« on: October 27, 2015, 10:42:31 AM »
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According to a new report published by 3Dcenter.org, NVIDIA could use GDDR5X memory instead of HBM2 for some of its next-generation Pascal GPUs next year.
In case NVIDIA does decide to go with GDDR5X memory on select Pascal GPUs, it makes sense to expect the consumer oriented cards to feature GDDR5X memory while HBM2 may be reserved for enthusiast grade cards such as the GeForce GTX Titan X successor and the high-end Quadro range.
This tool allows you to visualize, in real-time, in a browser, how complex functions distort the complex plane, like in the Conformal Pictures Wikipedia entry.
The rendered image is created by evaluating the user-supplied function and then using the results of that function to look up a color in an image which is infinitely tiled over the Complex Plane. By changing the expression in the input field, you can visualize how various functions distort the plane.
With the release of Windows* 10 on July 29 and the release of the 6th generation Intel® Core™ processor family (code-name Skylake), we can now look closer into resource binding specifically for Intel® platforms.
The previous article “Introduction to Resource Binding in Microsoft DirectX* 12” introduced the new resource binding methods in DirectX 12 and concluded that with all these choices, the challenge is to pick the most desirable binding mechanism for the target GPU, types of resources, and their frequency of update.
This article describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs.
If you have started developing or porting games that use DX12, you have probably realized that it is, in many ways a very different beast when compared to DX11. Lots of responsibility is suddenly being placed on your shoulders.
This responsibility amounts to not only getting things functionally correct but also (amongst other things) mastering multi-threaded command list submission to really get the best performance out of the new API.
There isn’t yet a lot of written advice out there which makes it hard to avoid mistakes other people have already made and hard to benefit from the tricks other developers have mastered to drive DX12 efficiently.
We at NVIDIA have started writing down what we know works well and what doesn’t work well with DX12 and we’d like to share this with you in a living document that will change over time as we learn new things about DX12.
This whitepaper focuses on just the compute architecture components of Intel processor graphics gen9. For shorthand, in this paper we may use the term gen9 compute architecture to refer to just those compute components. The whitepaper also briefly discusses the gen9 derived instantiation of Intel HD Graphics 530 in the recently released Intel Core™ i7 processor 6700K for desktop form factors.