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3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.10.2
« on: October 24, 2017, 03:29:00 AM »
Radeon Software Crimson ReLive Edition 17.10.2 Highlights

Support For
    • Windows®10 Fall Creators Update
      • This release provides initial support for the Windows®10 Fall Creators Update. For more information please visit here.
    • Wolfenstein™ II: The New Colossus
      • Up to 8% faster performance on Radeon™ RX Vega56 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440. (RS-188)
      • Up to 4% faster performance on Radeon RX 580 (8GB) graphics card than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440. (RS-189)
    • Destiny 2™
      • Up to 43% faster performance on Radeon™ RX Vega56 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440.(RS-184)
      • Up to 50% faster performance on Radeon RX 580 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440.(RS-185)
    • Assassin's Creed™: Origins
      • Up to 16% faster performance on Radeon™ RX Vega56 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440.(RS-186)
      • Up to 13% faster performance on Radeon RX 580(8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 1920x1080. (RS-187)
    • GPU Workload
      • A new toggle in Radeon Settings that can be found under the "Gaming", "Global Settings" options. This toggle will allow you to switch optimization between graphics or compute workloads on select Radeon RX 500, Radeon RX 400, Radeon R9 390, Radeon R9 380, Radeon R9 290 and Radeon R9 285 series graphics products.
    • Compute Support
      • Radeon Software now supports compute workloads for up to 12 installed Radeon RX 400, Radeon RX 500 or Radeon RX Vega series graphics products on Windows®10 system configurations.
Fixed Issues
    • Radeon Software may not appear in the uninstall options under "Apps and Features" on Windows® operating systems after a Radeon Software upgrade.
    • Minor corruption may appear in PLAYERUNKNOWN'S BATTLEGROUNDS™ in some game locations when using Ultra graphics settings in game.
    • Radeon Wattman may fail to apply user adjusted voltage values on certain configurations.
    • AMD XConnect™ Technology enabled system configurations may not be detected when plugged in or connected to a system after being previously unplugged during system sleep or hibernation.
    • Hearts of Iron™ IV may experience a crash or system hang during some scenario gameplay.
    • Radeon Settings gaming tab may not automatically populate games detected on the users system.

3D-Tech News Around The Web / AMD GPUOpen Game Engine Integrations
« on: October 22, 2017, 07:00:40 PM »
AMD will be providing example integrations of various GPUOpen technologies into game engines.
These example integrations can help jumpstart your own integration of these features into your game or VR title.

3D-Tech News Around The Web / Vulkan API specifications 1.0.64 released
« on: October 21, 2017, 10:03:46 AM »
Change log for October 20, 2017 Vulkan 1.0.64 spec update:

  * Bump API patch number and header version number to 64 for this update.

Github Issues:

  * Add chapter name to the PDF page footer (public pull request 458).
  * Fix several mistaken references to the nonexistent etext:VK_DEVICE_LOST
    status to etext:VK_ERROR_DEVICE_LOST (public pull request 502).
  * Fix description of the tlink:PFN_vkDebugReportCallbackEXT debug report
    callback function pointer to match the validation layer behavior (public
    issue 534).
  * Document experimental KHX extensions and alternate vendor author IDs
    also ending in X in more detail in the <<extensions, Layers &
    Extensions>> appendix, the extensions section of the style guide, and
    the registry schema description document (public issues 536, 580).
  * Fix references to ptext:pDepthStencil to properly refer to
    pname:pDepthStencilState or pname:pRasterizationState as appropriate in
    the slink:VkGraphicsPipelineCreateInfo description (public issue 542).
  * Fix wrong parameter name in slink:VkPipelineMultisampleStateCreateInfo
    valid usage (public pull request 571).

Internal Issues:

  * Update the style guide to describe how to write LaTeX math expressions
    in table cells (internal issue 908).
  * Define how framebuffer-local dependencies work between subpasses with
    the same or different numbers of samples, in the
    slink:VkSubpassDescription and <<synchronization-framebuffer-regions,
    Framebuffer Region Dependencies>> sections. This clarifies which samples
    in an input attachment you are allowed to access after a
    framebuffer-local dependency (internal issue 915).
  * Specify which storage classes can have an initializer in the
    <<spirvenv-module-validation, Validation Rules within a Module>> section
    (internal issue 1023).
  * Use "LOD" consistently for "level-of-detail", to eliminate spelling
    inconsistencies. The term is already standardized in the Glossary
    (internal issue 1027).

