Intel's gaming efforts take many shapes, from releasing performance analysis tools for developers to pushing for more ultrabook- and touch-friendly PC titles. Perhaps more excitingly, Huddy talked at length about OpenGL ES 3.1, which was announced earlier in the week. That API takes OpenGL ES "very close to parity with DirectX 11," Huddy said, and it's been "fully supported" from "day one" on Bay Trail.
In fact, Huddy asserted Intel is in a "leadership position" when it comes to the new API. He boasted that Intel had more OpenGL ES 3.1 demos than any of its competitors on the GDC show floor. The Intel demos showed cloth simulation, HDR bloom, deferred shading with antialiasing, and tessellation. (Tessellation isn't officially part of the OpenGL ES 3.1 spec, but Intel offers an extension pack that enables it. The same goes for deferred shading, although, to my knowledge, that wasn't demoed.)
Richard Kettlewell from Codemasters then took Huddy's place behind the podium. He said Codemasters is working on a mobile version of its GRID racing engine. The mobile engine is, of course, snazzed up with OpenGL ES 3.1 effects, and it runs on Intel's Bay Trail processors. Kettlewell demoed the engine in a Mario Kart-style racing game running on a Bay Trail tablet based on Android.
[...] Now, Android tablets based on Bay Trail aren't out yet. I was told they're coming in April. OpenGL ES 3.1 support isn't quite ready yet on that platform, anyhow. Validation still needs to take place (presumably with Khronos, the stewards of the OpenGL spec), and Google still needs to release an Android update to enable support.