Equalizer 1.0: Swiss Made Framework for Parallel OpenGL Apps

Equalizer 1.0: Swiss Made Framework for Parallel OpenGL Apps


The Eyescale team has released the version 1.0 of Equalizer, a framework that allows the creation and deployment of parallel and scalable OpenGL applications.

Equalizer makes it possible to use all available GPUs (in the local computer and in all OpenGL-capable computers in the network) to perform the realtime 3D rendering.

Equalizer is free and open source and you can download the latest release HERE.

Equalizer 1.0 brings a stable API and introduce Collage, a cross-platform C++ network library used by Equalizer. Detailed release notes are available HERE.

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7 thoughts on “Equalizer 1.0: Swiss Made Framework for Parallel OpenGL Apps”

  1. Stefan Eilemann

    From afar, it is something similar to WireGL/Chromium. From up close, it is not:

    – WireGL distributes the OpenGL commands of an unmodified, single-threaded application to a cluster
    – Equalizer is a framework to create parallel OpenGL applications, which have multiple processes and threads running in a cluster

    Obviously the second is much fast and has more compatibility wrt GL features, whereas it takes more work since the application is modified.

  2. iamcreasy

    Does a cluster means a group of connected computers?

    (sorry for silly questions 🙁 )

  3. JeGX Post Author

    There’s no silly question. Yep I think that in Stefan’s mind, a cluster is a group of computers connected in a network.

  4. iamcreasy

    one advantage of WireGl was that if you replace the OpenGL related files, then all the network distribution will be handled automatically behind the scene.

    Is something similar exists in Equalizer or in a to do list?

  5. Stefan Eilemann

    Equalizer is meant as a complementary, high-performance solution to WireGL-like solutions. You are correct that WireGL is transparent to the application, which is perfectly fine for a number of applications. It does however have performance and compatibility limitations.

    For performance see this benchmark between Chromium and Equalizer: http://www.equalizergraphics.com/documents/WhitePapers/Chromium_Equalizer.pdf
    Recently there has been ClusterGL, which should be significantly faster than Chromium, but it can never be as fast as Equalizer.

    For compatibility: Chromium and similar solutions have issues with non-planar projections, head tracking and numerous OpenGL features (readback, selection, …).

    We might eventually integrate a transparent layer to unify the configuration and administration of graphics clusters.

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