extraction, and consistent device and frame metadata.

See also
OpenGL - Another graphics API by the Khronos Group
Mantle – A low-level graphics and compute API from AMD, the foundation of Vulkan
Direct3D – Windows-only graphics API. Version 12 will be a low-level API similar to Vulkan
Metal (iOS API) - A low-level graphics and compute API for iOS.
Glide – An early low-level graphics API limited to rasterization.

http://www.mesa3d.org/opengles.html
http://mesa3d.org/

posted @ 2015-06-07 20:41  scott_h  阅读(266)  评论(0编辑  收藏  举报