Is it to keep maximum hardware compatibility?
Would it be possible to support both vanilla 2.0 and enable the ability to use a newer version for projects which need the features?
Is it to keep maximum hardware compatibility?
Would it be possible to support both vanilla 2.0 and enable the ability to use a newer version for projects which need the features?
Interesting that they don’t seem to have a similar page for Vulkan support?
We’re most likely not going to do any actual upgrades in the OpenGL department.
Instead, we’re currently moving forward with the Vulkan backend (With MoltenVK/Metal for iOS/OSX).
For older Android devices it will be possible to fallback to OpenGLES at runtime.
This change is coming soon.
Even if we are getting more features by Vulkan/MoltenVK we need to expose them by the RenderScript API, which might require a divergence in terms of supported features per rendering backend. Any thoughts on this?
No more thoughts than we’ve previously mentioned, that in order to take a leap forward, we’ll need a new render api (e.g. render2.*
) where we can “start” over.
In that api, we can for instance make assumptions about having access to Vulkan/Metal etc.
Yeah that sounds fantastic, even with a vulkan 1.0 target you get a large amount of features that would accelerate performance and capabilities. Drafting a design will take some time, but it would be cool to work on pretty soon