Linked by Thom Holwerda on Sat 15th Mar 2014 16:35 UTC

The GameCube GPU is a complex, tight-knit piece of hardware with impressive features for its time. It is so powerful and so flexible, it was used unmodified within the Wii architecture. For a comparison, just imagine a SNES running with an NES's graphics system. This is completely unheard of, before or since. The GameCube is a remarkable achievement of hardware engineering! With its impressive capabilities, emulating the GameCube's GPU has been one of the most challenging tasks Dolphin has ever faced.

Fantastic in-depth look at specific parts of the GameCube/Wii GPU, written by the developers of the Dolphin emulator.

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RE[4]: Incredible emulator...
by wigry on Mon 17th Mar 2014 11:22 UTC in reply to "RE[3]: Incredible emulator..."
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The biggest difference between OpenGL and DirectX is the general model of control. With DirectX developer or application manages the resources and drivers are thin. With OpenGL, the developer or application issue only general commands and driver takes care about all the resources and communication. So the OpenGL performance is DIRECTLY bound to the driver quality and implementation.

In case of Apple and OSX, Apple developes the drivers inhouse and they have been much more successful with AMD / ATI cards than with NVidia. Hence the OpenGL performance with NVidia cards is very lousy while with AMD cards it is OK. No wonder Apple went AMD-only with new Mac Pro.

So DirectX performance is dependent on the developer skills of the particular application and OpenGL performance is bound to the driver developer. So with OpenGL, single driver must meet the requirements of every application out there. With DirectX the developer can fine tune and optimize infinitely ensure the best performance.

And X-Plane uses OpenGL 4.x if available.

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