Other Issues:

  * Fix false positives in Makefile dependencies when rules fail, by
    deleting partially-made targets.

New Extensions:

  * `VK_AMD_shader_info`


3D-Tech News Around The Web / NVIDIA NVCloth 1.1.3
« on: October 20, 2017, 04:30:24 PM »
NvCloth Release notes.

Release Notes

Supported platforms:

* Windows (CPU, CUDA, DX11)
* Mac (beta, tested on Sierra)
* Linux (beta, tested on Ubuntu 16.04.1 LTS x64)
* PlayStation 4 (beta) with PS4 SDK 4.5
* Xbox one (CPU, DX11, beta)
* Android (arm64-v8a, API >= 21), tested on Shield TV

Note: beta platforms are not yet optimized.

Supported compilers (via cmake 3.7)

* Windows: Visual Studio 12, 14 (2013, 2015)
* Linux: gcc 5.4 (only x64)
* Mac: xcode
* PlayStation 4: Visual studio 14 (2015)
* Xbox one: Visual studio 14 (2015)
* Android: NDK r12b and above


- Incorrect assertion in ClothImpl::setFluidDensity.
- Make the simulation with MultithreadedSolverHelper work when no cloth present in the solver.
- Correct number of simulation chunks calculation for DX11/CUDA solvers when no cloths were added to the solver.
- Cuda wind simulation crashed on older hardware.
- Internal simd library now lives inside the nv::cloth namespace to avoid issues when statically linked with PhysX.


- Introduce addCloths() method for all the solvers, which allows to perform a fast batch addition of multiple cloths.
- Cuda support on linux (experimental)
- Android support

Known issues:
- DirectX 11 solver has issues with ccd sphere/capsule collision.

3D-Tech News Around The Web / NVIDIA HairWorks 1.4 beta
« on: October 19, 2017, 08:07:56 PM »
NVIDIA HairWorks is a library for simulating and rendering dynamic hair and fur.
 What's New in 1.4 beta
  • Supports morph target animation (in beta only supported in DirectX11)
  • Change to math types - stops clashes with other modules
  • Miscellaneous bug fixes and improvements
The change in math types means that to upgrade code to use 1.4 you will need to change the gfsdk_ prefixed math types in the following ways
  • gfsdk_float2 -> NvHair::Vec2
  • gfsdk_float3 -> NvHair::Vec3
  • gfsdk_float4 -> NvHair::Vec4
  • gfsdk_float4x -> NvHair::Mat4x4
  • gfsdk_quaternion -> NvHair::Quaternion
  • gfsdk_dualquaternion -> NvHair::DualQuaternion
The maths types alias to simple struct types defined in Nv/Common/Math/NvCoMathTypes.h

3D-Tech News Around The Web / AMD Radeon GPU Profiler 1.0.3
« on: October 18, 2017, 09:01:33 PM »
Radeon GPU Profiler 1.0.3

A couple of months on from the release of 1.0.2, we’ve fully baked and sliced 1.0.3 for your low-level DX12- and Vulkan-based performance analysis needs. With some of the functionality that RGP is built on being provided by our driver stack, there are a few things that we’d hoped to get into this release that didn’t quite make it due to an accelerated driver release schedule, but there’s still plenty to talk about for both RGP and the developer panel that provides some of the profiling and settings control.

Radeon GPU Profiler

Radeon GPU Profiler first, there’s now access to system information in the UI on Windows (we’re working on Linux support for that but it’s trickier to get right), you can now see GPU time duration information in user marker regions and groups in the Event timing view, and there’s better sync between some event status information in the Event timing and wavefront occupancy views.

