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1
3D-Tech News Around The Web / Turing Extensions for Vulkan and OpenGL
« on: September 21, 2018, 04:30:15 PM »
Quote
The first GPUs from the Turing architecture have arrived with lots of new features. Extensions have been added to both Vulkan and OpenGL to give developers access to these new features. The various Khronos Registries and Repositories have been updated to include the specifications and tools for the new extensions. The Vulkan and OpenGL extensions enumerated below provide developers access to these new features.

- Vulkan registry
- OpenGL registry

Quote
Raytracing

Turing brings hardware acceleration for raytracing through dedicated units called RT cores. The RT cores provide BVH traversal as well as ray-triangle intersection. This acceleration is exposed in Vulkan through a new ray-tracing pipeline, associated with a series of new shader stages. This programming model is similar to the DXR (DirectX Ray-Tracing) model, which is briefly described in this blog post: Introduction to NVIDIA RTX and DirectX Ray Tracing
- Vulkan API: VK_NVX_raytracing
- OpenGL API:  GL_NVX_raytracing
- Slides

Quote
Mesh Shaders

Mesh shaders provide a new programmable geometry processing pipeline, replacing the traditional vertex/tessellation/geometry pipeline. This pipeline is built around two shader stages: the task shader and the mesh shader. If enabled, the task shader specifies the number of mesh shaders to spawn for each task. This can be used for variable workload expansion or reduction. The mesh shader writes a compact mesh description (meshlets) to on-chip memory and then feeds that output to the rasterizer for further processing. This provides a flexible and efficient compute-like programming model supporting generic cooperative thread group features (workgroups, shared memory, barrier synchronizations, etc.). This can be used to implement efficient culling or LOD schemes, perform procedural geometry generation, and many other techniques.

- Vulkan API: VK_NV_mesh_shader
- OpenGL API:  GL_NV_mesh_shader

All new extensions are already available in latest GeForce 411.63 drivers


Complete overview of new VK/GL extensions for Turing GPUs:
https://developer.nvidia.com/vulkan-turing



2
Radeon RX Vega 56 + Win10 64-bit.
More or less same OpenGL and Vulkan support than Adrenalin 18.8.1
- OpenGL 4.6.13539 Compatibility Profile/Debug Context 24.20.13017.5001 with 324 OpenGL extensions.
- Vulkan 1.1.77 (60 device extensions).





3
NVIDIA has released a new Vulkan driver for developers that bring Vulkan API 1.1.85 and new extensions.

NVIDIA Vulkan driver page: https://developer.nvidia.com/vulkan-driver

Downloads
- 399.32 for win10 64-bit: https://developer.nvidia.com/39932-win-10
- 399.32 for win7/win8 64-bit: https://developer.nvidia.com/39932-win-78
- 396.54.06 for Linux 64-bit: https://developer.nvidia.com/linux-3965406

Changelog:
Quote
September 19th, 2018 - Windows 399.32, Linux 396.54.06
    New Extensions:
        VK_KHR_driver_properties
        VK_KHR_shader_atomic_int64
    Bug fixes:
        Corruption workaround for DX content running on Vulkan





Here is the report from GPU Caps Viewer 1.39.0.0 for a GeForce GTX 1080 on Windows 10 64-bit
Quote
- Instance extensions: 12
  - VK_KHR_device_group_creation (version: 1)
  - VK_KHR_external_fence_capabilities (version: 1)
  - VK_KHR_external_memory_capabilities (version: 1)
  - VK_KHR_external_semaphore_capabilities (version: 1)
  - VK_KHR_get_physical_device_properties2 (version: 1)
  - VK_KHR_get_surface_capabilities2 (version: 1)
  - VK_KHR_surface (version: 25)
  - VK_KHR_win32_surface (version: 6)
  - VK_EXT_debug_report (version: 9)
  - VK_EXT_swapchain_colorspace (version: 3)
  - VK_NV_external_memory_capabilities (version: 1)
  - VK_EXT_debug_utils (version: 1)
- Instance layers: 5
  - VK_LAYER_NV_optimus (version: 1.1.85, impl: 1)
  - VK_LAYER_RENDERDOC_Capture (version: 1.0.0, impl: 91)
  - VK_LAYER_NV_nsight (version: 1.0.13, impl: 1)
  - VK_LAYER_NV_nomad (version: 1.1.71, impl: 1)
  - VK_LAYER_LUNARG_standard_validation (version: 1.0.82, impl: 1)
- Physical devices: 1
  - [Vulkan device 0]: GeForce GTX 1080 ------------------
    - API version: 1.1.85
    - vendorID: 4318
    - deviceID: 7040
    - driver version: 1674051584
    - NVIDIA driver version: 399.32
  - memory heap count: 2
    - heap1: 8079MB
    - heap2: 32706MB
  - memory type count: 4
    - mem type 7 - heap index : 0 - property flag : 1
      > mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
    - mem type 8 - heap index : 0 - property flag : 1
      > mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
    - mem type 9 - heap index : 1 - property flag : 6
      > mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
    - mem type 10 - heap index : 1 - property flag : 14
      > mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_CACHED_BIT
  - extensions: 63
    - VK_KHR_8bit_storage (version: 1)
    - VK_KHR_16bit_storage (version: 1)
    - VK_KHR_bind_memory2 (version: 1)
    - VK_KHR_create_renderpass2 (version: 1)
    - VK_KHR_dedicated_allocation (version: 3)
    - VK_KHR_descriptor_update_template (version: 1)
    - VK_KHR_device_group (version: 3)
    - VK_KHR_draw_indirect_count (version: 1)
    - VK_KHR_driver_properties (version: 1)
    - VK_KHR_external_fence (version: 1)
    - VK_KHR_external_fence_win32 (version: 1)
    - VK_KHR_external_memory (version: 1)
    - VK_KHR_external_memory_win32 (version: 1)
    - VK_KHR_external_semaphore (version: 1)
    - VK_KHR_external_semaphore_win32 (version: 1)
    - VK_KHR_get_memory_requirements2 (version: 1)
    - VK_KHR_image_format_list (version: 1)
    - VK_KHR_maintenance1 (version: 2)
    - VK_KHR_maintenance2 (version: 1)
    - VK_KHR_maintenance3 (version: 1)
    - VK_KHR_multiview (version: 1)
    - VK_KHR_push_descriptor (version: 2)
    - VK_KHR_relaxed_block_layout (version: 1)
    - VK_KHR_sampler_mirror_clamp_to_edge (version: 1)
    - VK_KHR_sampler_ycbcr_conversion (version: 1)
    - VK_KHR_shader_atomic_int64 (version: 1)
    - VK_KHR_shader_draw_parameters (version: 1)
    - VK_KHR_storage_buffer_storage_class (version: 1)
    - VK_KHR_swapchain (version: 70)
    - VK_KHR_variable_pointers (version: 1)
    - VK_KHR_vulkan_memory_model (version: 2)
    - VK_KHR_win32_keyed_mutex (version: 1)
    - VK_EXT_blend_operation_advanced (version: 2)
    - VK_EXT_conditional_rendering (version: 1)
    - VK_EXT_conservative_rasterization (version: 1)
    - VK_EXT_depth_range_unrestricted (version: 1)
    - VK_EXT_descriptor_indexing (version: 2)
    - VK_EXT_discard_rectangles (version: 1)
    - VK_EXT_hdr_metadata (version: 1)
    - VK_EXT_inline_uniform_block (version: 1)
    - VK_EXT_post_depth_coverage (version: 1)
    - VK_EXT_sample_locations (version: 1)
    - VK_EXT_sampler_filter_minmax (version: 1)
    - VK_EXT_shader_subgroup_ballot (version: 1)
    - VK_EXT_shader_subgroup_vote (version: 1)
    - VK_EXT_shader_viewport_index_layer (version: 1)
    - VK_EXT_vertex_attribute_divisor (version: 3)
    - VK_NV_clip_space_w_scaling (version: 1)
    - VK_NV_dedicated_allocation (version: 1)
    - VK_NV_device_diagnostic_checkpoints (version: 2)
    - VK_NV_external_memory (version: 1)
    - VK_NV_external_memory_win32 (version: 1)
    - VK_NV_fill_rectangle (version: 1)
    - VK_NV_fragment_coverage_to_color (version: 1)
    - VK_NV_framebuffer_mixed_samples (version: 1)
    - VK_NV_geometry_shader_passthrough (version: 1)
    - VK_NV_sample_mask_override_coverage (version: 1)
    - VK_NV_shader_subgroup_partitioned (version: 1)
    - VK_NV_viewport_array2 (version: 1)
    - VK_NV_viewport_swizzle (version: 1)
    - VK_NV_win32_keyed_mutex (version: 1)
    - VK_NVX_device_generated_commands (version: 3)
    - VK_NVX_multiview_per_view_attributes (version: 1)
  - device layers: 1
    - VK_LAYER_NV_optimus (version: 1.1.85, impl: 1)
  - device features:
    - robustBufferAccess: true
    - fullDrawIndexUint32: true
    - imageCubeArray: true
    - independentBlend: true
    - geometryShader: true
    - tessellationShader: true
    - sampleRateShading: true
    - dualSrcBlend: true
    - logicOp: true
    - multiDrawIndirect: true
    - drawIndirectFirstInstance: true
    - depthClamp: true
    - depthBiasClamp: true
    - fillModeNonSolid: true
    - depthBounds: true
    - wideLines: true
    - largePoints: true
    - alphaToOne: true
    - multiViewport: true
    - samplerAnisotropy: true
    - textureCompressionETC2: false
    - textureCompressionASTC_LDR: false
    - textureCompressionBC: true
    - occlusionQueryPrecise: true
    - pipelineStatisticsQuery: true
    - vertexPipelineStoresAndAtomics: true
    - fragmentStoresAndAtomics: true
    - shaderTessellationAndGeometryPointSize: true
    - shaderImageGatherExtended: true
    - shaderStorageImageExtendedFormats: true
    - shaderStorageImageMultisample: true
    - shaderStorageImageReadWithoutFormat: true
    - shaderStorageImageWriteWithoutFormat: true
    - shaderUniformBufferArrayDynamicIndexing: true
    - shaderSampledImageArrayDynamicIndexing: true
    - shaderStorageBufferArrayDynamicIndexing: true
    - shaderStorageImageArrayDynamicIndexing: true
    - shaderClipDistance: true
    - shaderCullDistance: true
    - shaderFloat64: true
    - shaderInt64: true
    - shaderInt16: true
    - shaderResourceResidency: true
    - shaderResourceMinLod: true
    - sparseBinding: true
    - sparseResidencyBuffer: true
    - sparseResidencyImage2D: true
    - sparseResidencyImage3D: true
    - sparseResidency2Samples: true
    - sparseResidency4Samples: true
    - sparseResidency8Samples: true
    - sparseResidency16Samples: true
    - sparseResidencyAliased: true
    - variableMultisampleRate: true
    - inheritedQueries: true
  - device limits
    - maxImageDimension1D: 32768
    - maxImageDimension2D: 32768
    - maxImageDimension3D: 16384
    - maxImageDimensionCube: 32768
    - maxImageArrayLayers: 2048
    - maxTexelBufferElements: 134217728
    - maxUniformBufferRange: 65536
    - maxStorageBufferRange: 4294967295
    - maxPushConstantsSize: 256
    - maxMemoryAllocationCount: 4096
    - maxSamplerAllocationCount: 4000
    - bufferImageGranularity: 1024
    - sparseAddressSpaceSize: 18446744073709551615
    - maxBoundDescriptorSets: 32
    - maxPerStageDescriptorSamplers: 1048576
    - maxPerStageDescriptorUniformBuffers: 15
    - maxPerStageDescriptorSampledImages: 1048576
    - maxPerStageDescriptorStorageImages: 1048576
    - maxPerStageDescriptorInputAttachments: 1048576
    - maxPerStageResources: 4294967295
    - maxDescriptorSetSamplers: 1048576
    - maxDescriptorSetUniformBuffers: 90
    - maxDescriptorSetUniformBuffersDynamic: 15
    - maxDescriptorSetStorageBuffers: 1048576
    - maxDescriptorSetStorageBuffersDynamic: 16
    - maxDescriptorSetSampledImages: 1048576
    - maxDescriptorSetStorageImages: 1048576
    - maxDescriptorSetInputAttachments: 1048576
    - maxVertexInputAttributes: 32
    - maxVertexInputBindings: 32
    - maxVertexInputAttributeOffset: 2047
    - maxVertexInputBindingStride: 2048
    - maxVertexOutputComponents: 128
    - maxTessellationGenerationLevel: 64
    - maxTessellationPatchSize: 32
    - maxTessellationControlPerVertexInputComponents: 128
    - maxTessellationControlPerVertexOutputComponents: 128
    - maxTessellationControlPerPatchOutputComponents: 120
    - maxTessellationControlTotalOutputComponents: 4216
    - maxTessellationEvaluationInputComponents: 128
    - maxTessellationEvaluationOutputComponents: 128
    - maxGeometryShaderInvocations: 32
    - maxGeometryInputComponents: 128
    - maxGeometryOutputComponents: 128
    - maxGeometryOutputVertices: 1024
    - maxGeometryTotalOutputComponents: 1024
    - maxFragmentInputComponents: 128
    - maxFragmentOutputAttachments: 8
    - maxFragmentDualSrcAttachments: 1
    - maxFragmentCombinedOutputResources: 16
    - maxComputeSharedMemorySize: 49152
    - maxComputeWorkGroupCount: [2147483647; 65535; 65535]
    - maxComputeWorkGroupInvocations: 1536
    - maxComputeWorkGroupSize: [1536; 1024; 64]
    - subPixelPrecisionBits: 8
    - subTexelPrecisionBits: 8
    - mipmapPrecisionBits: 8
    - maxDrawIndexedIndexValue: 4294967295
    - maxDrawIndirectCount: 4294967295
    - maxSamplerLodBias: 15.000000
    - maxSamplerAnisotropy: 16.000000
    - maxViewports: 16
    - maxViewportDimensions: [32768; 32768]
    - viewportBoundsRange: [-65536.000000 ; 65536.000000]
    - viewportSubPixelBits: 8
    - minMemoryMapAlignment: 64
    - minTexelBufferOffsetAlignment: 16
    - minUniformBufferOffsetAlignment: 256
    - minStorageBufferOffsetAlignment: 32
    - minTexelOffset: 4294967288
    - maxTexelOffset: 7
    - minTexelGatherOffset: 4294967264
    - maxTexelGatherOffset: 31
    - minInterpolationOffset: -0.500000
    - maxInterpolationOffset: 0.437500
    - subPixelInterpolationOffsetBits: 4
    - maxFramebufferWidth: 32768
    - maxFramebufferHeight: 32768
    - maxFramebufferLayers: 2048
    - framebufferColorSampleCounts: 15
    - framebufferDepthSampleCounts: 15
    - framebufferStencilSampleCounts: 31
    - framebufferNoAttachmentsSampleCounts: 31
    - maxColorAttachments: 8
    - sampledImageColorSampleCounts: 15
    - sampledImageIntegerSampleCounts: 15
    - sampledImageDepthSampleCounts: 15
    - sampledImageStencilSampleCounts: 31
    - storageImageSampleCounts: 15
    - maxSampleMaskWords: 1
    - timestampComputeAndGraphics: 1
    - timestampPeriod: 1.000000
    - maxClipDistances: 8
    - maxCullDistances: 8
    - maxCombinedClipAndCullDistances: 8
    - discreteQueuePriorities: 2
    - pointSizeRange: [1.000000 ; 189.875000]
    - lineWidthRange: [0.500000 ; 10.000000]
    - pointSizeGranularity: 0.125000
    - lineWidthGranularity: 0.125000
    - strictLines: 1
    - standardSampleLocations: 1
    - optimalBufferCopyOffsetAlignment: 1
    - optimalBufferCopyRowPitchAlignment: 1
    - nonCoherentAtomSize: 64


