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Optimizing OpenGL drivers for Quake3

May 01, 1999, 11:55 (1 Talkback[s])

Technical stuff for game programmers, but interesting because it shows why good Linux 3D animated games must directly bypass most of the OS.

"... if your driver is communicating over any standard communication pipe (like X), you are pretty much SOL. The data traffic is so high that a good framerate is going to be almost impossible to achieve. A direct rendering model is needed to get reasonable performance.

"Next, if your driver is directly writing to a small command FIFO on the chip, you will be limited to about 2/3 or less of the framerate you could get with a fully decoupled DMA buffer approach. It is possible to get a playable game with a directly writing driver, but it won?t be running with the best of them..."

Complete story.