AMD today announced a suite of tools to help content
creators jumpstart the development of applications for handheld devices based
on OpenVG 1.0 and OpenGL ES 2.0 industry standards and Unified Shader
Architecture. AMD’s upcoming graphics technologies will be made available to
handset manufacturers through discrete media processors as well as through IP
licensing agreements with semiconductor suppliers.
“AMD is working closely with OEMs and semiconductor
suppliers to bring to market an incredibly powerful handheld gaming platform
equipped with AMD’s innovative, open-standard technology,” said Paul Dal Santo,
vice president and general manager of AMD’s Handheld Division. “At the same
time, we are driving the creation of truly compelling content for the
next-generation mobile gaming devices that consumers demand. This industry-wide
effort will help ensure a robust handheld gaming ecosystem.”
These technologies will include support for both the OpenVG
1.0 and OpenGL ES 2.0 graphics standards, and will incorporate a similar Unified
Shader Architecture found in the Xbox 360, said the company. AMD’s suite of
tools includes RenderMonkey 1.7, which adds support for mobile content
development including full OpenGL ES 2.0 shader support.
AMD’s next-generation mobile graphics architecture will
feature native hardware acceleration for rendering vector graphics and
flash-like applications. This architectural design hopes to deliver
high-quality graphics, while consuming less power than either software
rendering or rendering using a traditional 3D graphics core.
AMD expects that a billion handheld devices will be sold
this year, and that mobile devices have the potential to be the next major
gaming platform worldwide. AMD is working with content developers now in
preparation for the arrival of phones powered by its next-generation Imageon
expected next year.