4
3D-Tech News Around The Web / Re: TechPowerUp GPU-Z 2.11.0 Released
« on: September 18, 2018, 10:53:52 AM »

7
3D-Tech News Around The Web / NVIDIA Turing GPU Architecture in-depth
« on: September 14, 2018, 06:29:26 PM »
A 87-page PDF document that covers the Turing GPU architecture:

Quote
...

New Streaming Multiprocessor (SM)
Turing introduces a new processor architecture, the Turing SM, that delivers a dramatic boost in
shading efficiency, achieving 50% improvement in delivered performance per CUDA Core
compared to the Pascal generation. These improvements are enabled by two key architectural
changes. First, the Turing SM adds a new independent integer datapath that can execute
instructions concurrently with the floating-point math datapath. In previous generations,
executing these instructions would have blocked floating-point instructions from issuing. Second,
the SM memory path has been redesigned to unify shared memory, texture caching, and memory
load caching into one unit. This translates to 2x more bandwidth and more than 2x more capacity
available for L1 cache for common workloads.

...

Turing Tensor Cores
Tensor Cores are specialized execution units designed specifically for performing the tensor /
matrix operations that are the core compute function used in Deep Learning. Similar to Volta
Tensor Cores, the Turing Tensor Cores provide tremendous speed-ups for matrix computations at
the heart of deep learning neural network training and inferencing operations. Turing GPUs
include a new version of the Tensor Core design that has been enhanced for inferencing. Turing
Tensor Cores add new INT8 and INT4 precision modes for inferencing workloads that can tolerate
quantization and don’t require FP16 precision. Turing Tensor Cores bring new deep learningbased
AI capabilities to GeForce gaming PCs and Quadro-based workstations for the first time. A
new technique called Deep Learning Super Sampling (DLSS) is powered by Tensor Cores. DLSS
leverages a deep neural network to extract multidimensional features of the rendered scene and
intelligently combine details from multiple frames to construct a high-quality final image. DLSS
uses fewer input samples than traditional techniques such as TAA, while avoiding the algorithmic
difficulties such techniques face with transparency and other complex scene elements.

Real-Time Ray Tracing Acceleration
Turing introduces real-time ray tracing that enables a single GPU to render visually realistic 3D
games and complex professional models with physically accurate shadows, reflections, and
refractions. Turing’s new RT Cores accelerate ray tracing and are leveraged by systems and
interfaces such as NVIDIA’s RTX ray tracing technology, and APIs such as Microsoft DXR, NVIDIA
OptiX™, and Vulkan ray tracing to deliver a real-time ray tracing experience.

...


Link: https://www.nvidia.com/content/dam/en-zz/Solutions/design-visualization/technologies/turing-architecture/NVIDIA-Turing-Architecture-Whitepaper.pdf



8
3D-Tech News Around The Web / Vulkan Memory Model
« on: September 14, 2018, 05:57:23 PM »
Some détails about the new memory model introduced with Vulkan 1.1.84.

Quote
This week, Vulkan® has become the world’s first graphics API to include a formal memory model for its associated GLSL™ and SPIR-V™ programming languages. This significant announcement has a number of components that come together to significantly boost the robustness of the Vulkan standard for programming correctness and sophisticated compiler optimizations.

Firstly, Khronos® has released a provisional Vulkan Memory Model Specification that includes extensions for Vulkan, SPIR-V, and GLSL that gives Vulkan developers additional control over how their shaders synchronize access to memory in a parallel execution environment. In tandem with the extension specification, Khronos has released memory model extension conformance tests to help shader compilers ensure that they implement the specified memory model synchronization functionality correctly.


The Vulkan memory model is based on the C++ memory model, but adds valuable functionality including scopes, storage classes, and memory availability and visibility operations. Scopes allow synchronization to be limited to threads in close proximity to each other. Storage classes allow synchronization to be limited to specific types of memory. Availability and visibility operations give control over when and how cache maintenance operations are performed in systems with noncoherent cache hierarchies. Each of these capabilities enable an additional level of control compared to the baseline C++ model, which can be exploited to reduce the cost of synchronization and thus increase performance.

Links:
- VK_KHR_vulkan_memory_model

- Vulkan has just become the world’s first graphics API with a formal memory model.  So, what is a memory model and why should I care?

- What is the purpose of Vulkan's new extension VK_KHR_vulkan_memory_model?

- https://github.com/KhronosGroup/Vulkan-MemoryModel

9
General Discussion / Re: NVIDIA Fermat OptiX-RTX ray tracing benchmark
« on: September 14, 2018, 12:09:36 PM »
Agree with Stefan, a ready to use demo is better if possible.