When it comes to usability enhancements, you can now load a profile into RGP by just dragging it onto the RGP executable on Windows, or the open RGP UI on any platform. We also now bring the selected event into the view when using Shift+Left or Shift+Right to jump between them in the wavefront occupancy view. Lastly in the list of nice usability changes worth highlighting, CTRL+T now cycles between time units in any view, so you don’t have to dip into settings to adjust that.
Radeon Developer Panel

Thanks to everyone who asked for a headless version of the Radeon Developer Service. We heard you loud and clear, so now there’s RadeonDeveloperServiceCLI.exe on Windows, and RadeonDeveloperServiceCLI on Linux. We also show you the listening port number in the configuration window just in case you need to know what it is, and we have a fix for drawing the panel properly on lower resolution 720p displays.
More information

As always, you can find out more about RGP, including links to the release binaries on GitHub and the full release notes list, on our product page.

Radeon Software Crimson ReLive Edition Beta for Windows®10 Fall Creators Update
Important Notes
    • This driver is provided as a beta level support driver and should be considered "as is".
Support For
    • Beta level support for Windows®10 Fall Creators Update. For more information on Windows®10 Fall Creators Update visit here.
Known Issues
    • Mixed Reality headsets may fail to render when running in Hybrid Graphics system configurations.
    • A limited number of displays may exhibit brief signal loss periodically.
    • System hang may occur during Mixed Reality 360 videos playback on Radeon RX Vega series graphics products.
    • An HDCP error code may be observed while playing Blu-Ray content on a secondary attached display.
    • Radeon WattMan profiles and settings may not persisting after resuming from sleep.
    • A system restart or hang may be observed when launching DX12 applications on Multi GPU enabled system configurations with Radeon ReLive enabled.

3D-Tech News Around The Web / Vulkan API specifications 1.0.63 released
« on: October 15, 2017, 07:07:36 AM »
Change log for October 13, 2017 Vulkan 1.0.63 spec update:

  * Bump API patch number and header version number to 63 for this update.

Github Issues:

  * Add missing valid usage statements for ptext:maxDescriptorSets*,
    ptext:maxPerStageDescriptorInputAttachments, and
    ptext:maxPerStageResources to slink:VkPipelineLayoutCreateInfo.txt,
    flink:VkComputePipelineCreateInfo, and
    flink:VkGraphicsPipelineCreateInfo (public issue 546).
  * Fix typos in ftext:vkCmdDraw*AMD descriptions (public pull request 549).
  * Fixed flink:vkCmdWriteTimestamp so it is not unnecessarily restricted to
    queues supporting graphics or compute operations (public issue 558).
  * Improvements to valid usage generator for output `*Flags` pointer
    parameters and for some `void *` parameters (public pull requests 560,
  * Document `altlen` attribute in XML schema as valid C99 syntax and tweak
    `vk.xml` to match (public pull request 566).
  * Clarify when pname:fence is signaled by flink:vkQueueSubmit in a more
    obvious place (public issue 577).

Internal Issues:

  * Specify a whitelist of supported SPIR-V Storage Classes in the
    <<spirvenv-module-validation, Validation Rules within a Module>>
    appendix (internal SPIR-V issue 166).
  * Relax the shared semaphore wait timeout requirement in the
    <<synchronization-semaphores-importing, Importing Semaphore Payloads>>
    section (internal issue 820).
  * Update the <<textures-image-level-selection, Image Level(s) Selection>>
    equations so that the parameters returned by the level-of-detail query
    appear explicitly, also fixing the issue that linear filtering would
    select a level below the base level for magnification (internal issue
  * Disallow creation of a swapchain with zero pname:imageExtent in
    slink:VkSurfaceCapabilitiesKHR and slink:VkSwapchainCreateInfoKHR
    (internal issue 1020).

Other Issues:

  * Clarify in <<textures-operation-validation,Image View Validation>> that
    the layout of subresources in an image view must have a layout that
    matches that written into the descriptor, and that this section is about
    validating image views, not images.

New Extensions:

  * `VK_EXT_global_priority`


 Driver available now at Microsoft
 Exposes all CFL product names

Code: [Select]
%iCFLDTGT1%            = iCFL_W10, PCI\VEN_8086&DEV_3E90
%iCFLDTGT2%            = iCFL_W10, PCI\VEN_8086&DEV_3E92
%iCFLDTWSGT2%        = iCFL_W10, PCI\VEN_8086&DEV_3E96
%iCFLHALOGT2%        = iCFL_W10, PCI\VEN_8086&DEV_3E9B
%iCFLHALOWSGT2%     = iCFL_W10, PCI\VEN_8086&DEV_3E94
%iCFLULTGT3W15%        = iCFL_W10, PCI\VEN_8086&DEV_3EA6
%iCFLULTGT3W28%        = iCFL_W10, PCI\VEN_8086&DEV_3EA5
%iCFLULTGT3W15EU42% = iCFL_W10, PCI\VEN_8086&DEV_3EA7
%iCFLULTGT3W28EU42% = iCFL_W10, PCI\VEN_8086&DEV_3EA8
%iCFLDTGT1W35%        = iCFL_W10, PCI\VEN_8086&DEV_3E93
%iCFLDTGT2W35%        = iCFL_W10, PCI\VEN_8086&DEV_3E91

iCFLDTGT1           = "Intel(R) UHD Graphics 610"
iCFLDTGT2           = "Intel(R) UHD Graphics 630"
iCFLDTWSGT2         = "Intel(R) UHD Graphics P630"
iCFLHALOGT2         = "Intel(R) UHD Graphics 630"
iCFLHALOWSGT2       = "Intel(R) UHD Graphics P630"
iCFLULTGT3W15       = "Intel(R) Iris(R) Plus Graphics 640"
iCFLULTGT3W28       = "Intel(R) Iris(R) Plus Graphics 650"
iCFLULTGT3W15EU42   = "Intel(R) Iris(R) Plus Graphics 635"
iCFLULTGT3W28EU42   = "Intel(R) Iris(R) Plus Graphics 645"
iCFLDTGT1W35        = "Intel(R) UHD Graphics 610"
iCFLDTGT2W35        = "Intel(R) UHD Graphics 630"

3D-Tech News Around The Web / Re: NVIDIA GeForce GTX 1070 Ti
« on: October 12, 2017, 09:37:03 PM »
 Forget Afterburner, here is a log file from actual GTX 1070 Ti test  ;)

Code: [Select]
                 gpu 0  dev.sub 0.0         
PCI Location   : 0x00, 0x01, 0x00, 0x00     
DID            : 0x1b82                     
Raw ECID       : 0x00000000008023000000003054481991
Raw ECID (GHS) : 0x0000000164305448180000000c010100
ECID           : PC5H86-12_x02_y04           
Device Id      : GP104                       
Revision       : a1                         
NV Base        : 0xf6000000                 
FB Base        : 0xe0000000                 
IRQ            : 16                         
NV_PMC_INTR_0 bit 30 high.
Trying to clear interrupt by writing 0x2 to register 0x12004c
Successfully cleared GPU's interrupt state.
Raw ECID (RM)  : 0                           
Foundry        : TSMC                       
Subsystem VID  : 0x10de                     
Subsystem DID  : 0x****                     
Board ID       : 0xed46                     
Chip SKU       : 300-0                       
Project        : G411-0010                   
Fuse File Fmt  : JSON                       
Display        : 0x000100                   
VGA adapter    : Primary                     
Native Mode    : 1280x1024                   
Memory Size    : 8192 MB                     
RAM Protocol   : GDDR5                       
RAM Config     : 1                           
ROM Version    :             
ROM Type       : NVIDIA Authenticated       
ROM Timestamp  : 2017-9-6 19:22:54           
PState (mode)  : 8 5 2 [0]                   
PState Version : 3.0                         
EDC            : Disabled                   
GPC Clock      : 1847.5/1838.4 MHz DEFAULT   
DRAM Clock     : 4201.9/4201.9 MHz MPLL     
Host Clock     : 571.4/571.4 MHz XCLKGEN3   
XBar Clock     : 1784.5/1784.7 MHz DEFAULT   
Sys Clock      : 1657.5/1658.0 MHz DEFAULT   
Power Clock    : 540.0/540.0 MHz SPPLL0     
Display Clock  : 1325.0/1325.0 MHz DISPPLL   
NVVDD          : 1000 mV                     
GPC  Mask      : 0x0f (4 GPCs)               
TPC  Mask      : [1f 1f 1f 1e] (19 TPCs)     
FB   Mask      : 0x0f (4 FB Partitions)     
ROP/L2 Mask    : [3 3 3 3] (8 ROP/L2s)       
PES  Mask      : [7 7 7 7] (12 PESes)       
FBIO Mask      : 0x0f (4 FBIO Partitions)   
FBIO Shift Mask: 0x00                       
XP   Mask      : 0x03 (2 3gio Pads)         
Nvdec Mask     : 0x01 (1 engine)             
Nvenc Mask     : 0x03 (2 engines)           
Gpu Temp       : 44 deg C                   
PEX Width, ASLM: 16 lanes, Not Supported     
PEX Link Speed : 8.0 Gbit/s                 
PEX BandWidth  : 128.0 Gbit/s               
ASPM, ASPM-CYA : (L0s/L1, Disabled)         
ASPM L1SS, CYA : (Disabled, L1.1/L1.2)       
LTR            : Enabled                     


