Latest Blogs
spacer View All     Post     RSS spacer
April 24, 2014
The Power of Showing Your Work [2]
PR monitoring - March 2014 [1]
iOS vs. Google Play Sales, Early 2014 Edition [3]
Designing "The Mating Game" in Hero Generations
Gamification Design vs Game Design [6]
Latest Jobs
spacer View All     Post a Job     RSS spacer
April 24, 2014
Gameplay Programmer
Generalist Tech Programmer
Mobile Programmer
Senior Tools Programmer
SG North
Director of Live Production
Turbine Inc.
Director, Analytics Platform Development
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Leigh Alexander, Chris Morris
Jennifer Sulik
Gina Gross
Gillian Crowley
Contact Gamasutra
Report a Problem
Submit News
Comment Guidelines
Blogging Guidelines
spacer If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)
Press Releases

  Graphine is rolling out version 2.0 of the Granite SDK
  Share on Twitter Share on Facebook RSS

[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

For immediate release

Ghent-Ledeberg, Belgium (December 10th, 2013) – Graphine, a young graphics middleware company delivering fine-grained texture streaming technology, announced1 that as of today version 2.0 of its Granite SDK is available.

In real-time computer graphics, textures are raster data sets (think digital images) that define the surface properties of virtual objects. The resolution of these textures is one of the main parameters that determine the quality of the final rendered images.

Version 2.0 was first revealed to the public2 at the Microsoft //Build/ conference in June, after Microsoft’s Antoine Leblond showed off3 Graphine’s ‘Glider’ demo on stage. The Granite SDK is targeted at PC, PlayStation 4 and Xbox One.

One of the main goals of the Granite SDK is to bring real-time 3D graphics to the next level through texture streaming and texture compression. Texture streaming facilitates the use of more detailed textures without the memory impact. With a growing shift towards digital distribution, texture compression becomes more and more important to keep file sizes down as well. A game that can attest to this is Divinity: Dragon Commander by Larian Studios. Dragon Commander shipped with the Granite SDK to enable its gigapixel landscapes4.

“With the release of the next-gen consoles (PlayStation 4 & Xbox One, ed.) last month, the door has been opened to a whole new era of video game graphics. As the full potential of the consoles has yet to be unlocked, we provide developers with tools enabling them to bring impressive new experiences to these platforms. The hardware support for virtual texturing, the graphics API layer and native texture atlassing we’ve added to Granite in version 2.0 empower developers to keep up with said evolution in computer graphics,” stated Graphine’s co-founder and CEO Aljosha Demeulemeester.

Granite SDK supports all known image formats and it’s engine-independent as well: it can be integrated into any modern 3D engine using any content production pipeline.

About Graphine – Graphine is a Belgian startup that sprouted out of the Multimedia Lab at the University of Ghent and iMinds. By combining far-reaching knowhow with a continuous strive for innovation, Graphine develops graphics middleware for the games and visualization industries. Every day, Graphine raises the bar in texture streaming and compression with rock solid, stable technology that allows for minimal loading times, minimal memory usage, minimal storage size and massive amounts of texture data.

You can apply for the Granite SDK v 2.0 evaluation version at

For more information, please contact

Joren Devocht

Marketing & Communication Manager

+32 497 36 48 64






UBM Tech