Hangouts 4.0 starts rolling out today for Android users
Today’s the day. After many rumors, and the folks over at Android Police teasing us, Hangouts 4.0 is finally on its way. Google has started rolling out the re-designed Hangouts application to devices everywhere, and it’s only a matter of time before we get the update.
The newest version of Hangouts changes up a few things, and adds new functionalities, that were not previously available. First and foremost, is the addition of the FAB (Floating Action Button), which makes starting new conversations even easier. Previously, the new conversation button was hidden in the top right hand corner, but that is now changed.
The latest version of Hangouts also brings Google’s Material Design UI. Surprisingly, Hangouts hasn’t been really updated to reflect the Material Design guidelines, but it’s now here with version 4.0.
Here’s the official Changelog from Google for Hangouts 4.0:
- Hangouts is sleeker. Now updated with material design, Hangouts has a new look and feel: items respond to your touch in more intuitive ways and transitions between tasks are more fluid.
- Hangouts is simpler. The new Compose button makes it easier for you to start a new group or conversation. Our streamlined contacts list helps you find the right person quickly. And attachments have been revamped and simplified, so sharing—of emoji, GIFs, your location, even multiple photos at once—is a snap.
- Hangouts is faster. Whether you’re sending a quick message or video chatting with family, you don’t want hold-ups. We’ve been obsessively fixing bugs and speeding up message delivery to make Hangouts faster and more reliable. Bonus: less battery consumption.
As we stated above, the update should be rolling out to your devices today, so it’s just a matter of playing the waiting game. If you’ve already gotten your hands on the latest update, let us know what you think about the changes that Google has made.
Source: Android Police via: Google Blog
The post Hangouts 4.0 starts rolling out today for Android users appeared first on AndroidGuys.
Virgin-Tesla takes you to space in Gone Home studio’s ‘Tacoma’
Fullbright struck a nerve with 2013’s Gone Home, its emotionally haunting tale of a 20-something who returns from Europe in 1995 to find her family home deserted. That indie game darling not only became a critical success for the small Portland, Oregon-based studio, but also won a BAFTA in 2014 for best game debut, and two VGX awards — one for best PC game, the other for best independent game.
For Fullbright’s follow-up, the near-future, set-in-space sci-fi tale Tacoma, the studio has some undoubtedly high expectations to meet. It’s a good thing then that Microsoft, which has partnered with Fullbright to make the game an Xbox One exclusive, is there to lend a deep-pocketed helping hand. Tacoma is very much still in development and won’t be out until mid-2016. But that didn’t stop Fullbright co-founder Steve Gaynor and level designer Tynan Wales from trotting out a short 30-minute demo that gives a glimpse of the augmented reality and artificial intelligence that pervades Tacoma‘s world. I recently had a chance to chat with both Gaynor and Wales about avoiding the sophomore slump, their sci-fi inspirations, a possible HoloLens demo, killer AIs and why space could be a very gay place.
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What was it like having to follow up Gone Home with all that critical acclaim? Were you afraid of a sophomore slump at all?
Steve Gaynor: For me, the biggest challenge is just making sure we don’t repeat ourselves. Because I think the biggest danger of the disappointing follow-up is when the creators have tried to recapture: “Oh, we need to do that again. We need to make sure that we do this and this and this [thing] that worked last time.” And I think if you feel like, okay, I remember playing this, but it was better the first time, then that’s when you’re in a danger zone… of feeling like, okay, I don’t have anything new to say.
What was so exciting about the first one was that it was new and I didn’t know what to expect. … That’s why we’ve done everything we can to push ourselves to say this doesn’t take place in a real time and place in the past. It has to take place in a fictional universe, a near future that we have to completely imagine instead of trying to authentically recreate. And it can’t be about a family or a love story. It has to be about: Who is this group of people? It’s a very different situation, a very different set of relationships — a different way of understanding the environment.
I’ve played Gone Home and this seems very similar. I hope you would agree with that. It’s sort of that quiet, haunting first-person exploration. So in what ways did you seek to differentiate it from Gone Home?
