Mesa developer Samuel Pitoiset sent in a set of 65 patches to the Mesa-dev list to enable ARB_bindless_texture for RadeonSI (AMD), this will allow Dawn of War III to work on Mesa.
Dying Light and Dead Island Definitive Edition were previously broken on Mesa, but as of today a patch has landed in Mesa-git to fix them both ready for Mesa 17.2.
Serious Sam Fusion 2017 has been updated to include some benchmark modes along with some other useful changes. I've done some quick tests.
There's some activity on the Mesa-dev mailing list with patches that will enable both Dying Light & Dead Island Definitive Edition (and it seems Dead Island Riptide Definite Edition too) to work on Mesa.
Mesa 17.0.6 is the latest bug-fix release for the 17.0 series, but it also comes with AMD Polaris 12 support for the 'radv' Vulkan driver that has been back-ported.
The latest release of the open-source graphics drivers has now been made available following the final release candidate. There's plenty of new things to love in this release.
Emil Velikov has announced the availability of Mesa 17.1 RC4 for some final testing, with the final release of Mesa 17.1 due in approximately 24 hours.
Mesa 17.1, the next big release for open source graphics drivers on Linux is closing in on release. The third release candidate is now available for testing.
Since Feral Interactive have fixed up the OpenGL renderer in the Mad Max Beta, here are some fresh OpenGL vs Vulkan tests.
The OpenGL performance regression that made Vulkan look like it annihilated OpenGL in Mad Max's recent Beta has now been fixed.
Impressive work by Yaakuro, who has been able to get SteamVR to work with Unreal Engine 4 and it uses OpenGL.
The latest and greatest Mesa release 17.1 is due for release on May 5th, so not long for everything to get polished up.
The Mesa developers have announced the release of Mesa 17.0.0 and it's a truly incredible release. You should probably update as soon as possible.
There’s been a fair bit of talk recently about attempting to multi-thread using OpenGL so I thought I’d write a bit more about what “multi-threading” an OpenGL game is, what’s normally done, and how it compares to multi-threading in Vulkan. Here's an attempt to explain it a little.