Imagination Technologies announces a new version of PVRTune, the PowerVR GPU performance analysis tool which provides developers with a deep level of information to help them fully understand the dynamics of their applications on mobile and embedded devices. With this release, PVRTune is now ‘API aware,’ able to retrieve and present events that have been generated by the client driver of native programming interfaces such as OpenGL ES and the EGL. PVRTune today supports OpenGL ES and EGL client drivers, with Vulkan support to follow.
A new milestone of the Magnum C++11/C++14 graphics engine brings WebGL 2.0 and WebAssembly, VR support, lots of niceties for Windows users, iOS port, new experimental UI library, improved testing capabilities, support for over 80 new asset formats, new examples and much more.
CG Internals published a blog article covering screen-filling rasterization using graphics hardware and modern OpenGL. The findings are applicable to OpenGL ES, Vulkan, and WebGL as well. For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle. But - is there a difference? If so, which approach is better than the other? In this article we want to show you the differences between both approaches and offer an alternative. Following the theoretical analysis we introduce a demo program and evaluate screencasts together with multiple performance measures.
The 3DMark benchmark app for Android smartphones and tablets now includes a Vulkan benchmark test. Games typically make thousands of draw calls per frame, but each one creates performance-limiting overhead for the CPU. Vulkan reduces that overhead, which means games and apps can draw more objects, textures, and effects to the screen to create richer, more immersive experiences. You can now compare scores from Android devices using OpenGL ES 3.1 and Vulkan with scores from Apple iOS devices using Metal.
The open source C++11/C++14 and OpenGL graphics engine Magnum recently added first-class WebAssembly support. An article on the official blog explains how to easily compile your C++ projects to WebAssembly, compares it to asm.js and mentions a few useful tips for best online experience. Last but not least, there's a bunch of online demos that use both WebGL 1 and 2, showing how a single codebase can be run both natively and in the browser.
NoesisGUI, our multiplatform game UI middleware reached v2.0. The library is now renderer agnostic. We provide a reference OpenGL implementation. Vulkan coming soon. NoesisGUI is also now free for indies!
Basemark launches Rocksolid, a high performance and high availability graphics rendering solution for industrial applications. With Rocksolid, customers can achieve typically 2X to 3X performance increases for their existing applications. In some cases, up to 10X performance increases have been attained. Cross-Platform and Graphics API Agnostic, Rocksolid runs on Windows, Linux, Android, macOS and uses any one of Vulkan, OpenGL, OpenGL ES, DirectX or Metal.
Android Authority does a deep dive into the virtual reality revolution with hardware and software products aplenty on the market, and resources pouring in to spur on innovations. The ten minutes read touches on OpenGL, OpenGL ES and OpenXR.
Recently the developer ecosystem team at Samsung conducted a survey to elicit responses from developers on the tools that they are using currently on various platforms (desktop and mobile) and across APIs. The results are now posted online.