SG: Well, we wanted to push more outside of what we felt like was familiar. So much of Gone Home was about the familiarity, the recognizability of what you’re finding: the analog, the handwritten notes and tape cassettes. So I think what we wanted to say, for one, is the player’s discovering the bounds of this fictional world kind of at the same time as we are because it takes place outside of our own experience.
“What does it mean when Gone Home is in zero gravity a hundred percent of the time?”
— Steve Gaynor
The thing that you’re pointing to is definitely correct because we’re starting from a similar place. And so our hope is to take one interesting step forward along multiple vectors to say: In Gone Home, you never saw another human figure. In Tacoma, you aren’t coming face-to-face with other living people, but you’re understanding, getting to encounter and kind of relive these moments in these characters’ lives in a way that’s more present in the environment than what we could do in Gone Home. But it still is relying on that isolated, kind of I’m here by myself, but I can kind of involve my experience in these moments that these people lived through. And kind of feel like I’m inside of them in a way that you were always outside of the audio diaries describing events in Gone Home.
And also, we really wanted to say something that is kind of inherent to a game like Gone Home; that’s inherent to gravity. If you’re not giving the player a grappling hook or you can’t glide like Batman or something like that, you’re very much glued to the floor. In a lot of ways, you’re kind of playing a 3D game in 2D. And we wanted to push one step past what players are used to with, “I just navigate a first-person environment like this,” and say, actually, we just want to challenge people to think of this space in a fully three-dimensional way.
Tynan Wales: The game, at one point, was actually a lot more similar to Gone Home — it was in a house.
Having come on from not doing Gone Home, very early in development, not only was the idea of a space station suggested, but also the mechanics Steve just outlined with the AR scenes and using gravity and moving from surface to surface. Now that I’ve been seeing them all up and working, I feel like the tone may be similar, but the experience is pretty different when I play it.
I noticed that instead of retreading the same things — experiencing narrative through audio playback — you use holograms to replace these story cues. And the fact that now you have this space where it can wind up being a little bit too overwhelming, but it gives you more areas to search through. Does that all tie into coming up with the near-future space theme? How did all of that evolve?
SG: The project started in a much more familiar, mundane location and we went down that road for a little while. I’d had this concern in the back of my head that I hadn’t really been paying that much attention to. But I went last summer on an anniversary trip with my wife. And, being on the trip, we were away from stuff long enough to get some perspective. And I’m just telling my wife, “We’re doing another fucking house game. Now that we’ve started developing it further, I can feel how close it is and I don’t want to do that again.” We needed another place that’s like an isolated place where a small group of people could live. It’s not an apartment building or an arctic base or an oil platform. It’s something like that; it could be a space station. And my wife was like, “Yeah, a space station’s cool.”
“When Microsoft started looking at the game and talking to us about it, they were immediately like, ‘You know, we can do this with HoloLens.’”
— Steve Gaynor
And so it started from there, in saying it’s on a space station, so what does that mean? When is the space station? Where is the space station? Why does it exist? And, like you were saying, how do we play that off? Well, you could make a space station that’s ring-shaped and you could use centrifugal force or you could have one that has artificial gravity. But, in a lot of ways, then you’re just making Gone Home, but the house just looks like a space station. So from the beginning, I was like, it should just all be in zero G because then we can’t say, “Oh yeah, you open a drawer and you put a pen on the desk and it rolls off.” What does it mean when Gone Home is in zero gravity a hundred percent of the time? We don’t know.
TW: In the early version, when it was a house, some of the plans were to have an actual AI that moved around with you and responded to your actions or asked you questions, etc. And this was, I think, a really interesting — not exactly solution — but evolution of that idea with multiple characters and these [holographic] recordings instead of a live, active character. And the way you can, hopefully, interact with them by not being a static observer all the time and trying to move between voices and conversations and different locations and follow characters.
SG: In Gone Home, there were no other characters in the game. So, we thought, what if in our next game there was a character in the space with you following you around? Okay, well that’s a super-literal solution to, “We want to have another human presence in the space.” So okay, let’s start working on that.
