Khronos Releases OpenGL 4.4 Specification

"Extensions released alongside the OpenGL 4.4 specification include:

* Bindless Texture Extension (GL_ARB_bindless_texture): Shaders can now access an effectively unlimited number of texture and image resources directly by virtual addresses. This bindless texture approach avoids the application overhead due to explicitly binding a small window of accessible textures. Ray tracing and global illumination algorithms are faster and simpler with unfettered access to a virtual world's entire texture set.

* Sparse Texture Extension (GL_ARB_sparse_texture): Enables handling of huge textures that are much larger than the GPUs physical memory by allowing an application to select which regions of the texture are resident for ‘mega-texture’ algorithms and very large data-set visualizations."

This looks like some of the stuff in PS4's advanced API. I like that global illumination and ray tracing algorithms are faster and simpler. These are things that usually take up alot of power to do. I guess this is part of why we're seeing it in games like KZ:SF and DriveClub. There goes the mega-texture algorithm talk again. The same thing DX11.2 tried to act like was their own thing called "Tiled Resources".


Khronos Releases OpenCL 2.0

"The Khronos™ Group today announced the ratification and public release of the OpenCL™ 2.0 provisional specification. OpenCL 2.0 is a significant evolution of the open, royalty-free standard that is designed to further simplify cross-platform, parallel programming while enabling a significantly richer range of algorithms and programming patterns to be easily accelerated."

This is good news, how fast they are moving now with OpenGL\OpenCL. This will only make the development\porting process even quicker and easier.