OpenGL

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  • OpenGL's successor is ready to improve gaming graphics

    by 
    Steve Dent
    Steve Dent
    02.17.2016

    Games on devices of all kinds could soon be running better because Vulkan, the successor to OpenGL, has finally been released officially. The new standard gives developers low-level access to discrete and on-chip graphics, helping them avoid the layers of hardware overhead that normally slow things down. Khronos, the open-source group behind the standard, says it also reduces CPU overhead and improves multi-threaded performance. Delayed for several months, the version 1.0 driver is based on AMD's proprietary Mantle standard. Similar technology is used in the Xbox One and PS4 consoles to help them make the most of their relatively modest specs.

  • Your Android games are getting a software speed boost

    by 
    Jon Fingas
    Jon Fingas
    08.10.2015

    iPhone users have low-level Metal code to speed up games and other visually intensive apps, but what if you're an Android fan? Don't worry, you'll get your boost soon. Google has announced that Android will soon support Vulkan, an open graphics standard that cuts a lot of the computing overhead and gives apps more direct control over video hardware. It's not as easy to work with as OpenGL, but it should let developers wring more performance out of your phone's processor. That could prove very important when you'd otherwise struggle to run a game on a lower-end phone, or want to get pretty, high-detail graphics on a shiny new flagship. It'll be a while before Vulkan for Android is ready -- the standard itself isn't available, let alone Google's implementation of it -- but it should be worth the wait if your Android devices double as game consoles.

  • Super-efficient 'Vulkan' leaves your games more graphics power

    by 
    Jon Fingas
    Jon Fingas
    03.04.2015

    Psst: the games you play might not look as good (or run as smoothly) as they could. In many cases, the overhead from graphics standards gets in the way -- Apple went so far as to develop its own technology just to make sure that iPhones and iPads could live up to their potential. That bottleneck may not exist for much longer, however. The alliance behind the OpenGL video standard has given a sneak peek at Vulkan, an open standard that lets app writers take direct control of graphics chips and wring out extra performance on many devices, whether it's your phone or a hot rod gaming PC. The software isn't a magic bullet (developers still have to make good use of it), but it could easily lead to richer visuals and smoother frame rates without demanding beefier hardware.

  • OpenCL 2.0 provisional spec gets outlined, OpenGL 4.4 released

    by 
    Alexis Santos
    Alexis Santos
    07.23.2013

    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 releases.

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

    by 
    Jon Fingas
    Jon Fingas
    05.01.2013

    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. %Gallery-187340%

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

    by 
    Jon Fingas
    Jon Fingas
    08.07.2012

    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.

  • Linux Left 4 Dead 2 outperforms Direct X Windows version

    by 
    Mike Schramm
    Mike Schramm
    08.04.2012

    Valve recently announced that it will be bringing a few of Steam's most popular games to Linux, the first of those being Left 4 Dead 2. But besides the novelty factor of running the now classic zombie simulator on penguin-emblazoned hardware, there may be another reason to try the new platform out: It'll be faster. Even now, during development, the Valve team has L4D2 running at 315 frames per second on the Linux text platform, as compared to the standard Windows speed of 270.6 FPS.At that point, of course, the speeds are mostly arbitrary. But as Valve says, this speed shows the potential in customizing a game for the Linux operating system. This work on Linux is also benefiting the Windows teams - in working on the Linux version, Valve was able to speed up the OpenGL implementation on Windows to 303.4 FPS.

  • Valve launches Linux blog, officially announces Steam for Ubuntu

    by 
    Sean Buckley
    Sean Buckley
    07.16.2012

    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]

  • Mystery LG LE970 claims next-gen Adreno graphics, can't quite prove it

    by 
    Sharif Sakr
    Sharif Sakr
    05.28.2012

    Maybe our skeptic's goggles have fogged over with excitement, but there's something mightily interesting about an entry over at GLBenchmark. First off, the model number and listing info vaguely suggest it could be a variant of the LS970 superphone rumored for Sprint, aka the LG Eclipse, although the ICS build ("geeb_att_us-eng 4.0.4") indicates this 1.5GHz device is one of Ma Bell's. One of the more unusual specs offers some corroboration: the Adreno 320 graphics, which only come in the souped-up Pro or quad-core variants of Qualcomm's latest Snapdragon S4 chipset. That would make the LE970 a rare breed indeed, but unfortunately that's about all we can learn at this point. The actual benchmark scores tell us nothing about the handset's performance other than that it can max out the Egypt Standard test despite its 1280 x 720 screen -- making it impossible to compare it to regular Snapdraon S4 phones like the HTC One X on AT&T or the HTC One S. Oh well, where are those lens wipes? Update: An earlier version of this post confused the benchmark results with the Egypt Offscreen test -- apologies for the error. [Thanks, Ketul]

  • Steam for Linux is coming, and after waiting epochs what's a few more months?

    by 
    Sharif Sakr
    Sharif Sakr
    04.25.2012

    It's been a long-running saga as to when Linux users will finally see some native gaming action on Steam, but according to Phoronix that happy day will likely arrive within "months." Valve has been busily hiring Linux OpenGL boffins, including people recommended by Phoronix's founder, Michael Larabel, who certainly seems to be on the inside track. His photo above offers some proof of progress: it shows Left 4 Dead 2 running natively on Ubuntu 11.10 with AMD Catalysts drivers. Why has it taken so long since news of a Linux client was first floated (and officially denied) back in 2010? Larabel attributes it to Valve's "flat management structure" that allows its developers to work on what they want. (And you still question the importance of hierarchy?)