And then there are all these other problems that come up when the AI has to react to what you’re doing and be interesting when they don’t have anything to do. What it makes you do is start asking yourself, “What are we actually trying to get out of this? Are we trying to get a feeling of an AI companion following you around? Is that what we care about?” No, what we care about is you feeling like you can observe these people in the place where they live, where these moments happen. And so that’s a way the near-future, sci-fi, high-tech setting gave us the ability to say, “Well, I think augmented reality could be a pervasive technology in a facility like this two generations from now.” So what if you were seeing these live, positional, Kinect-like skeleton recordings of what happened to these people and that gives you that ability to share the space with them without us having to say, “Yeah, there’s somebody who has to have a good reaction when you just start throwing stuff at the wall.”
Did you do any actual research on AR technologies and what’s to come? Or was it more: Since this is sci-fi, we’re going to take liberties based on what we know?
TW: So just timeline-wise, as far as I’m concerned, the idea came up before I ever heard anything about HoloLens.
I don’t think it came from understanding modern tech or where modern tech was headed or who was researching that. I mean, it’s kind of interesting to see HoloLens coming online as we’re developing the game because it’s super relevant and super possible.
It seems to me that Fullbright-style games like Gone Home and Tacoma would lend themselves very well to being displayed through HoloLens. Is that something you thought about? Have you talked to Microsoft about that?
SG: Well, it’s funny because we’re putting the game on Xbox One, so we have a relationship with Microsoft. And when they started coming and looking at the game and talking to us about it, they were immediately just like, “You know, we can do this with HoloLens.” They could put an AR scene or they could put the info panels in HoloLens and you could do that.
But the thing that I think is a lot more relevant to that is something that’s more of a focused experience. I think there’s still not a good solution to the idea of freely walking around in three-dimensional space while also being in one of these AR/VR experiences. They are great if the entire experience takes place in the size of the room that you’re in. With Oculus, the experience is more about sitting at a desk or sitting in a cockpit. They have things that they’re more natively geared towards. So on the one hand, we’re not planning to do Oculus support. We didn’t for Gone Home. We’re not planning to do it for Tacoma. I’m not sold on this kind of game just being able to… okay, just put it in a headset.
But I do think there could be a very interesting focused demo. Like you could have a HoloLens recreation of the orbital lounge in the game where there are info panels so you can look out and see the moon and the Earth. And you can see this scene play out and be inside of it. I think that would be fascinating to see a version of. I don’t know if that’s in Microsoft’s promotional budget or whatever. But I think that it would be really cool to basically be able to step into that experience in a controlled way that would be a good fit for what I’m aware [of] the technology to be good at.
“Virgin-Tesla is a fictional extrapolation of our present where these two prominent companies merged and now are providing this [space tourism] service.”
— Steve Gaynor
The thing that definitely cracked me up when I noticed it was when I was examining objects [in Tacoma] and saw the Virgin-Tesla logo. Did you have to get special permission for that?
SG: It’s like mentioning a brand name in a novel. We aren’t using any of their copyrighted logotypes or anything. Something like Virgin-Tesla is clearly a fictional extrapolation of our present to say that the game takes place in a fictional universe where these two prominent companies merged and now are providing this [space tourism] service. And so, it’s a way for us to ground what we’re doing hopefully in the present that we live in and talk about it directly. As opposed to just having to make up Aerospace Tourism Corp. because I feel like when you don’t have any direct connections to where we are now, everything just feels a lot more abstract. That’s what we love about [the film] 2001. Because it’s like oh, there’s Pan Am and Howard Johnson. … If you look at this in 30 years, it’ll be very much a 2016 imagining of 2088, like Blade Runner was a 1982 [imagining of] 2019. Having those hooks into our present is really valuable.
With ODIN [the station’s AI], it seems as though there’s the potential you could be drawing on what’s happening now in technology. That you’re going after some of the fears around the possibility of semiconscious AIs, like how Stephen Hawking or Bill Gates is saying: “Everyone be careful because that day is coming.”
SG: Now, that’s legit! When those guys are writing letters about: Can we stop making killer robots, please?! It’s not just jokes anymore.
So is ODIN a killer AI?
TW: That’s the question…
SG: Is ODIN murdering you?