RM Version     : rel/gpu_drv/r367/r367_00-1252
gputest.js     : 71
boards.js      : 7

BgLogger Print Thread starts 5000.000, flush
BgLogger Monitor Thread starts 1000.000 (Detached)
WARNING: Changing g_TestMode from 16 to 8!
Running test(s) on GP104 (gpu 0, DID: 0x1b82, PCI Dom Bus Dev Fun: 0x0000, 0x01, 0x00, 0x00)

3D-Tech News Around The Web / NVIDIA GeForce hotfix driver 387.98
« on: October 12, 2017, 08:54:32 PM »
This is GeForce Hot Fix driver version 387.98 that addresses the following:
  • Fixed stutter when gaming on an external G-SYNC monitor connected to Notebook.
  • Added support back for Alienware laptops with GM204 GPUs (965M, 970M, 980M).
Windows 10:
Windows 8.1/Windows 7:

3D-Tech News Around The Web / NVIDIA Aftermath debugger 1.3
« on: October 12, 2017, 04:27:17 PM »
  * NVIDIA Aftermath(Debugger) *

--- RELEASE NOTES (version 1.3) ---

o) Added ability to get more information back from GPU in event of page fault - GFSDK_Aftermath_GetPageFaultInformation.
o) Renamed GFSDK_Aftermath_Status to GFSDK_Aftermath_Device_Status - to avoid confusion with GFSDK_Aftermath_Context_Status.
o) Removing VC Runtime dependency (static linked) from non-UWP DLL (still required for UWP).
o) Increased minimum supported driver version to 387.xx
o) Separated GetData from GetDeviceState - so GetDeviceState can be polled without worrying about performance.
o) Updated how to instructions in header.
o) Added APIs to associate a commandlists/deviceContexts with Aftermath (GFSDK_Aftermath_DXxx_CreateContextHandle).
    -> Provides a nice CPU perf boost, as no longer need to lookup the internal Aftermath context.
    -> Simplifies following entrypoints, removing the per DX version ones.

o) API - Unable to export demangled, GFSDK_Aftermath_ContextData::getErrorCode() - now implemented in header.
o) Crash - Crash occured if calling SetEventMarker on a command list after resetting the allocator.
o) API - SetEventMarker now accepts a const void* - previously just a void*.
o) Functionality - D3D12 bundles previously didn't work if the bundle was "baked" (contained 4 or more draws).

o) Siginificantly reduced memory footprint of D3D12 "baked" bundles.
o) Increased the CPU performance of Aftermath for D3D11 and D3D12.

download now

3D-Tech News Around The Web / NVIDIA VRWORKS SDK 2.5 Now Available
« on: October 12, 2017, 04:24:19 PM »
NVIDIA has released the new VRWorks SDK V2.5 for application and headset developers along with the NVIDIA display drivers 387.92(Windows) & 387.12(Linux/Beta).
The drivers are available for download at: and the SDK has been posted at
 Release Highlights
  • Updated Vulkan Interop (interop_vk) sample to use the ratified VK_KHR_external_memory* and VK_KHR_external_semaphore* extensions replacing the deprecated extensions VK_KHX_*.
  • Updated the Vulkan Runtime to
  • Other sample specific bug fixes.

