Your post is hard to follow, I assume English is a second language.
It will most likely be supported on all new "A" series chips moving forward.
You do realize that Apple has hired a huge number of AMD engineers. I fully expect Apple to move very closely to an architecture similar to AMDs HSA! That is support for heterogeneous computing.
I suspect that in the case of iOS Apple is responsible for much of the drive software already.
Metal makes all the sense in the world. It is software tailored for Apples best mobile chips.
OpenGL and Metal will likely remain in iOS for some time. As such the developer can choose which is best for his needs. Games will certainly migrate to Metal and pro apps will stay with OpenGL. The question you should ask is why would any rational developer give up the extra performance of Metal. The reality is this, even if technology continues to move rapidly forward, it will be a very very long time before a mobile platform operating on two watts of power can match the performance of today's laptop and desktop solutions. If a new API though gives you the ability to move a app to an iOS device without loosing much performance wouldn't you do it?
Originally posted by nilssab
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To get the same kind of low cost API call access that AMD has achieved with Mantle, PowerVR will probably need hardware changes to be able to communicate in that way.
Not only does Imagination tech need to add this hardware feature to PowerVR for metal to work, they also are going to need a driver that targets metal (I would expect Imagination tech devs not being all that happy with apple atm..), unless of course apple is going to write drivers for them. Whoever writes these drivers, it WILL take a while before they work well. Because that's how things go.
Now, anyone that is not mantle or imagination tech, will probably not be wanting to use metal, just because it makes no damn sense to. Metal, and Mantle as well, while their APIs have a chance of becoming open, will probably carry a bias towards their first user.
And since some programmers seem convinced that the same effect can be achieved in OpenGL(the hardware support for which would have already been added in GL4.3 or 4.4 or something, can't remember), it is probably entirely possible to do it in OpenGL.
Now the problem is probably that OpenGL is buggy and strange in some ways, but as long as ONE developer can use it in a good way, to the wanted effect of mantle and metal, it serves its purpose, and everyone else just have to adopt to that best practice of using OpenGL.
Now the problem is probably that OpenGL is buggy and strange in some ways, but as long as ONE developer can use it in a good way, to the wanted effect of mantle and metal, it serves its purpose, and everyone else just have to adopt to that best practice of using OpenGL.
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