TW: I don’t want to spoil anything…
SG: That’s something I became conscious of during Gone Home. We can say to you — the download link can say nothing’s going to jump out at you in this game. And it doesn’t matter because we can say seriously there’s no enemies; nobody’s gonna get you; nothing’s gonna jump out at you. It’s just an empty house. There’s literally no way if somebody’s predisposed to thinking, “Yeah, but what if?” I can say right now and I will say the ending of this game is not that the whole crew was killed. ODIN is not going to try to murder you. This is true.
“I’m happy to say [Tacoma’s] not about a murderous, killer AI.”
— Steve Gaynor
TW: Oh, he let it loose.
SG: As a creator, you’re like, if we tell people too much, it’ll ruin the experience. I’m happy to say it’s not about a murderous, killer AI. But it is going to be in a lot of ways about discovering what the capabilities and what the consciousness of this thing actually are. Because you start out and clearly it’s keeping things from you. And so hopefully, some of the questions are like: Why? Who has given it these directives? Or has anyone? Does it have its own reasons for keeping this information from you?
Is that theme of AI and what it could become something you wanted to make a commentary on with this game? Or is it just that you came up with the space setting and decided to include an AI?
SG: I’ve never really started from a point of wanting to state a message with what I’m working on. I’ve never worked on something where I’m like, “I want to say this about what I believe about what AI is or what the dangers of this technology are or anything.” Honestly, it always comes from really practical perspectives.
Maybe I misinterpreted this, but the two holographic messages I first encountered were about two different gay relationships. I think that’s a really interesting choice to start the game. So is it a gay space station?
SG: It’s a bit of a “gaystation” — you could say. We have the two women that are in a relationship on the station; and Andrew, who has a husband that’s off the station. Evie and Clive are straight and then Sarah’s really kind of undefined. Her orientation has not been really … she’s involved with looking into AR dating, but we haven’t really talked about where she lands.
I think what we’re saying about the state of society that the crew of Tacoma’s living in is that it’s continued to some point where if these people are gay, there wouldn’t be any reason that they wouldn’t not just be open about it. People happen to be gay on the station and are not trying to hide it and that’s just how it is. That’s just an implicit statement about where we think this part of the society is headed, I guess. It’s a decision that you make when you’re doing speculative fiction. You can either say, we’re in the present; we’ve got this trajectory and we basically feel like it’s going to continue. Or you can say, society’s here now and we’re going to make our fiction about it taking a hard right turn.
There’ve been tons of very disruptive changes to technology and society and how we live our lives. And as far as that goes, cellphones have totally changed everyday life for people, So hopefully, we get to talk about that kind of stuff with AR and with saying commercial space tourism is a thing, but only for the very high-end of society still. So what does that mean? Hopefully, the identity of the crew and who they are and what kind of relationships they’re in and so forth is just part of that fabric.

Tynan Wales (at left) and Steve Gaynor
How far along in development is the game at this point?
SG: We’re aiming for mid-2016, but I don’t want to say a date because we don’t know what it is.
Why go with Xbox One when PS4 has the largest install base and PlayStation’s been the friendliest to indies, arguably?
SG: I think it is always shifting tides with that part of the industry and with companies that size. I think that Sony did get a head start reaching out to indies and making it part of their identity when PS4 was first getting off the ground. It’s obviously worked out well for them. We’re at a point now where I think Microsoft is working really hard to reach out to people that are doing small projects and get them to align themselves with their platform. So, after we put Tacoma out there, Microsoft reached out to us and started talking to us and got the conversation going. And they’ve been a really great partner so far. Microsoft, at this point, is doing the work, getting out there and trying to get this kind of stuff onto Xbox.
This interview has been edited and condensed.
Images: Fullbright (game screens)
Filed under:
Gaming, HD, Microsoft
Tags: AI, AR, ArtificialIntelligence, AugmentedReality, fullbright, GoneHome, hdpostcross, HoloLens, interview, microsoft, SpaceTourism, stevegaynor, tacoma, uk-feature, virgintesla, xboxone
Your Android games are getting a software speed boost
iPhone users have low-level Metal code to speed up games and other visually intensive apps, but what if you’re an Android fan? Don’t worry, you’ll get your boost soon. Google has announced that Android will soon support Vulkan, an open graphics standard that cuts a lot of the computing overhead and gives apps more direct control over video hardware. It’s not as easy to work with as OpenGL, but it should let developers wring more performance out of your phone’s processor. That could prove very important when you’d otherwise struggle to run a game on a lower-end phone, or want to get pretty, high-detail graphics on a shiny new flagship. It’ll be a while before Vulkan for Android is ready — the standard itself isn’t available, let alone Google’s implementation of it — but it should be worth the wait if your Android devices double as game consoles.