3D-Tech News Around The Web / IrfanView 4.50
« on: October 10, 2017, 10:10:17 PM »
Version 4.50 ( - CURRENT VERSION - ) (Release date: 2017-10-10)
    IrfanView and many PlugIns ported to Unicode!
    The INI file will be converted to Unicode if you call the "Properties" dialog
    IrfanView will NOT run on Win9x anymore
    Support for iPhone PNG files (Formats PlugIn, thanks to Jongware)
    Move selection with: CTRL or SHIFT + right mouse button (Y or X axis only)
    New option in Extract Pages/Frames dialog: Set page/frame range
    Some fixes in the Print dialog
    New text pattern: $m = show number of megapixels
    New Thumbnails sort menu: Sort by Megapixels
    Adjust print preview image to color/bw printer settings
    Wallpaper save format changed to PNG (Win8 and later)
    New zooming method: Mouse wheel alone, if "Browsing->View other files" disabled
    New command line option: /hotfolder="folder" => start Hotfolder option with a specific folder
    ANI format moved to FORMATS PlugIn
    JP2 PlugIn loading bug fixed (Talos Advisory TALOS-2017-0310)
    FPX/RLE/DJVU/ANI/SVG PlugIn loading bugs fixed (thanks to Lin Wang)
    Tools PlugIn EXE-loading problem fixed (thanks to Cody Sixteen and Lin Wang)
    Several PlugIns are ported to unicode, please install the newest versions:

3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.10.1
« on: October 10, 2017, 09:39:40 PM »
Radeon Software Crimson ReLive Edition 17.10.1 Highlights
 Support For
  • Evil Within 2: Radeon Chill profile added
  • Middle Earth: Shadow of War: Radeon Chill profile added
Fixed Issues
  • Bezel compensation in mixed mode Eyefinity cannot be applied.
  • DiRT 4 may experience flickering tire graphics during gameplay or under certain terrain conditions when using Multi GPU enabled system configurations.
Known Issues
  • On Windows7 when using Radeon RX Vega series graphics in Multi GPU system configurations, users may experience a system hang or crash when upgrading their installation of Radeon Software. A work around is to do a clean install of Radeon Software.
  • Corruption may be experienced in Forza Motorsport 7 on some HDR displays with HDR enabled in game.
  • Unstable Radeon WattMan profiles may not be restored to default after a system hang. A workaround is to launch Radeon WattMan after reboot and restore settings to default.
  • Wattman may fail to apply user adjusted voltage values on certain configurations.
  • Radeon Settings may not populate game profiles after Radeon Software's initial install.
  • Overwatch may experience a random or intermittent hang on some system configurations.
  • GPU Scaling may fail to work on some DirectX11 applications.
  • Secondary displays may show corruption or green screen when the display/system enters sleep or hibernate with content playing.
  • When recording with Radeon ReLive on Radeon RX Vega Series graphics products GPU usage and clocks may remain in high states. A workaround is to disable and then re-enable Radeon ReLive.[/l][/l]
Original link broken atm
Download mirror

3D-Tech News Around The Web / Intel Gen9 Graphics Driver
« on: October 10, 2017, 09:09:43 PM »
    Intel® Graphics Driver for Windows* [15.47] Version: (Latest) Date: 10/4/2017      Overview
 This driver is the first to support the newly launched 8th Gen Intel® Core™ Desktop Processor Family.
 Start your engines! Intel® is proud to announce that the world’s most popular and widely played sports racing series is now playable† on Intel HD Graphics 620 or better for the first time ever, with the latest instalment: Forza Motorsport 7*†, through graphics memory allocation improvements.
 From finish lines to free kicks, enjoy electrifying action at launch of the latest games, Forza Motorsport 7*†, Project CARS 2*, Guild Wars 2: Path of Fire*, FIFA 18*, EVE: Valkyrie Warzone*, Danganronpa V3: Killing Harmony*, and Hob* on processors with Intel® HD Graphics 620 or better.
 Battle space demons as you explore beautiful lands on the latest titles like The Wild Eight* and Raiders of the Broken Planet – Alien Myths Campaign* on Intel® Iris® Pro Graphics.
 Check out the all new look and feel of, where you’ll find recommended game settings for many of your favorite PC games.
 Install the Intel Driver Update Utility, which now automatically checks for drivers on a regular basis and can provide notifications when new drivers are available.
 †12GB RAM or greater required for Forza Motorsport 7* playability on Intel Graphics.
 ‡ Requires optimized settings for playability on Intel Graphics, available at

