The Khronos Group is in a unique position, from where they could finally say to Microsoft (and, to a lesser extent, Apple): "Payback's a B*tch!"
- OpenGL 5 will essentially be Mantle!
This makes a LOT of sense, since Mantle was created to make the porting process from both the Xbox One and the PS4 easier for developers. And since it seems very clear that Microsoft is also trying to go this route with their Direct3D 12 API, Nvidia is forced to adapt Mantle for their hardware (it was already reported that Direct3D 12 will run on Fermi-class hardware and up). [How else do you think they would be able to come up with a completely new API in such a short amount of time?]
This will have a few implications:
- OpenGL 5 will be the first time that Mantle can be deployed cross-vendor & cross-platform!
This will give an enormous time bonus, since the first DirectX 12 games are being targeted for Holiday 2015! So, if Nvidia & AMD come up with beta drivers for OpenGL 5 this year (we shouldn't have to wait for AMD to catch up this time, since it is their very own API to begin with!), developers could already target all the different platforms with ONE API this year, thus making the wait for Direct3D 12 unneccessary (since it will be like Mantle anyway).
- All the mobile vendors will have to adapt Mantle, too!
Nvidia will be able to run OpenGL 5 on their Tegra K1, therefore forcing all the other players to do so either on their hardware. Thus, once Android starts supporting this, there will be no need to target Apple's Metal API, since developers will be able to reach about the same speed with OpenGL 5 / Mantle!
So, as one can very clearly see, OpenGL 5 will be the ONLY solution if you want to target as many platforms as possible, and if one is able to reach the same speed as one would get with targeting the proprietary API's on each platform, there will be no need any more to do so in the first place!
I hope I could make my points clear enough and show you why OpenGL has a very bright future ahead!
- OpenGL 5 will essentially be Mantle!
This makes a LOT of sense, since Mantle was created to make the porting process from both the Xbox One and the PS4 easier for developers. And since it seems very clear that Microsoft is also trying to go this route with their Direct3D 12 API, Nvidia is forced to adapt Mantle for their hardware (it was already reported that Direct3D 12 will run on Fermi-class hardware and up). [How else do you think they would be able to come up with a completely new API in such a short amount of time?]
This will have a few implications:
- OpenGL 5 will be the first time that Mantle can be deployed cross-vendor & cross-platform!
This will give an enormous time bonus, since the first DirectX 12 games are being targeted for Holiday 2015! So, if Nvidia & AMD come up with beta drivers for OpenGL 5 this year (we shouldn't have to wait for AMD to catch up this time, since it is their very own API to begin with!), developers could already target all the different platforms with ONE API this year, thus making the wait for Direct3D 12 unneccessary (since it will be like Mantle anyway).
- All the mobile vendors will have to adapt Mantle, too!
Nvidia will be able to run OpenGL 5 on their Tegra K1, therefore forcing all the other players to do so either on their hardware. Thus, once Android starts supporting this, there will be no need to target Apple's Metal API, since developers will be able to reach about the same speed with OpenGL 5 / Mantle!
So, as one can very clearly see, OpenGL 5 will be the ONLY solution if you want to target as many platforms as possible, and if one is able to reach the same speed as one would get with targeting the proprietary API's on each platform, there will be no need any more to do so in the first place!
I hope I could make my points clear enough and show you why OpenGL has a very bright future ahead!
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