Filed under:
Cellphones, Gaming, Tablets, Mobile, Google
Source:
Android Developers Blog, Imagination Technologies
Tags: android, gaming, google, graphics, khronosgroup, mobilepostcross, opengl, smartphone, video, vulkan
Anyone in the world can buy an Ubuntu phone (but shouldn’t)
If you were dismayed that Canonical’s campaign to launch an Ubuntu-running smartphone crashed and burned, then today might be your lucky day. Spanish smartphone maker BQ has already been selling two Ubuntu devices to Europeans but, from today, it’s opening that offer out to everyone in the world. The Aquarius E5 HD and E4.5 both run the much-feted Linux-based operating system and are available for just €199 ($218) and €169 ($185), respectively.
Of course, there are at least two caveats that we should make you aware of before you grab your credit card and start ordering. Firstly, this is a European handset, so buyers elsewhere should check which bands their local carriers use or face being left with a lemon. Both of these devices support GSM bands 850, 900, 1,800 and 1,900, as well as UMTS 900 and 2,100 — so you’re not going to get any joy if you’re on a CDMA network like Verizon. Then, of course, there’s the fact that when we reviewed this phone and software combo back in July, we advised holding off while the bugs were being ironed out of the system.
Filed under:
Cellphones, Software
Tags: BQ, Global, GSM, Retail, Ubuntu, UbuntuEdge, UbuntuPhone
Plex’s media-playing iOS app finally got an overhaul
Plex has overhauled its iOS app, which it’s also calling the poster child “for new feature support”, that includes Plex Home, music features like multi-disc support and mixes and music videos and secure connections. Because it’s all new, you’ll need iOS 8.1 or higher, but you’ve got that right? The app’s free to download today, and will even double up as a remote for Plex on the big screen. You can also share content from your camera roll straight to any Plex player. To get full-fat functionality, you’ll have to send some dollars through an in=app payment, but that’s where most of the new stuff comes in.
Plex hasn’t upgraded its iOS app for a while, so some of it’s catch-up: there’s a richer browsing interface, populating the app with similar movies, or ones made by the same director, actor .etc. Rotten Tomatoes’ database of movie rating are now attached to titles, with embedded reviews set to follow soon. Video chapters will not only assign the appropriate bookmark locations from your existing media files, but it’ll also cross-reference and pull chapter dividers in from ChapterDb’s own archives — doing the work for you.
Plex is also promising a fairly substantial upgrade to its Sync feature. Version 2 is apparently much faster, especially on incrementally syncing media. It’ll also partially sync your library, offering full access to what it has delivered — even if that’s not everything. Reliability on the sometimes patchy feature has also been improved, so hopefully no more buffering in the middle of whatever series you’re currently bingeing on.
Filed under:
Home Entertainment, Internet, HD
Source:
Plex
Tags: hdpostcross, ios, mediaplayer, mediaserver, plex, plexsync
Huawei’s Back to School promotion is here, get $25 off any smartphone or tablet
Huawei is running a Back to School program, offering students $25 off of one of its smartphones in addition a package full of goodies. Google and Apple have also recently launched their own annual Back to School programs too.
Keep in mind that Huawei’s Back to School promo only lasts until August 15. The $25 the company is offering off a smartphone isn’t much, however, if you purchase one by August 15, Huawei will throw in a free Bluetooth speaker, a Net 10 SIM card, and a $50 time card, which gives you 30 days of free calls, text, and data.
Keep in mind that the unlimited data is only high-speed up 3GB. It throttles to 64KBp/s thereafter.
