Samsung adopts Vulkan to compete with Cupertino Metal
Android gaming gets a shot of adrenaline
When Apple introduced Metal at WWDC 2014, it was clear that they were interested in getting more gaming performance out of iOS. The Metal API is described as a way for developers to get their code closer to the hardware layer, without the overhead in graphics computing that had been a limitation in the past. In October of 2014, I had the chance to try out the beta, and it was fantastic.
“Metal is a low-level, low-overhead hardware-accelerated graphics and compute application programming interface (API) that debuted in iOS 8. It combines functionality similar to OpenGL and OpenCL under one API. It is intended to bring to iOS some of the performance benefits of similar APIs on other platforms, such as Khronos Group’s cross-platform Vulkan and Microsoft’s Direct3D 12 for Windows.”
Since it’s implementation in iOS, it has moved across the Mac and AppleTV as well, providing low-level graphic hardware acceleration for games. Here is a demo from WWDC 2014.
Like Metal, Vulkan is an application programming interface for developers to create improved graphics through hardware acceleration.
“Vulkan is a low-overhead, cross-platform 3D graphics and compute API first announced at GDC 2015 by the Khronos Group. The Vulkan API was initially referred to as the “next generation OpenGL initiative” by Khronos, but use of those names were discontinued once the Vulkan name was announced. Vulkan is derived from and built upon components of AMD’s Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry, much like OpenGL.”
Here is a demo of what we can expect from Galaxy S7’s on the Vulcan API while running supported software: