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brightbird_2005

ARB_super_buffer ?

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ARB_super_buffer is a made-up extension name. "SuperBuffers" were supposed to be The Cool New Thing (or, at least, One Of The Cool New Things) in OpenGL 2.0; the idea was to open up the GPU memory and data-transfer architecture to custom usage, in the same way that shaders opened up the rasterization pipeline. Unfortunately, it got pushed back and pushed back by a lack of consensus (translation, as far as I can tell: ATI and NVIDIA each wanted to make it so it worked best with their GPU) and seems unlikely to make it into the core anytime soon.

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Original post by Sneftel
ARB_super_buffer is a made-up extension name. "SuperBuffers" were supposed to be The Cool New Thing (or, at least, One Of The Cool New Things) in OpenGL 2.0; the idea was to open up the GPU memory and data-transfer architecture to custom usage, in the same way that shaders opened up the rasterization pipeline. Unfortunately, it got pushed back and pushed back by a lack of consensus (translation, as far as I can tell: ATI and NVIDIA each wanted to make it so it worked best with their GPU) and seems unlikely to make it into the core anytime soon.


I see... that's why I kept seeing "the soon to be released ARB_super_buffer" on some papers and threads... so ATI and NVIDIA are probably working on their own implementation of this idea?

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I doubt it. The name of the game these days is interoperability. Game developers are going to think twice about supporting each of ATI's and NVIDIA's Son-Of-Superbuffers, especially if the two are wildly divergent in their usage paradigms. I'm guessing that for the time being, EXT_framebuffer_object is all we can expect. Somewhere down the line, perhaps Microsoft will nail both players to a more comprehensive spec, and OpenGL can then piggyback on that.

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