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3DMark Sling Shot is an advanced 3D graphics benchmark for smartphones and tablets that support OpenGL ES 3.1 or ES 3.0. Test the performance of your device then compare it with the latest models with this visually stunning and easy to use benchmark app.
3DMark Sling Shot
• Measure the GPU and CPU performance of your smartphone and tablet.
• Rank and compare the latest models in the Best Devices list.
• Incredible real-time graphics powered by OpenGL ES 3.1 and ES 3.0.
• Advanced lighting, particles, and post-processing effects.
• Developed by Futuremark, the benchmark experts.
• 100% free. No ads. No in-app purchases. No restrictions.

Run the Sling Shot test in OpenGL ES 3.1 mode to compare flagship Android devices from HTC, LG, Samsung, Sony, Xiaomi, and other leading manufacturers. Or choose OpenGL ES 3.0 mode to compare high-end Android devices with the latest iPhone and iPad models, (iOS version coming soon).

3DMark Sling Shot tests the full range of OpenGL ES 3.1 and ES 3.0 API features including multiple render targets, instanced rendering, uniform buffers and transform feedback. The test also includes impressive volumetric lighting, particle illumination, and post-processing effects - you've never seen graphics like this on smartphone before. 
When using ES 3.1, Sling Shot's Graphics tests are rendered at 2560 x 1440 before being scaled to the device's display resolution. When using ES 3.0, the Graphics tests are rendered at 1920 x 1080 before scaling. In both cases, you can also choose to run the test "offscreen" using Unlimited mode.
3DMark is the world's most popular benchmark, and has been the first choice for gamers since 1998. Now used by millions of people, hundreds of hardware review sites and many of the world's leading technology companies, it's the industry standard benchmark for graphics performance measurement.

Benchmarks you can trust
3DMark and PCMark are the only mobile benchmarks protected by public rules for manufacturers. What's more, all our benchmarks are supported by detailed technical guides that explain exactly what's being measured and how the scores are calculated. Better benchmarking starts here.

3DMark technical guide:
Futuremark benchmark rules:

OS: Android 5.0 or later
Memory: 1.5 GB for ES 3.1 test, 1.0 GB for ES 3.0
Graphics: OpenGL ES 3.1 or 3.0 compatible*
Storage: 311 MB app + tests
* The device must also support OpenGL extension EXT_color_buffer_float or EXT_color_buffer_half_float.

Known Issues
• The ES 3.1 test fails on Nexus 6 when running Android 5.1. A fix is in development.
• ARM Mali GPUs, as used in Samsung Exynos SoCs for example, cannot run Sling Shot as they do not support OpenGL extension EXT_color_buffer_float or EXT_color_buffer_half_float. We’re exploring a possible workaround for this.

I wonder which API they use that makes OS 5.0 (Lollipop) mandatory?
Godfire: Rise of Prometheus is an action-adventure experience unlike any other on Google Play, with console-quality graphics, vicious free-flow combat and epic boss battles.Discover a beautiful world of myth and technology, riddled with secrets, puzzles and dozens of unique items to discover.

Witness amazing Unreal Engine-powered visuals, created in collaboration with Oscar-nominated animation studio Platige Image.

ENHANCED BY QUALCOMM® SNAPDRAGON™: witness jaw-dropping visual effects like tessellation with displacement mapping and advanced antialiasing – made possible with the power of Qualcomm® Snapdragon™ 805 technology and OpenGL ES 3.1!
3D-Tech News Around The Web / PS4 Should Support Vulkan
« Last post by JeGX on April 01, 2015, 07:59:30 AM »
According to Wardell, Sony’s current API is much low level compared to Mantle and even Vulkan but they should look into adding Vulkan support for the console as it will reduce a lot of developer overhead for cross platform development.

“What I was referencing at the time was Vulkan. We’re part of the Khronos Group and now it depends who you talk to at Sony and this gets in to a debate. Sony has a very low-level API already for the PlayStation 4. The problem I have with it is that if you want to make use for it you’re writing some very specific code just for the PlayStation 4. And in the real world people don’t do that right. I write code generally to be as cross-platform as I can.”

"A large amount of numerically-oriented code is written and is being written in legacy languages. Much of this code could, in principle, make good use of data-parallel throughput-oriented computer architectures., a transformation-based programming system targeted at GPUs and general data-parallel architectures, provides a mechanism for user-controlled transformation of array programs. This transformation capability is designed to not just apply to programs written specifically for, but also those imported from other languages such as Fortran. It eases the trade-off between achieving high performance, portability, and programmability by allowing the user to apply a large and growing family of transformations to an input program. These transformations are expressed in and used from Python and may be applied from a variety of settings, including a pragma-like manner from other languages."
3D-Tech News Around The Web / Kingston unveils high-speed HyperX Predator PCIe SSD
« Last post by gyg on March 29, 2015, 11:20:54 AM »
"Kingston's new HyperX Predator PCIe SSD is an upgrade part that brings read speeds of up to 1400MB/s and write speeds hitting 1000MB/s to desktop and notebook systems."
3D-Tech News Around The Web / GNU Nano Gets New Stable Release
« Last post by gyg on March 29, 2015, 11:18:11 AM »
GNU Nano 2.4.0 has been released as the first stable update to this UNIX command line text editor in a number of years. The release codenamed "Lizf" brings a wide variety of changes: full undo system, Vim-compatible file locking, linter support, formatter support, flexible syntax highlighting, and random bugfixes.
3D-Tech News Around The Web / Microsoft - The Zombie DirectX SDK
« Last post by Stefan on March 29, 2015, 07:17:40 AM »
Over the past five years, I've devoted significant time and effort to explaining the state of affairs with the legacy DirectX SDK. Developers can of course continue to use the legacy DirectX SDK (once they apply the workaround for the existing installation problems) with the Windows 8.0 SDK or later which comes with VS 2012 / 2013 / 2015 per the instructions on MSDN. This allows existing projects that still use deprecated D3DX9/D3DX10/D3DX11, XAudio 2.7, XInput 1.3, or XACT to build but still gain access to the latest Windows headers/libraries. You should in general rely on other methods for obtaining the latest debug device layer, tools, utility libraries, samples, Effects 11, DXUT11, and HLSL Compiler.
There is, however, one case that I've not addressed to date: A number of developers actually "checked in" the legacy DirectX SDK headers and libraries into their source control.

Read on...
3D-Tech News Around The Web / Clustered Shading demo links
« Last post by JeGX on March 27, 2015, 05:15:39 PM »
3D-Tech News Around The Web / Humus' Clustered Shading demo
« Last post by Stefan on March 27, 2015, 04:52:40 PM »
Clustered Shading is a technique for efficient lighting on modern GPUs ...
The main motivation for Clustered Shading is performance, flexibility, and simplicity. It normally out-performs competing techniques, such as tiled shading, and in particular the worst-case performance, which is what matters most...

Runs fine on old AMD Zacate APU.
Clustered shading is twice as fast as deferred shading.
English forum / GLSL Hacker available
« Last post by JeGX on March 27, 2015, 04:40:23 PM »
I just uploaded a new version of GLSL Hacker that brings minors bugfixes. The version is available for all platforms: Windows 64-bit, Linux 64-bit, Mac OSX and Raspberry Pi.

All demos for the Raspberry Pi are now in the official code sample pack in the opengl_es_20/ sub-folder .


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