  • Imagination Technologies unveils G6200 and G6400, first two GPUs based on PowerVR Series6

    by 
    Zachary Lutz
    Zachary Lutz
    01.10.2012

    First announced in February of last year, Imagination Technologies has officially announced the licensing availability of its first two GPUs based on the Series6 platform. The PowerVR G6200 and G6400 each promise to bring low power graphics to unprecedented levels and are said to deliver up to 20 times more horsepower than the current generation while also being five times more efficient. In tangible terms, the Series6 GPU cores are capable of exceeding 100 gigaflops and are said to approach the teraflop range. All chipsets based on Series6 are backward compatible with Series5 and fully support OpenGL 3.x, 4.x and ES, along with OpenCL 1.x and DirectX 10. Further, specific models will also support DirectX 11.1 with full WHQL compliance. Poised to shake up the mobile gaming ecosystem, Imagination has already lined up partners that include ST-Ericsson, Texas Instruments, Renesas Electronics and MediaTek. The full PR, complete with all the bragging, can be found after the break.

  • LG Optimus 3D app converter starts roll-out this month, why settle for only two dimensions?

    by 
    Mat Smith
    Mat Smith
    10.07.2011

    LG's 2D to 3D app converter will finally arrive on the Optimus 3D (AKA the Thrill 4G) this month. In order to play nice with it, apps and games need to be using OpenGL. The converter is packaged inside the company's maintenance release for the 3D smartphone and will be available on European handsets any day now, followed by a gradual global roll-out over the next few weeks. You can expect to find a few more tri-dimensional nuggets, including 3D video editing and the ability to view 3D video in 2D. LG says that it will also add Dolby Mobile sound and automatic image-stabilization for 2D video-capture. But, we're more interested in that app converter -- we want those furious fowl to really pop out at us.

  • LG 3D Game Converter adds depth to regular 2D games

    by 
    Daniel Cooper
    Daniel Cooper
    08.29.2011

    Spoiler alert! Instead of waiting to surprise people at IFA this week, LG has released details of its new 3D Game Converter for the Optimus 3D early. The software arrives as part of the October maintenance release, promising to take any OpenGL game that runs in landscape and convert it to 3D. Around 50 games will come with pre-optimized settings -- the rest you tweak yourself. Open any game up in the app and it will try to split the foreground and background and recombine both in 3D. Feel your eyes crossing and a headache setting in just by thinking about playing this way? No worries, they're all still playable in 2D as well. Mouse on past the break to find the press release, which LG rather thoughtlessly only released in 2D. [Thanks, Eddie]

  • Texas Instruments announces multi-core, 1.8GHz OMAP4470 ARM processor for Windows 8

    by 
    Amar Toor
    Amar Toor
    06.02.2011

    When Qualcomm announced a pair of Windows 8-compatible ARM processors yesterday, we knew Texas Instruments wouldn't be far behind. Sure enough, the company has just announced a new addition to its OMAP 4 family of ARM SoCs, with the 1.8GHz OMAP4470. TI's new chip is powered by a pair of 1.0GHz ARM Cortex-A9 MPCore engines, as well as two, 266MHz ARM Cortex-M3 cores that handle multimedia duties. According to the company, this multi-core structure will enable faster web browsing and more frugal power usage, while putting the OMAP4470 in square competition with quad-core chips like NVIDIA's Kal-El and Intel's latest Sandy Bridge line. The SoC was designed for tablets, netbooks and smartphones running Android, Linux, or the next version of Windows, and can support a max QXGA resolution of 2048 x 1536, and up to three HD displays. There's also a single-core PowerVR SGX544 GPU capable of running Direct X 9, OpenGL ES 2.0, OpenVG 1.1, and OpenCL 1.1. The OMAP4470 is expected to hit the OEM and OED markets in the first half of 2012, but you can find more information in the specs sheet and press release, after the break.

  • BlackBerry 7 gets an SDK, NFC, AR, other acronyms

    by 
    Terrence O'Brien
    Terrence O'Brien
    06.01.2011

    BlackBerry 7 OS is coming soon but, to take advantage of all those fancy features like NFC and the digital compass (ok, some of them aren't that fancy), devs are going to need some new APIs -- enter the BlackBerry 7 Java SDK. Creators of BlackBerry apps can go download the beta of the new software development kit at the source link and start whipping up augmented reality browsers and 3D games, thanks to support for OpenGL ES 2.0. There's nothing mind-blowing about RIM's latest update, but we're glad to see the corporate stalwart start to catch up to other smartphone OSes, and it's only a matter of time before Layar and Quake hit the BlackBerry Bold 9900.

