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I actually got tipped off about Rich Geldreich leaving Valve in early May, but refrained from saying anything until he stated it publicly, and that has now happened.

In his last blog post he said this, titled "DirectX Creator Says Apple’s Metal Heralds the End of OpenGL" he notes another dig at OpenGL:
Alex St. JohnNearly twenty years later OpenGL still sucks for games, OpenGL drivers are STILL consistently broken across devices, OpenGL is still driven by CAD applications

So, it seems Rich is completely hung-up on OpenGL vs everything else to include that quote above in his own blog post.

To me it just sounds like more warmongering from Apple fans, but I haven't heard much on Apple's Metal API to properly comment on it. Although it's targetting iOS, and not the desktop. So I utterly fail to see how it will damage OpenGL.

The same kind of thing was said about DirectX 12 that it will blow OpenGL away. Even though a developer from the studio "Naughty Dog" (A big AAA studio) said:
Cort Stratton, Naughty DogThat session was pure marketing hyperbole


Rich signs off the blog with an actual comment himself:
Rich Geldreich, Ex-ValveBTW - I'm no longer at Valve or working on vogl. And no, I'm not being paid by, nor do I know anyone still at Apple, lol.


After his heated blog posts on the state of OpenGL and driver support it's a shame he has left Valve, as he was doing such great work on the VOGL OpenGL debugger which developers have wanted.

I have reached out to Rich for a chat to see if we can find out anything more.

Tell us what you think in the comments folks.

Source Article taken from GamingOnLinux.com.
Tags: Editorial
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15 comments
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Xylemon Jun 10, 2014
Good riddance, Valve doesn't need this moron at their company.
Half-Shot Jun 10, 2014
Quoting: GuestPlease give us examples of how programming a GPU via "bare metal" is easier than using OpenGL. Also show that such programming is not only simple, but portable across vendors and GPU architectures.

Otherwise, I just saw a lot words with no substance aimed directly at trying to derail the topic.

He can't, there aren't any released platforms for 'radeon' which provide access to do that.
Zeus Jun 11, 2014
Quoting: Half-ShotHe can't, there aren't any released platforms for 'radeon' which provide access to do that.

Look better... you even have sample code that shows how to program the radeonsi 3D hw pipeline. It's work in progress though, and the guy is not funded neither "official". I give you an hint: github.
drmoth Jun 11, 2014
Quoting: GuestOtherwise, I just saw a lot words with no substance aimed directly at trying to derail the topic.

I totally agree with mirv. This is just gargled tech-speak which says nothing meaningful at all. I smell troll.

As an example:

First you say you know nothing about low level Radeon (why Radeon??) GPU programming , then you say it's easier to program it at a low level.

Then suddenly Cmake and Autotools is a "crazy SDK". Quite hilarious really.

In OpenGL no-one mixes shader compilation with run-time GPU programming. GLSL shaders aren't precompiled like in HLSL, but it's instead done on start-up (so slightly longer load times).
neffo Jun 11, 2014
Quoting: drmothmirv
Otherwise, I just saw a lot words with no substance aimed directly at trying to derail the topic.
I totally agree with mirv. This is just gargled tech-speak which says nothing meaningful at all. I smell troll.

and i'm not even sure he is god, either.
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