Sapphire HD 5670 1GB GDDR5 Review

by Michael "SKYMTL" Hoenig     |     January 13, 2010

OpenCL: The Next Big Thing?

As consumers, we have all heard of the inroads GPUs have been making towards offering stunning performance in compute-intensive applications. There have been attempts to harness this power by engines such as NVIDIAís Compute Unified Device Architecture (CUDA) and ATIís Stream SDK (which in v2.0 supports OpenCL).

ďBuild it and the will comeĒ says the old mantra but industry adoption of CUDA and Stream was anything but quick since there were two standards being pushed for the same market. CUDA in particular is having a hard time of it since it is vendor-specific without hardware support from any other vendor. The industry needed a language that was universal and available across multiple platforms. Thatís were OpenCL (Open Computing Language) along with DirectX Compute come into play. It is completely open-source and managed by a non-profit organization called the Khronos Group which also has control over OpenGL and OpenAL

At its most basic level, OpenCL is able to be executed across multiple mediums such as GPUs, CPUs and other types of processors. This makes it possible to prioritize workloads to the processor that will handle them most efficiently. For example, a GPU is extremely good at crunching through data-heavy parallel workloads while an x86 CPU is much more efficient at serial and task-specific This also allows developers to write their programs for heterogeneous platforms instead of making them specific to one type of processor.

So what does this mean for gamers? First of all, AMD has teamed up with Bullet and PixeLux in order to achieve more realistic environments for players. The Bullet Physics is an open-source physics engine which has an ever-expanding library for soft body, 3D collision detection and other calculations. Meanwhile, PixeLux uses their DMM (Digital Molecular Matter) engine which uses the Finite Element Analysis Method of calculating physics within a game. In past applications, it has been used to calculate actions which have an impact on the gameís environment such as tumbling rubble or debris movement.

With Stream moving to OpenCL, ATI is truly moving towards an open platform for developers which they are hoping will lead to broader developer and market adoption than the competitionís solutions. At this point it looks like we will soon see ATIís GPUs accelerating engines from Havok, PixeLux and Bullet through the use of OpenCL. Considering these are three of the most popular physics engines on the market, ATI is well placed to make PhysX a thing of the past.

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