Some developers just load libraries by themselves and do resolving of all required functions via dlsym-like feature in runtime. To be able to use libraries (including OpenGL ES libraries) which are available in the firmware but not accessible from SDK, we need to load them manually and then resolve needed functions. This is no doubt a good things for development of homebrew and the PS4 scene in general, but the question is how many developer are out there on the platform that will make good use of it with a new project.Obvious this is a great step forward.
However one of the busiest developer is doing alot following the previous coverage of OpenGL and C# code support developer flatz has now released a new Write-Up detailing the OpenGL ES implementation on the PS4. In my opinion i still believe the ps4 console needs a current exploit as explained here to reach that next level and draw in more developer's and truly be a great platform for homebrew. Developer flatz has provided and shared so many accomplishments on various devices, but the developer is one of the talented PS4 devs that is doing their part and then some to move the scene forward. PS4 homebrew development while at a sluggish pace since the PS4 was first exploited (in 1.76) does have some developer's that keep building the foundation for the scene.