Applying complex blurs or computer vision algorithms in real-time.
1 Compute Shader, or should we look at for specific Android versions?
Almost every Android device sold in the last 7–8 years supports GLES 3.1. If you want your game to run on a wide range of hardware without maintaining two different codebases, 3.1 is the target. opengl es 31 android top
Released by the Khronos Group, OpenGL ES 3.1 was designed to bring the capabilities of desktop-class OpenGL 4.x to mobile devices. While newer APIs like Vulkan exist, version 3.1 remains the "industry standard" for high-compatibility, high-performance Android development. The Headliner: Compute Shaders
OpenGL ES 3.1 is the bridge between legacy mobile gaming and the modern era of high-fidelity graphics. By mastering compute shaders and indirect drawing, Android developers can create visually stunning experiences that remain performant across a massive range of devices. Applying complex blurs or computer vision algorithms in
To run OpenGL ES 3.1, an Android device typically needs to be running . From a hardware perspective, this was ushered in by the "Android Extension Pack" (AEP), which guaranteed support for: Tessellation shaders (for high-detail terrain). Geometry shaders.
ASTC texture compression (which significantly reduces memory footprint without losing quality). If you want your game to run on
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: