jedibeeftrix
Newcomer
The mobile industry took a long time to shake off the legacy of the fixed pipeline hardware of ES 1.0, but in moving to ES 2.0 with its streamlined shader based system I wonder if they weren't a little too successful:
Perhaps it lasted too long, pushing back the arrival of a successor API until the hardware evolution coming from the desktop had moved on too far...
With ES 3.0 arriving in summer 2012, no platform support until Android 4.3 in summer 2013, and the arrival of various DX11 compliant SoC's in summer 2014, I wonder if we won't all turn around and ask: what was the point?
We are but a few quarters away from Tegra4, Adreno 420 and Rogue 6XT sporting full DX11 compliance with features such as a tessellation which were deemed to die-size expensive to be worth including in ES 3.0.
This at a time when the vast majority of android hardware still has an ES 2.0 SoC, a pre-Android 4.3 OS, or both!
Thus ES 3.0 is going to be concertinaed between the longevity of its predecessor and the arrival of a runaway success from the desktop world:
After the failure of DX10 with Vista, pent up demand for Windows 7 saw the rapid adoption of DX11 which has continued onwards with Windows 8, and now set to be a console standard for the next five years with the Xbone (with the PS4 too given that it shares the same hardware feature set).
So to bring this ramble back to a more focused question:
1. Do you expect to see OpenGL ES 3.0 rapidly superseded by a new Kronos mobile API based on OpenGL 4.4 providing parity with the DX11 hardware feature set (i.e. mass adoption)?
2. If yes, do you believe that OpenGL ES 4.0 will be a superset of 3.0, with the predecessor living on in non tablet/phone hardware as a low-cost option (fridge/car/hifi displays, etc)?
Perhaps it lasted too long, pushing back the arrival of a successor API until the hardware evolution coming from the desktop had moved on too far...
With ES 3.0 arriving in summer 2012, no platform support until Android 4.3 in summer 2013, and the arrival of various DX11 compliant SoC's in summer 2014, I wonder if we won't all turn around and ask: what was the point?
We are but a few quarters away from Tegra4, Adreno 420 and Rogue 6XT sporting full DX11 compliance with features such as a tessellation which were deemed to die-size expensive to be worth including in ES 3.0.
This at a time when the vast majority of android hardware still has an ES 2.0 SoC, a pre-Android 4.3 OS, or both!
Thus ES 3.0 is going to be concertinaed between the longevity of its predecessor and the arrival of a runaway success from the desktop world:
After the failure of DX10 with Vista, pent up demand for Windows 7 saw the rapid adoption of DX11 which has continued onwards with Windows 8, and now set to be a console standard for the next five years with the Xbone (with the PS4 too given that it shares the same hardware feature set).
So to bring this ramble back to a more focused question:
1. Do you expect to see OpenGL ES 3.0 rapidly superseded by a new Kronos mobile API based on OpenGL 4.4 providing parity with the DX11 hardware feature set (i.e. mass adoption)?
2. If yes, do you believe that OpenGL ES 4.0 will be a superset of 3.0, with the predecessor living on in non tablet/phone hardware as a low-cost option (fridge/car/hifi displays, etc)?
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