11
Adrenalin 18.9.1 for a Radeon RX Vega 56 on Win10 64-bit:
- same GL and VK support than 18.8.1

- OpenGL 4.6 (4.6.13539 Compatibility Profile/Debug Context 24.20.13017.1009) with 324 extensions (GL=299 and WGL=25)

- Vulkan 1.1.77








12
Vulkan information from GPU Caps Viewer for a GeForce GTX 1080 on Windows 10 64-bit:


- Instance extensions: 12
  - VK_KHR_device_group_creation (version: 1)
  - VK_KHR_external_fence_capabilities (version: 1)
  - VK_KHR_external_memory_capabilities (version: 1)
  - VK_KHR_external_semaphore_capabilities (version: 1)
  - VK_KHR_get_physical_device_properties2 (version: 1)
  - VK_KHR_get_surface_capabilities2 (version: 1)
  - VK_KHR_surface (version: 25)
  - VK_KHR_win32_surface (version: 6)
  - VK_EXT_debug_report (version: 9)
  - VK_EXT_swapchain_colorspace (version: 3)
  - VK_NV_external_memory_capabilities (version: 1)
  - VK_EXT_debug_utils (version: 1)
- Instance layers: 5
  - VK_LAYER_NV_optimus (version: 1.1.82, impl: 1)
  - VK_LAYER_RENDERDOC_Capture (version: 1.0.0, impl: 91)
  - VK_LAYER_NV_nsight (version: 1.0.13, impl: 1)
  - VK_LAYER_NV_nomad (version: 1.1.71, impl: 1)
  - VK_LAYER_LUNARG_standard_validation (version: 1.0.82, impl: 1)
- Physical devices: 2
  - [Vulkan device 0]: GeForce GTX 1080 ------------------
    - API version: 1.1.82
    - vendorID: 4318
    - deviceID: 7040
    - driver version: 1673986048
    - NVIDIA driver version: 399.28
  - memory heap count: 2
    - heap1: 8079MB
    - heap2: 32706MB
  - memory type count: 4
    - mem type 7 - heap index : 0 - property flag : 1
      > mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
    - mem type 8 - heap index : 0 - property flag : 1
      > mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
    - mem type 9 - heap index : 1 - property flag : 6
      > mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
    - mem type 10 - heap index : 1 - property flag : 14
      > mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_CACHED_BIT
  - extensions: 61
    - VK_KHR_8bit_storage (version: 1)
    - VK_KHR_16bit_storage (version: 1)
    - VK_KHR_bind_memory2 (version: 1)
    - VK_KHR_create_renderpass2 (version: 1)
    - VK_KHR_dedicated_allocation (version: 3)
    - VK_KHR_descriptor_update_template (version: 1)
    - VK_KHR_device_group (version: 3)
    - VK_KHR_draw_indirect_count (version: 1)
    - VK_KHR_external_fence (version: 1)
    - VK_KHR_external_fence_win32 (version: 1)
    - VK_KHR_external_memory (version: 1)
    - VK_KHR_external_memory_win32 (version: 1)
    - VK_KHR_external_semaphore (version: 1)
    - VK_KHR_external_semaphore_win32 (version: 1)
    - VK_KHR_get_memory_requirements2 (version: 1)
    - VK_KHR_image_format_list (version: 1)
    - VK_KHR_maintenance1 (version: 2)
    - VK_KHR_maintenance2 (version: 1)
    - VK_KHR_maintenance3 (version: 1)
    - VK_KHR_multiview (version: 1)
    - VK_KHR_push_descriptor (version: 2)
    - VK_KHR_relaxed_block_layout (version: 1)
    - VK_KHR_sampler_mirror_clamp_to_edge (version: 1)
    - VK_KHR_sampler_ycbcr_conversion (version: 1)
    - VK_KHR_shader_draw_parameters (version: 1)
    - VK_KHR_storage_buffer_storage_class (version: 1)
    - VK_KHR_swapchain (version: 70)
    - VK_KHR_variable_pointers (version: 1)
    - VK_KHR_vulkan_memory_model (version: 2)
    - VK_KHR_win32_keyed_mutex (version: 1)
    - VK_EXT_blend_operation_advanced (version: 2)
    - VK_EXT_conditional_rendering (version: 1)
    - VK_EXT_conservative_rasterization (version: 1)
    - VK_EXT_depth_range_unrestricted (version: 1)
    - VK_EXT_descriptor_indexing (version: 2)
    - VK_EXT_discard_rectangles (version: 1)
    - VK_EXT_hdr_metadata (version: 1)
    - VK_EXT_inline_uniform_block (version: 1)
    - VK_EXT_post_depth_coverage (version: 1)
    - VK_EXT_sample_locations (version: 1)
    - VK_EXT_sampler_filter_minmax (version: 1)
    - VK_EXT_shader_subgroup_ballot (version: 1)
    - VK_EXT_shader_subgroup_vote (version: 1)
    - VK_EXT_shader_viewport_index_layer (version: 1)
    - VK_EXT_vertex_attribute_divisor (version: 3)
    - VK_NV_clip_space_w_scaling (version: 1)
    - VK_NV_dedicated_allocation (version: 1)
    - VK_NV_device_diagnostic_checkpoints (version: 2)
    - VK_NV_external_memory (version: 1)
    - VK_NV_external_memory_win32 (version: 1)
    - VK_NV_fill_rectangle (version: 1)
    - VK_NV_fragment_coverage_to_color (version: 1)
    - VK_NV_framebuffer_mixed_samples (version: 1)
    - VK_NV_geometry_shader_passthrough (version: 1)
    - VK_NV_sample_mask_override_coverage (version: 1)
    - VK_NV_shader_subgroup_partitioned (version: 1)
    - VK_NV_viewport_array2 (version: 1)
    - VK_NV_viewport_swizzle (version: 1)
    - VK_NV_win32_keyed_mutex (version: 1)
    - VK_NVX_device_generated_commands (version: 3)
    - VK_NVX_multiview_per_view_attributes (version: 1)
  - device layers: 1
    - VK_LAYER_NV_optimus (version: 1.1.82, impl: 1)
  - device features:
    - robustBufferAccess: true
    - fullDrawIndexUint32: true
    - imageCubeArray: true
    - independentBlend: true
    - geometryShader: true
    - tessellationShader: true
    - sampleRateShading: true
    - dualSrcBlend: true
    - logicOp: true
    - multiDrawIndirect: true
    - drawIndirectFirstInstance: true
    - depthClamp: true
    - depthBiasClamp: true
    - fillModeNonSolid: true
    - depthBounds: true
    - wideLines: true
    - largePoints: true
    - alphaToOne: true
    - multiViewport: true
    - samplerAnisotropy: true
