To achieve "top" performance on Android, you need to leverage the specific features introduced in 3.1:
To stay at the top of the performance charts, follow these GLES 3.1 best practices: opengl es 31 android top
Group objects by material and shader to avoid expensive context switches. To achieve "top" performance on Android, you need
The debugging tools, profilers, and community documentation for OpenGL ES are incredibly robust compared to the still-evolving Vulkan ecosystem. 4. Hardware Support on Android Hardware Support on Android The biggest addition to 3
The biggest addition to 3.1 was . Unlike traditional vertex or fragment shaders, compute shaders aren't tied to the graphics pipeline. They allow developers to use the GPU for massive parallel processing tasks, such as:
While Vulkan is technically more powerful, OpenGL ES 3.1 is often the preferred choice for Android developers for several reasons:
1 Compute Shader, or should we look at for specific Android versions?