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Transitioning to Vulkan API for Android Graphics: Migrating from Traditional OpenGL ES to Vulkan

Google has announced the adoption of Vulkan as the official graphic API for the Android operating system, replacing the long-standing OpenEL GS. Starting from Android 16 and onwards, Google will render everything using Vulkan entirely.

The Android operating system has supported Vulkan since Android 7.0 Nougat in 2016, and has consistently supported both Vulkan and OpenGL ES. The advantage of Vulkan lies in its status as a newer API that supports cutting-edge features such as ray tracing, delivering superior performance.

With the announcement in Android 15, Google revealed plans to make Vulkan the default. Apps previously written for the old OpenGL ES will now run on the ANGLE layer, which converts OpenGL ES API to run on Vulkan. This news represents a significant change following the previously announced roadmap.

In addition to Vulkan, Google has also announced enhancements to the Dynamic Performance Framework (ADPF), a framework that adjusts game performance based on chip temperature, developed in collaboration with MediaTek. Now, all MediaTek chips with the MediaTek Adaptive Game Technology (MAGT) feature can work seamlessly with ADPF, and popular game engines like Unity and Unreal also support ADPF.

TLDR: Google adopts Vulkan as the official graphic API for Android, offering superior performance and introducing new features. MediaTek chips now work with the Dynamic Performance Framework for optimized game performance.
Source: Android Developers

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