  • Canonical christens Ubuntu 11.10 'Oneiric Ocelot' (update)

    by 
    Christopher Trout
    Christopher Trout
    03.09.2011

    Canonical's still one month away from letting Natty Narwhal (also known as Ubuntu 11.04) out of the cage, but it's already teasing us with another OS flaunting an alliterative mammalian monicker. Like the Narwhal before it, Oneiric Ocelot (or Ubuntu 11.10), due out this October, will offer a 2D OpenGL-based Unity interface to support older computers, as well as Qt -- you know, the framework Nokia loved and left hanging. You can also expect Ubuntu to scale back on the number of cloud services with the Ocelot, as it gears up for the release of the as-of-yet unnamed Ubuntu 12.04 LTS (long term support). For now, that's all she wrote, but if you're dying to find out how they come up with those adorable Animalia appellatives, check out the source link below. Update: Oneiric Ocelot has also apparently devoured Ubuntu Netbook Edition whole -- starting with Ubuntu 11.04, the products will be completely unified and (according to Canonical) work equally well no matter the form factor.

  • N900 can run unmodified webOS games, what can your Linux-based phone do?

    by 
    Paul Miller
    Paul Miller
    10.26.2010

    Ah, standards. Palm and Nokia know what we're talking about, which is why they support similar methods of developing native Linux apps, namely SDL 1.2. Add on the hardware similarities between the Palm Pre and the N900 (OMAP3430, PowerVR SGX, Open GL ES 2.0 support) and you have a beautiful recipe for cross-platform gaming. Some hardcore Maemo users have taken this to heart and released a new "Preenv" package for the N900 that allows the phone to run unmodified webOS games. Of course, you'll need to root your Pre to get at those games, and if you want to make a launch icon for the game on the N900 you'll have to root it as well. Still, this is exciting beyond the potential for playing Need for Speed on much-lauded Nokia hardware: with easy portability between platforms, there's all the more reason for a developer to be attracted to MeeGo and webOS in the future. [Thanks, Andy D.]

  • Palm Pixi shows off 3D gaming chops with webOS 1.4.5 release (video)

    by 
    Sean Hollister
    Sean Hollister
    08.12.2010

    What with all the "battery optimization" excitement, we nearly forgot that Sprint's new webOS 1.4.5 update doesn't just empower the Pre; it also finally brings PDK'd OpenGL and SDL support to the Palm Pixi. On the off chance you don't speak developer lingo, that's short for 3D apps and games, and as it turns out the pint-sized Pixi doesn't play the latter half-badly. PreCentral fired up a copy of Need For Speed: Undercover on the freshly-upgraded handset immediately above, and found the game perfectly playable with "decent" framerates and only slightly sub-par load times. Watch their spiffy Nissan turn tricks right after the break, and pray companies get cracking on some Unreal Engine 3 apps soon.

  • OpenGL 4.1 spec finalized, streamlines 3D graphics for web and phones

    by 
    Sean Hollister
    Sean Hollister
    07.26.2010

    Only four months after OpenGL 4.0 hit the scene, the next revision of the cross-platform graphics API is here, bearing gifts of fancier math and more cribbed DirectX 11 features. Unless you're a graphics guru, though, we doubt you'll be that interested in "64-bit floating-point component vertex shader inputs," so let's get to the meat of what you're after: impressive 3D gaming. OpenGL 4.1 promises to help deliver that to cellphones easier than ever before, by making OpenGL ES (used in iOS and Android, depending on your hardware) completely compatible with the desktop graphics version, and promises "features to improve robustness" in WebGL 3D browser acceleration as well. There's also support for stencil values in fragment shaders, but we digress -- if you understood what we just said, hit up the source and more coverage links for the rest.

  • HTC EVO 4G's graphics capped at 30FPS?

    by 
    Ross Miller
    Ross Miller
    06.10.2010

    Reports are flying in from across the internet -- and by that we mean the xda-developers and Google Code forums -- that the EVO 4G might have something of a framerate issue. It seems that the device is "locked in" at 30 frames per second both in 2D (Canvas) and 3D (openGL) modes, while anecdotally, a phone like the Hero hits 54fps on average and has "smoother scrolling" in the menus. This apparently is visible both with the standard Sense UI installed and with the Froyo preview build, although in the latter case the Nexus One bootup video is 60fps before halving upon reaching the home screen. So, wherein lies the culprit? For Google's part, Android framework engineer "Romain Guy" responded to one thread reasserting the platform team's "target was, is and will be 60fps." We can't imagine it's related to the hardware given the EVO's impressive specs. Some fingers, ergo, are being pointed towards firmware. This wouldn't be the first time HTC's handsets have come under scrutiny for troubling graphical performance -- 2008 was not the company's finest year in that department. Whatever the reason is, we just want a quick resolve -- after all, it's just not fair when our Hero-carrying buddies are scoring better benchmarks.