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  1. QtWebEngine should be a framework to put web...

    QtWebEngine should be a framework to put web engines in.
    Seriously if the developers are not going to build and maintain their own rendering engine, why create hard dependencies on it?
    Not to...
  2. How is ARM fragmentation being handled? What is...

    How is ARM fragmentation being handled?
    What is happening with ARM platform?
    Why ARM are you not working on this?
    When or even will we ever see a sort of standard platform for all ARM SoC's.
    Not...
  3. It's about time!

    It's about time!
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    I think more of a technical preview and some...

    I think more of a technical preview and some demo's will be a possibility.
    I don't see Vulkan being released so soon.
  5. Like to see some benchmarks of the performance...

    Like to see some benchmarks of the performance improvements.
    How much faster are we talking about? 5 times? 20 times? 100 times?
    Please do some tests and post an article detailing the improvements...
  6. There are tools to only require the used...

    There are tools to only require the used extensions, parts without asking for a specific OpenGL/GLSL version.
    Use those tools in the short time between everything except subroutines is implemented...
  7. The bigger your shader, the more difficult to...

    The bigger your shader, the more difficult to work with.

    Uber shaders are notorious for being difficult to decipher, adapt and maintain.

    ...
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    The keyword Direct State Access of the article is...

    The keyword Direct State Access of the article is not a link like the keyword Mesa is. PLz fix this!
  9. How is support for DisplayPorts Adaptive Sync...

    How is support for DisplayPorts Adaptive Sync feature doing?
  10. Didn't Vulkan introduce descriptor sets and other...

    Didn't Vulkan introduce descriptor sets and other mechanisms that offer the advantages of bindless, are basically the successor to bindless?

    Also for anyone who is interested, here is a link to...
  11. What about games like Minecraft or other voxel...

    What about games like Minecraft or other voxel based games?
    Most of the rendered geometry is static almost always.
  12. Yes, +1. @efikkan please do post on the Khronos...

    Yes, +1.
    @efikkan
    please do post on the Khronos forum.
    They have a section for requesting features: ...
  13. @log0 Oh my, you don't sound very positive about...

    @log0
    Oh my, you don't sound very positive about it?

    Big difference it's possible to do physics effects with the compute shader, allowing much more dynamic scenes.
    And look at the savings in...
  14. Very interesting extension. Can't wait for...

    Very interesting extension.
    Can't wait for benchmarks and comparisons.
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    Damnit, can't they use ETC2 or ASTC...

    Damnit, can't they use ETC2 or ASTC
    http://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC

    http://en.wikipedia.org/wiki/Adaptive_Scalable_Texture_Compression...
  16. I hope this experimenting will lead to...

    I hope this experimenting will lead to improvements in the Graphics Stack and improvements will find their way into Wayland (and Mir).
  17. IPv4, what about IPv6?

    IPv4, what about IPv6?
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    Only OpenGL ES 3.0 And OpenGL ES 3.1 was released...

    Only OpenGL ES 3.0 And OpenGL ES 3.1 was released in March 2014. Graphics developers could really use the stuff in OpenGL ES 3.1.

    March 2014 is not that short ago, there is enough time to...
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    A very good revenue/pricing model. No upfront...

    A very good revenue/pricing model.
    No upfront cost barriers for developers.
    This means free(gratis, 0$) games could use it for free(gratis, 0$) right?
  20. I would rather see more development go into AOT...

    I would rather see more development go into AOT instead of JIT.

    http://en.wikipedia.org/wiki/Ahead-of-time_compilation

    Android Runtime (ART)
    http://en.wikipedia.org/wiki/Android_Runtime
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