KHRONOS takes gaming to the next level with OpenGL 4.3 & OpenGL ES 3.0

KHRONOS takes gaming to the next level with OpenGL 4.3 & OpenGL ES 3.0

At the SIGGRAPH Conference in Los Angeles, the Khronos Group released the specification for OpenGL 4.3 with new features that extends its functionality to cross platforms 2D and 3D graphics API. It's now 20 years after the release of Open GL 1.0 that the Architecture Review Board (ARB) working group at Khronos defined the new specification which will also enhance the ability of the developers to port code from mobile & browser games to native client. The new update is said to have improved rendering performance and bringing the flexibility of Computer Shaders, it matches up with the features that were only available on DirectX 11.1.

What is so special about the upgraded OpenGL 4.3 version?

The most important feature of the enhanced version is the introduction of Compute Shaders that harness GPU parallelism for advanced computation. There are some other upgraded features that are listed as below:
  • ETC2 & EAC texture compression formats
  • Increasing Memory security
  • Multi-application robustness extension
  • Enhanced debug message
  • Texture parameter queries
  • Shader storage buffers and more

OpenGL ES 3.0 is also released

The Khronos Group also released the new OpenGL ES 3.0 specification to bring the world of 3D mobile graphics to the next level and is backwards- compatible with version 2.0. The variant for mobile device that just got bumped to 3.0 represents a new version of GLSL ES shading language, supporting integer & 32-bit floating point operation. The specification brings in guaranteed support for advanced texture effects and the next generation ASTC compression that diminishes texture footprints without a distinct visual hit. With the new OpenGL ES 3.0 version coming into existence, it proves to be an important step taken by the Khronos Group for mobile and embedded graphics, that will overshadow the boundaries between mobile & traditional high end graphics platforms and will jump to the next feature-rich high performance GPUs for low power mobile & embedded markets. The cited standardization around ETC applies to both OpenGL ES and OpenGL, which makes a clear statement to all that OpenGL 4.3, desktop OpenGL will be a standard texture compression format.