Posljednje i najaktualnije ažuriranje OpenGL-a od jučer je dostupno svakome. No što to zapravo znači za krajnjeg korisnika iliti igrača?
Vulkan, nasljednik OpenGL-a je i službeno vani
Dobra vijest. Nadam se da da cemo zaista vidjeti neki veci napredak a ne nesto sitno.
Ovo je ustvari DX 12 za ne-Windows platforme. Još ako to driveri budu pratili, zajedno s podrškom developera, napredak će se itekako vidjeti.
Što bi Vulkan u praksi mogao značiti za mobilne uređaje? Kakav nas pomak očekuje? Jeli bi u praksi mogli dobiti unificirane aplikacije za PC i mobilne uređaje, ili pak veći broj crossplatform igara?
Vjerujem da je ovo drugo vjerojatnije. Pogotovo za indie naslove. Snaga i mogućnosti smartphonea rastu, pa samim time i dobivaju puno veće mogućnosti.
Ja isto mislim da je ovo ponajviše crossplatform dobitak, dok je DX12 čisti performance.
Op, op, s predstavljanjem Samsung Galaxy S7 krenula je i prezentacija Epicovog tech demoa ProtoStar, napravljenog u Unreal Engineu 4 koji se vrti u Vulkan API-u.
Inače ne dajem toliku važnost specifikacijama moba, ali izgleda da smo stvarno dogurali do točke da je tehnologija mobova prilično moćna.
ProtoStar introduces a slew of new Unreal Engine 4 rendering achievements on mobile, including dynamic planar reflections; full GPU particle support on mobile, including vector fields; temporal anti-aliasing (TAA); high-quality ASTC texture compression; full scene dynamic cascaded shadows; chromatic aberration; mobile dynamic light refraction; filmictonemapping; improved mobile static reflections; high-quality mobile depth of field; and Vulkan API support with thousands of dynamic objects onscreen.
We wanted to set a new bar for real time graphics on mobile with ProtoStar. We want to stay in the chip, we don’t want to go out to RAM all the time. Vulkan has in the API support to actually keep the rendering in the GPU and making it really fast.
The idea behind Vulkan is a really, really robust increase in CPU performance. That allows us to render many, many more objects on the screen of the mobile device than we could in the past. When we think about higher levels of interactivity, more dynamic moving objects, more things on screen that are not static – that are actually reactive to the touch and to the viewer, that was the capability of the device that we were certain above all else we needed to take advantage of.https://www.youtube.com/watch?v=lIdNoSB69PI