>>3
Wrong. OpenCL is for CPU programming too. Imagine writing your game update code using the same kernel shading language that you use for graphics, using float4 SIMD types and branchless transformations; you no longer have to acclimate when switching between CPU or GPU programming, and it'll automatically scale across all of your cores via grid-partitioning.
Imagine being able to DMA the results of such a transformation directly to your GPU where it can be used as input for rendering graphics.
Imagine being able to schedule your asynchronous file-system streaming and caching code with the same task scheduler underlying OpenCL, and have it all work seamlessly.
Imagine not having to mess around with pthreads or winthreads so much.
Imagine this all being portable, and available on desktop computers, mobile phones, and game consoles.
http://www.khronos.org/registry/cl/sdk/2.0/docs/man/xhtml/clEnqueueNativeKernel.html
It's happening
!