![intel opengl 4.5 intel opengl 4.5](https://news-cdn.softpedia.com/images/news2/solus-enables-opengl-4-5-for-intel-broadwell-mate-edition-coming-along-nicely-exclusive-509424-5.jpg)
This dovetails neatly into another salient point: Khronos also admits that, because OpenGL NG has to work across multiple GPUs, it cannot physically be as low-level as AMD-only Mantle.
![intel opengl 4.5 intel opengl 4.5](https://i.ytimg.com/vi/nIlWdMjpa54/maxresdefault.jpg)
Game development is increasingly cross-platform I’m sure developers would love to target OpenGL NG and have their games work across most platforms and form factors - but that only works if the hardware support is there, of course.
#INTEL OPENGL 4.5 SOFTWARE#
It’s nice to see a lot of software vendors, such as Valve, Epic, Blizzard, and Unity. Still, as you can see in the slide above, Khronos definitely has most of the right people on board (the only significant omission is Microsoft).
![intel opengl 4.5 intel opengl 4.5](http://s3.amazonaws.com/content.systemrequirementslab.com/global/assets/images/boxshots/figures/minecraft-requirements-table.jpg)
Khronos readily admits that it has set a pretty daunting task for itself. (Longs Peak never saw the light of day, incidentally - it was trashed in 2007 and replaced by the much more “normal”, backwards-compatible OpenGL 3.0 spec in 2008.) The landscape has changed a lot since Longs Peak, though - now, with a variety of low-level APIs emerging from AMD, Microsoft, and even Apple, it would appear that developers are keen to break away from the heavily abstracted days of yore. Khronos’s last attempt to create a new, non-backwards-compatible spec - Longs Peak - failed dismally, so it’ll be keen to not make the same mistakes twice. The Khronos Group, which develops the OpenGL spec (and other related specs), says it’s working hard with all of its consortium members to develop a spec that hardware and software companies will actually use. This didn’t matter so much in the olden days, when GPUs were nasty things that needed high-level abstraction to be programmed sensibly - but now, as GPUs become ever more mature and sane and documented, developers are asking for graphics APIs that allow them to get much closer to the bare metal, significantly improving performance and reducing overhead.Įnter OpenGL NG, which will be a ground-up redesign of OpenGL that isn’t backwards compatible.
#INTEL OPENGL 4.5 CODE#
More importantly, though, OpenGL - again, like DirectX and Direct3D - is a very high-level API that makes it hard to efficiently run code on the GPU directly. Much like DirectX (which is only a little younger), OpenGL has gained a lot of bulk and scar tissue over the years.
![intel opengl 4.5 intel opengl 4.5](https://laptoping.com/gpus/wp-content/uploads/2019/12/Intel-Iris-Plus-G7-Graphics.gif)
With more than 22 years under its belt, OpenGL (originally released by SGI in 1992) is the oldest high-level 3D graphics API still in popular use. Khronos has an uphill struggle ahead, though: While AMD and Microsoft are focusing on their own specific implementations, OpenGL NG will be a cross-platform solution for all operating systems and hardware makers, just like the existing OpenGL specs. The idea, much like AMD’s Mantle and DirectX 12, is to build an entirely new version of OpenGL that removes a lot of the abstraction, significantly reducing the overhead and inefficiencies when working at a low level with the bare metal GPU hardware. Next Generation OpenGL (OpenGL NG), however, is a complete rebuild of the OpenGL API. OpenGL 4.5, except for some new Direct3D 11 emulation features for easier porting, is your fairly standard annual OpenGL update. At Siggraph 2014, the Khronos Group has announced both OpenGL 4.5 and, more excitingly, the Next Generation OpenGL Initiative.