    - textureCompressionETC2: false
    - textureCompressionASTC_LDR: false
    - textureCompressionBC: true
    - occlusionQueryPrecise: true
    - pipelineStatisticsQuery: true
    - vertexPipelineStoresAndAtomics: true
    - fragmentStoresAndAtomics: true
    - shaderTessellationAndGeometryPointSize: true
    - shaderImageGatherExtended: true
    - shaderStorageImageExtendedFormats: true
    - shaderStorageImageMultisample: true
    - shaderStorageImageReadWithoutFormat: true
    - shaderStorageImageWriteWithoutFormat: true
    - shaderUniformBufferArrayDynamicIndexing: true
    - shaderSampledImageArrayDynamicIndexing: true
    - shaderStorageBufferArrayDynamicIndexing: true
    - shaderStorageImageArrayDynamicIndexing: true
    - shaderClipDistance: true
    - shaderCullDistance: true
    - shaderFloat64: true
    - shaderInt64: true
    - shaderInt16: true
    - shaderResourceResidency: true
    - shaderResourceMinLod: true
    - sparseBinding: true
    - sparseResidencyBuffer: true
    - sparseResidencyImage2D: true
    - sparseResidencyImage3D: true
    - sparseResidency2Samples: true
    - sparseResidency4Samples: true
    - sparseResidency8Samples: true
    - sparseResidency16Samples: true
    - sparseResidencyAliased: true
    - variableMultisampleRate: true
    - inheritedQueries: true
  - device limits
    - maxImageDimension1D: 32768
    - maxImageDimension2D: 32768
    - maxImageDimension3D: 16384
    - maxImageDimensionCube: 32768
    - maxImageArrayLayers: 2048
    - maxTexelBufferElements: 134217728
    - maxUniformBufferRange: 65536
    - maxStorageBufferRange: 4294967295
    - maxPushConstantsSize: 256
    - maxMemoryAllocationCount: 4096
    - maxSamplerAllocationCount: 4000
    - bufferImageGranularity: 1024
    - sparseAddressSpaceSize: 18446744073709551615
    - maxBoundDescriptorSets: 32
    - maxPerStageDescriptorSamplers: 1048576
    - maxPerStageDescriptorUniformBuffers: 15
    - maxPerStageDescriptorSampledImages: 1048576
    - maxPerStageDescriptorStorageImages: 1048576
    - maxPerStageDescriptorInputAttachments: 1048576
    - maxPerStageResources: 4294967295
    - maxDescriptorSetSamplers: 1048576
    - maxDescriptorSetUniformBuffers: 90
    - maxDescriptorSetUniformBuffersDynamic: 15
    - maxDescriptorSetStorageBuffers: 1048576
    - maxDescriptorSetStorageBuffersDynamic: 16
    - maxDescriptorSetSampledImages: 1048576
    - maxDescriptorSetStorageImages: 1048576
    - maxDescriptorSetInputAttachments: 1048576
    - maxVertexInputAttributes: 32
    - maxVertexInputBindings: 32
    - maxVertexInputAttributeOffset: 2047
    - maxVertexInputBindingStride: 2048
    - maxVertexOutputComponents: 128
    - maxTessellationGenerationLevel: 64
    - maxTessellationPatchSize: 32
    - maxTessellationControlPerVertexInputComponents: 128
    - maxTessellationControlPerVertexOutputComponents: 128
    - maxTessellationControlPerPatchOutputComponents: 120
    - maxTessellationControlTotalOutputComponents: 4216
    - maxTessellationEvaluationInputComponents: 128
    - maxTessellationEvaluationOutputComponents: 128
    - maxGeometryShaderInvocations: 32
    - maxGeometryInputComponents: 128
    - maxGeometryOutputComponents: 128
    - maxGeometryOutputVertices: 1024
    - maxGeometryTotalOutputComponents: 1024
    - maxFragmentInputComponents: 128
    - maxFragmentOutputAttachments: 8
    - maxFragmentDualSrcAttachments: 1
    - maxFragmentCombinedOutputResources: 16
    - maxComputeSharedMemorySize: 49152
    - maxComputeWorkGroupCount: [2147483647; 65535; 65535]
    - maxComputeWorkGroupInvocations: 1536
    - maxComputeWorkGroupSize: [1536; 1024; 64]
    - subPixelPrecisionBits: 8
    - subTexelPrecisionBits: 8
    - mipmapPrecisionBits: 8
    - maxDrawIndexedIndexValue: 4294967295
    - maxDrawIndirectCount: 4294967295
    - maxSamplerLodBias: 15.000000
    - maxSamplerAnisotropy: 16.000000
    - maxViewports: 16
    - maxViewportDimensions: [32768; 32768]
    - viewportBoundsRange: [-65536.000000 ; 65536.000000]
    - viewportSubPixelBits: 8
    - minMemoryMapAlignment: 64
    - minTexelBufferOffsetAlignment: 16
    - minUniformBufferOffsetAlignment: 256
    - minStorageBufferOffsetAlignment: 32
    - minTexelOffset: 4294967288
    - maxTexelOffset: 7
    - minTexelGatherOffset: 4294967264
    - maxTexelGatherOffset: 31
    - minInterpolationOffset: -0.500000
    - maxInterpolationOffset: 0.437500
    - subPixelInterpolationOffsetBits: 4
    - maxFramebufferWidth: 32768
    - maxFramebufferHeight: 32768
    - maxFramebufferLayers: 2048
    - framebufferColorSampleCounts: 15
    - framebufferDepthSampleCounts: 15
    - framebufferStencilSampleCounts: 31
    - framebufferNoAttachmentsSampleCounts: 31
    - maxColorAttachments: 8
    - sampledImageColorSampleCounts: 15
    - sampledImageIntegerSampleCounts: 15
    - sampledImageDepthSampleCounts: 15
    - sampledImageStencilSampleCounts: 31
    - storageImageSampleCounts: 15
    - maxSampleMaskWords: 1
    - timestampComputeAndGraphics: 1
    - timestampPeriod: 1.000000
    - maxClipDistances: 8
    - maxCullDistances: 8
    - maxCombinedClipAndCullDistances: 8
    - discreteQueuePriorities: 2
    - pointSizeRange: [1.000000 ; 189.875000]
    - lineWidthRange: [0.500000 ; 10.000000]
    - pointSizeGranularity: 0.125000
    - lineWidthGranularity: 0.125000
    - strictLines: 1
    - standardSampleLocations: 1
    - optimalBufferCopyOffsetAlignment: 1
    - optimalBufferCopyRowPitchAlignment: 1
    - nonCoherentAtomSize: 64



