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Google Boosts Android Games with Vulkan

To learn more, and to speak with experts from Imagination and other Vulkan contributors, visit the Khronos “3D Graphics API State of the Union” on Wednesday, 12 August, from 5:30 pm – 7:30 pm at the JW Marriott Los Angeles L.A. Live, Platinum Ballroom Salon F-H. The search engine giant supports the OpenGL ES standard on Android and it will continue to do so. Finally, a set of OpenGL extensions has been released to expose the latest capabilities of desktop hardware. More information on Khronos safety critical specifications and activities is available at: http://www.khronos.org/safetycritical.

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Vulkan is still under development and won’t be finalized until closer to the end of 2015.

Build key SPIR-V tools in open source, including translators from GLSL, OpenCL C and C++, a validator to check the correctness of any SPIR-V file and a SPIR-V assembler/disassembler.

Google hasn’t said when Vulkan support would arrive.

About OpenGL ES 3.2. You have probably heard of the PowerVR mobile graphics processors though, and this company is actually responsible for those GPUs. Focusing on its improvements over OpenGL ES, the embedded variant, applications engineer Ashley Smith has released details of a work-in-progress demo that showcases just what kind of improvement developers can expect under best-case workloads.

Curious to see what Vulkan can do?

Still, Vulkan hasn’t been developed for high-end devices with advanced specifications.

Google today announced that it will soon support the Khronos Group’s Vulkan graphics API on Android. Vulkan is also said to be more efficient than OpenGL. This way developers can use whatever they want. The Khronos group first announced Vulkan back in March of 2015, together with a range of software and hardware partners. “We welcome Vulkan’s adoption by Google, and will continue to work to ensure this new open standard enables wonderful graphics across many platforms, including Android”.

Android unfortunately won’t support Vulkan in the immediate future.

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The main objective of Vulkan is similar to that of Apple’s Metal API for OS X and iOS. “Furthermore, we think the advancements with the Vulkan API will help mobile game developers more easily and efficiently bring console game content to Snapdragon mobile devices”. Its unique software IP, infrastructure technologies and system solutions enable its customers to get to market quickly with complete and highly differentiated SoC platforms. For developers, this API will mean that you can push more 3D rendering workload to the GPU – where it’s supposed to be.

Mr. Spock goes full 3D