3D-Tech News Around The Web / Re: NVIDIA GeForce GTX 1070 Ti
« on: October 10, 2017, 09:06:17 AM »
MSI Afterburner 4.4.0 Beta 19
Added core voltage control for reference design NVIDIA GeForce GT 1070 Ti series graphics cards

Guru3D striked the "Ti" from change log. Either a typo or they spoilt NVIDIA's surprise  :P

3D-Tech News Around The Web / Re: NVIDIA GeForce GTX 1070 Ti
« on: October 09, 2017, 04:39:10 PM »
MSI Afterburner 4.4.0 Beta 19
Added core voltage control for reference design NVIDIA GeForce GT 1070 Ti series graphics cards

Our new GeForce Game Ready 387.92 WHQL drivers provides the optimal gaming experience for Middle-earth: Shadow of War, The Evil Within 2, and Forza Motorsport 7.

     Middle-earth: Shadow of War Game Ready Driver Released

     Official 387.92 Game Ready WHQL Display Driver Feedback Thread (Released 10/9/17)

3D-Tech News Around The Web / Vulkan API specifications 1.0.62 released
« on: October 07, 2017, 04:59:22 PM »
Change log for October 6, 2017 Vulkan 1.0.62 spec update:

  * Bump API patch number and header version number to 62 for this update.

Github Issues:

  * Move asciidoc conditionals for `VK_KHR_maintenance1` in
    slink:VkDescriptorSetAllocateInfo so valid usage statements for
    `VK_KHR_push_descriptor` aren't accidentally removed when the first
    extension isn't enabled (public issue 573).
  * Fixed errors in API example code for
    flink:vkUpdateDescriptorSetWithTemplateKHR and
    flink:vkCmdPushDescriptorSetWithTemplateKHR (public issue 577).

Internal Issues:

  * Specify constraints on concurrent access to fences that share payload in
    the <<synchronization-fences-importing, Importing Fence Payloads>> and
    <<synchronization-semaphores-waiting-state, Semaphore State Requirements
    For Wait Operations>> sections (internal issue 820).
  * Define the term "`retired swapchain`", reorganize some swapchain
    language, and improve language for pname:oldSwapchain in
    flink:VkSwapchainCreateInfoKHR, the <<swapchain-wsi-image-create-info>>
    table, flink:vkDestroySwapchainKHR, and flink:vkAcquireNextImage2KHX
    (internal issue 869).
  * Describe in the <<writing-arrays, Describing Properties of Array
    Elements>> section of the style guide how and when to use "`each`" and
    "`any`" to refer to properties of array elements, and make those uses in
    the specification consistent (internal issue 884).
  * Clarified that events cannot be used for cross-queue synchronization in
    the <<synchronization-events, Events>> section and for
    flink:vkCmdWaitEvents (internal issue 970).
  * Add success and error codes to +vk.xml+ for
    flink:vkCreateValidationCacheEXT (internal issue 995).
  * Clarify aspect mask usage for image memory barriers of multi-plane
    images in slink:VkImageSubresourceRange, slink:VkImageMemoryBarrier, and
    the <<textures-layout-validation, Layout Validation>> section (internal
    issue 996).

Other Issues:

  * Fixed typo in flink:VkRenderPassSampleLocationsBeginInfoEXT (renamed
    field pname:pSubpassSampleLocations to
  * Add missing buffer usage requirements for indirect draws in
    flink:vkCmdDrawIndirect, flink:vkCmdDrawIndirectCountAMD,
    flink:vkCmdDrawIndexedIndirect, and
  * Modify Makefile to allow specification to build in git "`detached HEAD`"
  * Update valid usage ID generation script to allow recursively operating
    on all `.txt` files in a specified directory, and move the `startVUID`
    tracking information into a separate python file that is automatically
    updated by the script.

New Extensions:

  * Add +vk.xml+ entries for pending `VK_ANDROID_native_buffer` extension
    (note, this extension is not yet enabled).
  * `VK_AMD_shader_image_load_store_lod`


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