GPU Caps Viewer:





GL-Z:



13
Geeks3D's GPU Tools / Re: FurMark 1.20.1.0 will not run on my system
« on: September 12, 2018, 02:01:13 PM »
Cool you found the solution, because FurMark is more or less the same since at least... a decade!

14
3D-Tech News Around The Web / ThrottleStop 8.70 released
« on: September 11, 2018, 03:31:58 PM »
ThrottleStop is a small application designed to monitor for and correct CPU throttling on many laptop computers.

Quote
- improved WinRing0 security and memory access by Sam Haskins.
- ability to disable and lock the memory mapped turbo power limits.
- added IccMax adjustment.
- fixed FIVR voltage names for Skylake and newer CPUs.
- regular system tray CPU temperature updates in Stop Data mode.
- single click system tray icons and new Logo Min option.
- smaller Turbo Power Limits window.


Downloads
- ThrottleStop @ Geeks3D
- ThrottleStop @ TechPowerUp




15
3D-Tech News Around The Web / SORT: Simple Open-source Ray Tracer
« on: September 11, 2018, 01:36:47 PM »
Quote
SORT, short for Simple Open-source Ray Tracing, is my personal cross platform ray tracing renderer. It is a standalone ray tracing program, while works well in Blender as a renderer plugin. Simliar to other open source ray tracer, like PBRT, luxrenderer, SORT is also a physically based renderer. However, since it is a solo project that I worked on in my spare time, it is way simpler comparing with its peers.


Features

- Integrator. (Whitted ray tracing, direct lighting, path tracing, light tracing, bidirectional path tracing, instant radiosity, ambient occlusion)

- Spatial acceleration structure. (KD-Tree, BVH, Uniform grid, OcTree)

- BXDF. (Disney BRDF, Lambert, LambertTransmission, Oran Nayar, MicroFacet Reflection, Microfacet Transmission, MERL, Fourier, AshikhmanShirley, Modified Phong, Coat, Blend, Double-Sided)

- Node graph based material system.

- Camera. (DOF)

- Multi-thread rendering.

- Blender plugin.


Link: https://github.com/JerryCao1985/SORT


16
3D-Tech News Around The Web / Vulkan Memory Allocator 2.1
« on: September 11, 2018, 01:30:55 PM »
Quote
We released Vulkan Memory Allocator 1.0 (VMA) back in July last year, but we’ve been remiss in posting about the progress of the library as it marched onwards, despite hitting a decent marker of maturity with the 2.0 release back in March this year. Let’s correct that with the release of 2.1 today.

Since extracting the library from a game he was working on to make it generally useful by any Vulkan® client application, Adam Sawicki, VMA’s chief engineer, has been mostly feedback-driven in the road to 2.0 and beyond. Real games and applications using the library have shaped the features and evolution of the code, and feedback from the community that’s using it leads us to believe it’s now integrated into a majority of in-development Vulkan-based games and apps on PC today.