Between the discount on the Huawei device, the Bluetooth Speaker, and the free month of cell service, you get a total of $175 in savings. Just head on over to Huawei’s own online store, and enter the promo code BACK2SCHOOLHW for your savings and free goodies.
source: Huawei
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Google Hangouts 4.0 launches today
Google has announced the launch of the latest version of Google Hangouts for Android devices taking the app up to version 4.0 and bringing with it a simpler, faster interface with some new features. The Google development team says they are striving to make Hangouts easy to use so that conversations “just flow” without the technology getting in the way of communication.
With this update, Google brings their material design concepts to Hangouts which means the app is now “sleeker.” Google says items on the screen now respond in a more intuitive way and transitions are more fluid than they have been in the past. As part of the design update, Google added a new Compose button that can be used to launch a new conversation or start a new group message. The contacts list has been streamlined to help you find contacts more quickly. Google says the app now supports the sharing of multiple photos at once along with emoji, GIFs, and your location.
Google also indicates they have made several bug fixes and performance improvements. These were designed to make message delivery quicker and more reliable. Another benefit of this work is that the app should consume less battery power when running.
In a related update, Google also made some improvements to the Hangouts Dialer used for making calls. This includes being able to set the Outbound Caller ID now. Users can also receive and reply to group MMS messages using Google Voice.
Hangouts also has support for Android Wear so users can just use the command, “OK Google, send a Hangouts message” to get started. The team also added back custom status messages for those times when you are unavailable and the stock messages just don’t cut it.
The update has started rolling out to Android users today, but it may take a few days to show up as available for your account.
source: Google
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Deal: Pre-order the SKEYE Mini Drone with HD Camera for just $64.99 (34% off)

Want to start a new hobby, but aren’t keen on spending a ton of money? You might want to try out the SKEYE Mini Drone with HD Camera – available now for pre-order in the Android Authority Deals Store for just $64.99.
Featuring built-in LED lights, a high-definition video camera and an included remote control, you’ll be able to fly the SKEYE Mini Drone in day or night. The drone can perform flips, barrel rolls and other aerobatic tricks while in the air, and is geared towards both beginning and seasoned flyers. You can also fly this drone for almost 10 minutes on a single charge, and it only takes about 30-40 minutes to charge back up to 100%.
Interested? Right now, you can pre-order the SKEYE Mini Drone with HD Camera from the AA Deals Store for just $64.99, which is 34% off the suggested retail price. Don’t miss out! Head to the link below for more information.
Alcatel OneTouch Idol 3 4.7 available this Friday in the US and Canada, priced at $180

While Alcatel isn’t one of the most popular smartphone brands out there by any means, much of the tech world was blown away when the Idol 3 5.5-inch was released earlier this year, packing excellent specs and a killer price tag that rivaled devices like the Asus ZenFone 2 and the Motorola Moto G series. Now Alcatel OneTouch is back once again, this time launching the 4.7-inch version of the Idol 3 for the US and Canadian markets. The smaller variant will go on sale starting August 14th – this Friday – at the price of just $179.99.
The Idol 3 4.7 is a far amount cheaper than its bigger sibling, but it does make some sacrifices in terms of specs and features to get there. While the design is very similar with the same front facing speakers and camera, the 4.7-inch display is of the 720p variety as opposed to 1080p in the Idol 3 5.5. The processor is also less beefy, as the 4.7-inch variant being powered by a Snapdragon 410 with just 1.5GB of RAM. Other specs include 16GB storage with microSD, a 13MP rear cam, 5MP front cam, and a 2000 mAh battery.
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Like the Idol 3 5.5-inch, you can expect a stock-like software experience based on Android 5.0 Lollipop with a few extras thrown in. You will be able to use the phone on AT&T and T-Mobile’s networks (and compatible MVNOs) in the US, and most Canadian carriers should play nicely as well.
With the same price tag as the newest version of the Moto G, the Alcatel OneTouch Idol 3 4.7 is a well priced handset, but only time will tell if it can find the same level of acclaim as its bigger sibling.What do you think of the 4.7-inch model, anyone planning on picking it up?
OpenGL ES 3.2 and Vulkan – everything you need to know

Today, the Khronos Group, an open consortium of leading hardware and software companies, has announced its new OpenGL ES 3.2 specification and more details on its cross platform Vulkan graphics API. So here is everything that you need to know about the group’s latest graphics APIs and features.
