




|
By
Brian Hook
Gamasutra
CGDC Roundtable Report, April
1997
|
|

CGDC '97
Roundtable Reports

3D Accelerators,
One Year After
The roundtables
I hosted were intended to get together game programmers, hardware vendors,
and tool developers to discuss (honestly) the impact of 3D acceleration
on the computer game industry. Each roundtable was prefaced by a brief
description of my background, followed by a list of the things that I
would like to see discussed. This list included:
- what hardware sucked
- what hardware rocked
- impressions of the API
situation
- what hardware vendors
want to see supported by software developers
- what software developers
want to see from hardware
- changes in the way we
approach game development because of 3D acceleration
- the impact of 3D acceleration
on game design, implementation, sales, and marketing
My greatest disappointment
was the lack of significant participation on the part of the attendees.
Most of the attendees of the first two days were "lurkers", mostly individuals
who were attending to get the impressions and opinions of everyone else.
Unfortunately, when everyone is like this, no one speaks up. There was
a very disproportionate number of hardware vendors to software developers
on the first two days - roughly a 4:1 ratio. Of all the attendees, only
a very small number (less than three) were close to shipping a game
that used Direct3D Immediate Mode.
Uniformly it was agreed that the S3 Virge was the most disappointing
accelerator, and that the 3Dfx Interactive Voodoo was the most pleasant
to work with in terms of features, performance, and programmability.
The third day was the most raucous, partly because of a large contingent
of outspoken Microsoft employees, and also because there was a pretty
even mix of hardware vendors and game developers. The debate became
extremely heated and very, and the high point was Microsoft stating
that "Direct3D vs. OpenGL" has less to do with APIs and more to do with
driver models. As a matter of fact, one of the Microsoft evangelists
flatly stated that he didn't care which API was used, but mostly cared
about the support issues that related to driver models (his contention
being that the OpenGL driver models are inappropriate for mainstream
consumption).
While I attempted to avoid the issue of Direct3D versus OpenGL, discussions
had a way of coming back to this topic, which ended up being the most
prevalent focal point of discussion at all the roundtables. There seemed
to be a far higher number of OpenGL supporters than Direct3D supporters,
which was unexpected, and all but one of the hardware vendors that attended
stated that they would support OpenGL. There were also far fewer Direct3D
programmers in attendance than expected (only one contributed during
all three of the sessions).
All in all I was happy with the roundtables and I think that we learned
quite a lot. It would have been nice to get a better mix of software
and hardware developers, and maybe next year there will be more real
experience that can be shared across the board. Also, I hope that the
Direct3D vs. OpenGL debate will have reached some sort of equilibrium
by CGDC 1998.
|