For example, the EA SEED team’s Halcyon engine that they’ve developed for their future-looking research. Halcyon powers the Project PICA PICA demo that SEED released in March to show off their work with DirectX ray-tracing, but also supports Vulkan as a traditional rendering API, using VMA internally to manage memory. In fact, SEED were one of the earliest adopters of the library back when we released 1.0 and have used it ever since, giving us great feedback along the way. Thanks, Graham!

In a similar vein, Confetti Interactive use it in their Forge open source cross-platform rendering engine, and were possibly the first ever user of the library outside of AMD in a production Vulkan environment, integrating it even before we formally released 1.0!

Last but not least by any means, the Google team working on Filament, a modern engine primarily aimed at Android games but which is also cross-platform, also integrated VMA into their rendering system. Vulkan’s maturity on Android has helped it push into mobile-focused engines. Exposure to the underlying platform architecture of today’s mobile devices — where it’s quite different to common PC systems and especially where the memory subsystem is concerned — has helped make VMA more robust and helped it consider how more types of games and applications consume and manage their Vulkan memory.

There’s also been a natural evolution in the new features of the library as it has matured. More optimal allocation strategies, support for defragmentation, and more developer-focused profiling and debugging support is all there now. The future also looks bright: we internally sponsor VMA as an active research project for Adam and other engineers to work on it, dedicating time to experimentation inside the library to make sure it stays great.

We want to continue to make it useful in the future, as games and their use of Vulkan — and the Vulkan API itself! — matures.

Link: https://gpuopen.com/vulkan-memory-allocator-2-1/

VMA 2.1:
- https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/releases/tag/v2.1.0
- https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator

17
3D-Tech News Around The Web / Vulkan API specifications 1.1.84 released
« on: September 11, 2018, 12:54:11 PM »
Quote
Change log for September 8, 2018 Vulkan 1.1.84 spec update:

  * Update release number to 84.

Public Issues:

  * Fix code sample in the `<<VK_EXT_debug_utils>>` extension (public issue
    751).
  * Fix misleading comment in `vk.xml` for
    slink:VkDescriptorBufferInfo::pname:buffer (public pull request 762).
  * Fix formatting of deprecation attributes in schema doc (public pull
    request 767).
  * Change `can` to `may` in the description of
    elink:VkSparseImageFormatFlagBits, which are return values from queries
    (public pull request 768).
  * Prettify generated contact list in extension appendices, adding logos
    and a New Issue link (public pull request 770).
  * Enable sRGB conversion based on the image view format, not the image
    format, in the <<textures-format-conversion, Format Conversion>> section
    (public pull request 773).
  * Fix typo in equation in the <<primsrast-lines-basic, Basic Line Segment
    Rasterization>> section (public pull request 780).
  * Fix special characters in GitHub contacts links (public pull request
    783).
  * Make clean_pdf target remove pdf folder (public pull request 784).
  * Fix styleguide bad markup of block continuation (public pull request
    792).

Other Issues:

  * Allow a zero vertex attribute divisor in the
    `<<VK_EXT_vertex_attribute_divisor>>` extension, exposed via the
    slink:VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT feature.
  * Add missing `structextends="VkDeviceCreateInfo"` to
    slink:VkPhysicalDeviceShaderDrawParameterFeatures and
    slink:VkPhysicalDeviceBlendOperationAdvancedFeaturesEXT.

New Extensions:

  * `VK_KHR_memory_model`
  * `VK_EXT_astc_decode_mode`
  * `VK_EXT_inline_uniform_block`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/adadfce8a3610c026e56d2e026c0c6387e2bbdad

Extensions:
- VK_KHR_vulkan_memory_model
- VK_EXT_astc_decode_mode
- VK_EXT_inline_uniform_block


18
Geeks3D's GPU Tools / Re: FurMark 1.20.1.0
« on: September 11, 2018, 05:29:14 AM »
Looks good (the temperature is not capped). Try to run your games with this power target setting, maybe that will improve the stability.

19
What’s New in Version 399.24 WHQL:
Quote
Provides the optimal gaming experience for Shadow of the Tomb Raider, Call of Duty: Black Ops 4 Blackout open beta, and Assetto Corsa Competizione early access


Fixed issues:
Quote
- [3D games]: Game performance drops in half when moving from 16 core/32 thread CPU to 32 core/64 thread CPU. [2334312]

- NVIDIA graphics driver may not install correctly on certain Core 2 Duo/Quad systems. [2312325]



399.24 Desktop Downloads
- win10 64-bit @ Geeks3D
- win7/win8 64-bit @ Geeks3D

- win10 64-bit @ NVIDIA
- win7/win8 64-bit @ NVIDIA


399.07 Notebook Downloads
- win10 64-bit @ Geeks3D
- win10 64-bit @ NVIDIA


The OpenGL and Vulkan support remains the same than in 397.31: OpenGL 4.6 (406 extensions for a GTX 1070) and Vulkan 1.1.70.






20
Geeks3D's GPU Tools / Re: FurMark 1.20.1.0
« on: September 10, 2018, 08:43:17 PM »
Could you do a 3 to 5 min stress-test with FurMark in 1024x768 and post the screenshot, I'd like to see the shape of the temperature graph?  What is the power target setting? 100 % TDP? If so try to set it to the max value (something like 120% or more). You can update this value using EVGA Precision  or MSI Afterburner.

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