Retailers are the most common users of the 4-4-5 calendar. A twist to this uniform structure occurs every five or six years when a fifty-third week is necessary to catch up for leap years and the fact that the standard 52-week year accounts for only 364 days. With a 4-4-5 calendar, the standard 52-week year divides into four 13-week quarters, which comprise three periods split into a four-week, four-week, five-week format. The 4-4-5 Calendar Offers Several Benefits Those cases beg for a solution stronger than a poem. The traditional calendar can be especially cumbersome for those businesses where variations in the total number of days or the number of specific days of the week within a period can skew trends. In the business world, the calendar’s irregular nature often creates challenges for those who use data to appraise results and make decisions. There is even a poem we learn as children to help us remember how many days are in each month. OpenGL is the future of these APIs, its got a standards body running it, we have ways for manufacturers to differentiate and improve features and we have a nice stable process in and around it with good tooling.Benefits and Challenges of the 4-4-5 Calendarĭespite its quirks, we accept the traditional Gregorian calendar as the standard time marker in our daily lives. Even if the core openGL doesn't contain the feature the GPU manufacturers can add it via extensions and games can use it, and indeed a lot of the progress made for features in both APIs come from those extensions. Ever since openGL gained support for generic shaders its been capable of everything DX has and more. So if we were going to say anyone was behind it would be Microsoft and DirectX. OpenGL in many ways is more advanced just because its possible for the manufacturers to maintain extensions whereas in DirectX its not really possible. So no I highly doubt that DX12 will change the current state of play but since we have no visibility as to what it is we can't say it will or wont be. In many ways openGL remains more advanced in terms of features than DirectX, especially when it comes to reducing draw call overhead and such for modern small objects in games. The idea that DX would be more advanced we don't know what is in it is kind of amusing to me.Ģ) OpenGL has a lot of extensions DX doesn't. It might not be very accurate.Ĭlick to expand.There are two problems with this assumption:ġ) We have no idea what DX12 will include at all. *Not really sure about all the internals, but this is how I understand it.
IS OPENGL 4.4 OR 4.5 BETTER DRIVER
But bad coding could make that implementation in the driver for OpenGL even worse than what Microsoft/DirectX has done, so there could be more overhead to OpenGL in some cases based on the driver, or it could be more efficient, you don't really know.
IS OPENGL 4.4 OR 4.5 BETTER DRIVERS
DirectX maybe be more even in terms of performance/stability across vendors/implementation since it's doing more, but shortcuts could be made in drivers to improve the speed with OpenGL. But on DirectX, Microsoft has done that within the DirectX API. My guess is that each video card driver (from the manufacturer) needs to write a memory management implementation for OpenGL.
Some of that is handled by Microsoft on the DirectX side. So we can have wide variations in not only quality but also speed depending on driver versions and/or manufacturers or even GPU design. With OpenGL, the video card manufacturers have to write the OpenGL to GPU implementation. So the programmer could write the program once, and have it work on any hardware. DirectX was an API that was created that abstracts the underlying driver/manufacturer from the programming. It's just a way to translate programming commands to the GPU. Does OpenGL or DirectX have more overhead? It's really not a relevant question. How the CPU inside the calculator calculates the equation could work really in any way, but to you, it's all the same because its the same API. So when the programmer (user) enters the commands, it gives you the result. All of them take numbers, and operators (+-/*) and then there is that pesky = button. There could be 100's of calculators on the market. On the backend, there is processing of these commands that actually does something. In most API's, they are just a standard way for a developer to write something. You first need to understand that each of these are API's.