OpenGL ES 3.1 Ups The Mobile Graphics Ante

OpenGL ES 3.1 Ups The Mobile Graphics Ante

This is the Game Developers Conference week here in San Francisco, and Khronos, the group that governs the OpenGL ES specifications is revealing the latest version of the graphics API (application programming interface) which brings new features and capabilities to mobile developers. This update brings mobiles one step closer to “feature-parity” with the latest game consoles and PC hardware, but there is a little more work that needs to be done. Here’s what’s new: (more…)

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  • OpenGL ES 3.1 Ups The Mobile Graphics Ante original content from Ubergizmo.

        



    OpenCL 2.0 provisional spec gets outlined, OpenGL 4.4 released

    OpenCL 2.0 provisional spec gets outlined, OpenGL 4.4 released

    SIGGRAPH has only just begun, but the Khronos Group is already giving folks of the graphics programming persuasion some fresh APIs to talk about. Yesterday marked the release of the OpenCL 2.0 provisional specification, and it’s boasting an Android installable client driver extension, along with improvements to image handling, shared virtual memory and more. It’s expected that the new version of OpenCL will be finalized in six month’s time, and feedback regarding the changes are being welcomed. The fresh OpenGL 4.4 spec revamps everything from shaders to asynchronous queries while keeping full backwards compatibility, and includes additional functions to make porting Direct3D apps a smoother process. If parallel programming and cross-platform graphics are your thing, hit the break for the full feature breakdown in the press release.

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    Source: Khronos Group (1), (2)

    Intel details 4th-gen Core’s HD 5000, Iris and Iris Pro graphics: up to 3X faster, 3-display collage mode

    Intel details 4thgen Core's HD 5000, Iris and Iris Pro graphics up to 3X faster, 3display collage mode

    Many already believe that the real highlight of Intel’s 4th-generation Core processor lineup would be a giant graphics update. Today, Intel is revealing that they’re right — and, importantly, that there’s an equally large shift in naming strategy. Where 3rd-generation Core graphics were divided into two tiers, the new generation is focused on three, two of which are built for performance over efficiency. Ultrabooks with 15W U-series processors will use comparatively ordinary (if still faster) HD 5000 graphics. Thin-and-light laptops with 28W U-series chips get a new tier, Iris, that Intel claims is up to twice as fast in 3D as last year’s HD Graphics. Power-hungry parts see even more of a boost: they can carry Iris Pro graphics with embedded DRAM, which should double the 3D speed on H-series mobile chips (47-55W of typical power) and triple it for the R-series (around 65-84W) on the desktop. We also know that M-series laptop and K-series desktop CPUs will have Iris Pro options.

    The feature set for the graphics trio is slightly more familiar to us, although there are a few tricks up Intel’s sleeve. All three can draw DirectX 11.1 and OpenGL 4 visuals, as well as take on OpenCL 1.2 computing and faster media processing. We’re almost more interested in the display modes, though. Along with receiving “enhanced” 4K output, the new Core graphics can handle a 3-screen collage mode — we won’t need dedicated video for a large, multi-monitor canvas. Sadly, Intel isn’t providing more than incidental details about the processors themselves, although it has already teased that we’ll get the full story around the Computex show in early June.

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    Source: Intel

    OpenGL ES 3.0 and OpenGL 4.3 squeeze textures to the limit, bring OpenVL along for the ride

    OpenGL ES 30 and OpenGL 43 squeeze textures to the limit, bring OpenVL along for the ride

    Mobile graphics are clearly setting the agenda at SIGGRAPH this year — ARM’s Mali T600-series parts have just been chased up by a new Khronos Group standard that will likely keep those future video cores well-fed. OpenGL ES 3.0 represents a big leap in textures, introducing “guaranteed support” for more advanced texture effects as well as a new version of ASTC compression that further shrinks texture footprints without a conspicuous visual hit. OpenVL is also coming to give augmented reality apps their own standard. Don’t worry, desktop users still get some love through OpenGL 4.3: it adds the new ASTC tricks, new visual effects (think blur) and support for compute shaders without always needing to use OpenCL. All of the new standards promise a bright future in graphics for those living outside of Microsoft’s Direct3D universe, although we’d advise being patient: there won’t be a full Open GL ES 3.0 testing suite for as long as six months, and any next-generation phones or tablets will still need the graphics hardware to match.

    Continue reading OpenGL ES 3.0 and OpenGL 4.3 squeeze textures to the limit, bring OpenVL along for the ride

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    OpenGL ES 3.0 and OpenGL 4.3 squeeze textures to the limit, bring OpenVL along for the ride originally appeared on Engadget on Tue, 07 Aug 2012 04:54:00 EDT. Please see our terms for use of feeds.

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    Open GL ES 3.0 specifications released [SIGGRAPH]

    With the SIGGRAPH kickoff, the Khronos group has just announced Open GL ES 3.0, an updated version of the popular graphics API (application programming interface) that is going to bring new features to mobile devices that support it. Recently, we took an early look at the Snapdragon S4 Pro which runs it. There are a lot of new features, but in a nutshell, here are the ones that I found more interesting:

    Tighter specifications to avoid incompatibilities between different devices. The goal is to help developers by preventing graphics vendors to stray too far away from the intent of the specifications.

    Depth textures that can be used to create shadow maps, a more advanced shadow technique that allows objects to cast shadows on themselves.

    Occlusion queries allow developers to use the hardware to test the visibility of objects against the Z-buffer to avoid processing objects hidden behind others.

    ETC2/EAC texture compression. Some chips still use the older S3TC texture compression. The new ETC2 compressed texture format is more space-efficient and this is particularly important given that textures have rapidly grown in size, along with screen pixel density. With better texture compression, games can go “HD” without getting much bigger in download size.

    By Ubergizmo. Related articles: OpenGL gets updated to 4.3 [SIGGRAPH], OpenGL 4.1 graphics library released,

    OpenGL gets updated to 4.3 [SIGGRAPH]

    The Khronos group has released the specifications for OpenGL 4.3, the graphics API (Application Programming Interface) for personal computers and workstations. The variant for mobile devices is called OpenGL ES and just got bumped to 3.0. With this latest release, OpenGL catches up to features that were only available to DirectX 11, namely Compute Shaders.

    (more…)

    By Ubergizmo. Related articles: OpenGL 4.1 graphics library released, Open GL ES 3.0 specifications released [SIGGRAPH],

    Valve launches Linux blog, officially announces Steam for Ubuntu

    Valve launches Linux blog, announces Steam for Ubuntu

    If bits of launcher script, photographic evidence and a short video weren’t enough to convince you Valve was porting Steam to Linux, maybe you’ll take it directly from the horse’s mouth: Steam is coming to Ubuntu 12.04. Sick, perhaps, of denying the project, Valve has created a Linux blog to document its efforts — outlining its history with the open-source OS and making its goals public. The plan is simple: get Steam ported to Linux with full functionality, optimize Left 4 Dead to run at a respectable clip with OpenGL and port additional Valve titles. The team is also asking for feedback, and hope to leverage the ideas of the community. Eager to put in your two cents? Check out the blog at the source link below.

    [Thanks, Andrew]

    Valve launches Linux blog, officially announces Steam for Ubuntu originally appeared on Engadget on Mon, 16 Jul 2012 21:57:00 EDT. Please see our terms for use of feeds.

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