OpenGL ES 3.2
Starting with the new specification, OpenGL ES 3.2 aims to bring another step forward in mobile graphics capabilities and quality by absorbing Google’s Android Extension Pack (AEP) functionality into the core of OpenGL ES..
If you recall, the AEP was announced with the launch of Android 5.0 Lollipop and brought along a selection of graphical technologies to the mobile OS via extensions to OpenGL ES 3.1. The introduction of OpenGL ES 3.2 builds on the previous release to open up new graphics functionality to make full use of future mobile and automotive hardware.
OpenGL ES 3.2 boasts a small number of improvements over last year’s OpenGL ES 3.1. Both make use of similar features from the AEP.
From the AEP, OpenGL ES 3.2 compliant hardware will support Tessellation for additional geometry detail, new geometry shaders, ASTC texture compression for a smaller memory bandwidth footprint, floating point render targets for high accuracy compute processes, and new debugging features for developers. These high-end features are already found in the group’s full OpenGL 4 specification.
High quality graphics effects are also part of the standard, with Deferred Rendering, physically-based shading, HDR tone mapping, and Global Illumination and reflections made available, bring desktop-class graphics to the core of OpenGL ES and mobile devices.
Jargon aside, this essentially allows for better looking mobile titles on supported hardware, including but not limited to the features seen in the impressive looking Rivalry Demo built in Epic’s Unreal Engine 4 (above).
Vulkan – the cross platform API
If you have been following desktop graphics technology lately, you’ve probably heard a lot about the low-level hardware access and performance improvements being touted by next generation graphics API’s like Microsoft’s DirectX12 and Khronos’ Vulkan.
By reducing driver overheads and improving multi-threaded CPU usage, Vulkan is promising notable performance improvements alongside the latest graphics features. The growth of multi-core mobile SoC designs could lead to notable performance gains in the mobile market.
A load of companies are actively working within the group, and cross platform support will benefit a great deal of the participants, as well as consumers.
The other part of Vulcan development is to offer a single unified API for desktop, mobile, consoles and other embedded applications. Vulkan supports Windows 7, 8 and 10, SteamOS, Android, Samsung’s Tizen spin-off, and a selection of desktop Linux distributions.
The introduction of Vulcan will do away with ES and desktop versions of the API by unifying the two, simplifying cross platform development and opening up new possibilities for developers and gamers alike. The most recent versions of OpenGL ES are pretty much considered a subset of the main OpenGL API now, making cross compatibility much more feasible.
“Hardware and software companies need an open 3D API to maximize market reach and minimize porting costs, and Vulkan is being forged by a broad consortium of industry leaders to do exactly that,” – Neil Trevett, president of the Khronos Group.
Vulkan will support hardware that is compatible with at least the mobile OpenGL ES 3.1 API through to the desktop OpenGL 4.5 specification and higher. However, hardware across these different platforms have different capabilities and API support levels, so we won’t necessarily see complete feature sets shared across all platforms.
Instead, Vulkan defines and implements features at device creation time, and platform profiles can be specified by Khronos and other parties. This will allow developers to target specific platforms using the same API, with features being split up depending on the hardware. For consumers, this will hopefully increase the availability of cross platform titles, as development costs will fall.
Vulkan open source tools
Along with the new graphics features, Khronos is introducing its SPIR-V intermediate language for shading language flexibility. The key SPIR-V tools are open source, which includes translators for GLSL, OpenCL C and C++ and an SPIR-V assembler/disassembler.
The open source Vulkan test suite is leveraging and merging with the Android Open Source Project (AOSP) drawElements Quality Program (dEQP) framework and is designed to allow developers to offers a greater level of feedback and to be able to make contributions to resolve cross-vendor inconsistencies.
In summary, the introduction of OpenGL ES 3.2 and Vulkan will bring performance and graphical improvements to Android gamers, as well as opening the door for new compute solutions for more complex processing tasks. There’s an equally large focus on making cross-platform development less expensive and less time consuming to implemented too, which also trickles down to benefit us customers.
Unfortunately, we are going to have to wait for new mobile hardware before users and developers can make the most of many of these enhancements. The first specifications and implementations of Vulkan are expected later this year.









