English forum / Re: RASPBERRY PI transparent window with transparent PNG overlay (demo_gles2_v2.xml)« on: September 01, 2016, 03:25:53 PM »
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With our latest update, VR Funhouse now supports mods, giving the community an incredible sandbox of possibilities for fun in VR. Now you can play, create, play again and even share your VR creations with the world.
Swap out your shooting gallery pistol for a Tommy gun, whack the moles while their hair is on fire, or build your favorite mini-game in VR. With VR Funhouse mods the possibilities are endless.
* Bump API patch number and header version number to 25 for this update.
* Structurally change the specification so that multiple extensions are
included in the +1.0+ git branch, and specifications will include or not
include those extensions at build time based on options passed to the
Makefile. See +doc/specs/vulkan/README.html+ and the ``Layers and
Extensions'' section of the ``Vulkan Documentation and Extensions''
document for more information on this change.
* Register and publish new extensions in the single-branch form:
* Clarify description of GetInstanceProcAddr and GetDeviceProcAddr (public
* Add SPIR-V <<textures-operation-validation, instruction validation>> for
single-sampled images (public issue 316).
* Fix spelling of ``tesselation'' in a few places and note it as an
exception to the American spelling rules convention (public issue
* Fix Makefile to create output directory for ``styleguide''
target (public issue 329).
* Fix numerous minor issues with incorrectly tags on enumerant names and
table titles (public issue 330).
* Generate specversion.txt date in UTC time and RFC 2822 format
(public issue 335).
* Convert link to the SPIR-V Specification for
flink:VkShaderModuleCreateInfo into an internal link to the normative
reference (public issue 336).
* Add ename:VK_ERROR_OUT_OF_MEMORY error code to
flink:vkCreateDebugReportCallbackEXT (public issue 337).
* Update style guide regarding use of code:NULL and dname:VK_NULL_HANDLE
(internal issue 393).
* Change the definition of latexmath:[$q$] in the
<<textures-image-level-selection,texture image level selection>> section
to be the index of the maximum defined level for the view, not the
number of levels in the view (internal issue 406).
* Allow developers to override dname:VK_DEFINE_NON_DISPATCHABLE_HANDLE
with their own binary-compatible definition (internal issue 439).
* Fix +vk_platform.h+ conditional logic causing compile failure with some
Android compilers (internal issue 441).
* Implement the single-branch model as described above (internal issue
Game developers shipping titles for PC and consoles are faced with many interesting rendering optimization challenges. The GPU cost of techniques like tile-based lighting or the CPU cost of the rendering API are going to impact performance very differently based on which platform is being used.
In this article I’ll be giving a select overview of some of the most impactful performance optimizations and considerations I’m frequently encountering when analyzing PC games. I won’t be diving deep into each topic; instead each section is meant to be a starting point and I’ll be providing references to existing material which will go into much more detail.
Pico processes and drivers provide the foundation for the Windows Subsystem for Linux, which runs native unmodified Linux binaries by loading executable ELF binaries into a Pico process’s address space and executes them atop a Linux-compatible layer of syscalls.
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new
technique for efficient anti-aliased deferred rendering of complex
geometry using modern graphics hardware. In geometrically com-
plex situations where many surfaces intersect a pixel, current ren-
dering systems shade each contributing surface at least
once per pixel. As the sample density and geometric complexity increase,
the shading cost becomes prohibitive for real-time rendering. Under
deferred shading, so does the required framebuffer memory. Our
goal is to make high per-pixel sampling rates practical for real-time
applications by substantially reducing shading costs and per-pixel
storage compared to traditional deferred shading. AGAA uses the
rasterization pipeline to generate a compact, pre-filtered geometric
representation inside each pixel. We shade this representation at
a fixed rate, independent of geometric complexity. By decoupling
shading rate from geometric sampling rate, the algorithm reduces
the storage and bandwidth costs of a geometry buffer, and allows
scaling to high visibility sampling rates for anti-aliasing. AGAA
with 2 aggregates per-pixel generates results comparable to
32X MSAA, but requires 54% less memory and is up to 2.6X
If you’re reading this and you’re a software developer, you’re probably running some services locally. Redis, Memcached, and Elasticsearch are software products that many rely on. What you might not know, is that these locally running services are accessible by any website you visit, making it possible for bad guys to steal the data you have locally!
Nvidia has constantly evolved the architecture of their GPUs in each generation to enhance performance and power-efficiency. While the company has discussed the changes in the programmable shader cores for the Maxwell and Pascal generation, which have generally eliminated or reduced scheduling logic and placed a greater burden on the compiler. However, Nvidia’s architects have avoided disclosing details about the fixed function graphics hardware – in some cases denying changes.
Starting with the Maxwell architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia’s Maxwell and Pascal GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD.
The past year or two has marked a considerable shift in the graphics industry, one spurred on not just by faster hardware and ever demanding games, but by the evolution of two new graphics API’s: Microsoft’s DirectX 12 and Khronos Group’s Vulkan. Both API’s were created for a modern computing era, an era filled with multi-core CPU’s, ever more complex usages of GPU computing and the emergence of Virtual Reality.
Vulkan differs from Microsoft’s DirectX 12 in a number of key ways, the most obvious being Khronos Groups steadfast approach to being multi-vendor, multi-platform. Vulkan allows developers a familiar API structure whether they’re creating for a high end PC running Windows, Linux or even porting their engines to mobile platform such as Android.
We managed to snag an interview with Tom Olson (Director of Research over at ARM and chair of the Vulkan Working Group) and Neil Trevett (Vice President of Mobile Ecosystem at Nvidia and elected President of the Khronos Group).