Unity has released the beta for version 5.5 of its eponymous engine. WebGL 2.0 has been made the default for new projects, bringing it into line with OpenGL ES 3.0 when it comes to rendering and visual quality in browsers. At this time browser support remains experimental.
Khronos Group is at SIGGRAPH this week. If you are going be sure to bookmark our SIGGRAPH event page containing our complete list of BOFs and Khronos related sessions. We'll have free t-shirts, a Chapters BOF on Tuesday, several Khronos Tech BOFs on Wednesday as well as our famous After Party BOF Blitz where you can meet, ask questions and eat with some of the folks behind the Khronos technologies. Our Wednesday line-up includes:
- OpenVX & OpenCL @ 10am
- OpenCL, SYCL, & SPIR-V @ 11:00am
- WebGL & glTF @ 1:00pm
- Vulkan, OpenGL, & OpenGL ES @ 2:30pm
- and the Khronos After Party @ 6:00pm
Starting today at 2pm and running until Wednesday there is a good selection of Khronos related courses, papers and non Khronos BOFs. Be sure to also check out the Khronos member booths including AMD, Google, Intel, KDAB and The QT Company, MAXON, Microsoft, NVIDIA, Qualcomm and Unity.
The schedules for the all-day Khronos BOF Blitz and famous BOF Blitz After Party are now online. Featuring four BOFs on Wednesday July 27th, and a 5th BOF on Tuesday July 26th for Khronos Chapters. We've also compiled a list of all the SIGGRAPH sessions, courses, workshops and BOFs that contain Khronos Technology. Unsurprisingly there is a ton of Vulkan stuff going on this year. Checkout the event page today. Hope to see lots of you in Anaheim during SIGGRAPH!
Over on the Imagination Technologies developer blog, a new tutorial on adding ray tracing to an OpenGL ES based deferred lighting system.
The Lightweight Java Game Library released its final build of version 3, in development since 2012. Version 3 provides API bindings to Java for many libraries including Khronos APIs such as OpenGL, OpenGL ES, EGL, OpenCL and Vulkan. LWJGL powers many cross platform applications including the popular game Minecraft.
Tom's Hardware has a nice review on mobile GPUs getting ready for 'Daydream' VR. Among the technologies being used are Khronos' ASTC specification and OpenGL ES. The Adaptive Scalable Texture Compression (ASTC) technology supported by ARM’s latest Mali and other recent GPUs on the market will reduce bandwidth requirements while still delivering decent graphics quality. On the software side, ARM has been optimizing its drivers to reduce latency and ensure fast context switching that is necessary for VR. ARM also enabled a few more OpenGL ES extensions to support efficient rendering to multiple views for both stereo and foveated rendering. Qualcomm's Snapdragon 820 SoC, which comes with the Adreno 530 GPU, has been optimized for VR. It has support for 3D stereoscopic and foveated rendering, the latest graphics APIs such as OpenGL ES 3.2 and Vulkan, and 360-degree 4k video decoding at 60fps.
Google has released the latest Android Studio 2.0, the official IDE for Android development. Among many of the improvements is an added a preview of the new GPU Debugger. For graphics intensive applications, you can now visually step through your OpenGL ES code to optimize your app or game.
Futuremark has released a new upgraded version of the benchmarking tool named Slingshot Extreme. The new version of the program comes packing hardware accelerated OpenGL ES 3.1 API and Metal API for Android and Apple respectively. This is a major upgradation over the last version as well as the 2013 build named Ice Storm which came with 720p tests and used OpenGL ES 2.0 as well as the last release that tested 1920x1080p and used OpenGL ES 3.0.