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Messages - Stefan

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NVIDIA Delivers VRWorks Support for GeForce GTX 1080

If you paid attention to the launch of our new Pascal-based GeForce GTX 1080 and 1070 GPUs, you are aware that VR had a huge influence on their creation.
 VR is extremely demanding on the GPU.  VR applications must render high resolution images at 90 frames per second to two screens simultaneously, one for each eye.  Even the slightest graphics stutter will reduce your sense of presence.
 In designing GeForce GTX 1080, NVIDIA’s architects looked for unique ways to increase performance so that developers could maintain 90 FPS while still making VR graphics as detailed as graphics in traditional AAA PC games.  The result was the new Simultaneous Multi-Projection (SMP) engine.
Today, we are excited to officially release VRWorks SDK support for two new features that are based on the SMP engine -- Lens Matched Shading and Single Pass Stereo

Includes NVAPI R367

Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix possible makes it into the Game Ready driver. As a result, you can be sure you’ll have the best day-1 gaming experience for your favorite new titles.

Game Ready
 Learn more about how to get the optimal experience for Overwatch, World of Tanks, and War Thunder

Gaming Technology
 Supports the new flagship GeForce GTX 1080; the most advanced gaming graphics card ever created. Discover unprecedented performance, power efficiency, and gaming experiences—driven by the new NVIDIA Pascal™ architecture. This is the ultimate gaming platform.

Virtual Reality
 Supports the new GeForce GTX 1080 VRWorks features including Lens Matched Shading and Single Pass Stereo
Windows 10 64-bit
Windows 10 32-bit
Windows 7 64-bit
Windows 7 32-bit

NB: this driver is exclusively for NVIDIA_DEV.1B80 = "NVIDIA GeForce GTX 1080"


Ever wondered how big the new ‪#‎nVIDIA‬ ‪#‎Pascal‬ GPU family would turn out to be? Here's the whole list of Pascal SKUs, with their respective PCI device IDs. Enjoy!
 Note: The list contains a few Maxwell IDs as well, in order to clarify the difference between GMxxx-A and GMxxx-B PCI device regions.
 Note #2: GM200-B may have been a second iteration, an optimized variant of the original GM200, but never reached the market. Could have been a plan B in case Pascal slips to late 2016 or 2017.

 1342 N15S-GM-B (GM108-A)
 1382 GeForce GTX 745 (GM107-A)
 13C1 Graphics Device (GM204-A)
 13C4 D17U-20 (GM204-A)
 1402 GeForce GTX 950 (GM206-A)
 15F0 Graphics Device (GP100GL-A)
 15F1 Graphics Device (GP100GL-A)
 15F8 Graphics Device (GP100GL-A)
 15F9 Graphics Device (GP100GL-A)
 15FA Graphics Device (GP100GL-A)
 15FB Graphics Device (GP100GL-A)
 15FC Graphics Device (GP100GL-A)
 15FD Graphics Device (GP100GL-A)
 15FE Graphics Device (GP100GL-A)
 1600 Graphics Device (GM204-B)
 1646 Graphics Device (GM206-B)
 1670 Graphics Device (GM206GL-B)
 1725 Graphics Device (GP100-B)
 172E Graphics Device (GP100-B)
 172F Graphics Device (GP100-B)
 1731 Graphics Device (GP100GL-B)
 1738 Graphics Device (GP100GL-B)
 1739 Graphics Device (GP100GL-B)
 173A Graphics Device (GP100GL-B)
 173B Graphics Device (GP100GL-B)
 173C Graphics Device (GP100GL-B)
 173D Graphics Device (GP100GL-B)
 1780 Graphics Device (GM107-B)
 17BC Graphics Device (GM107GL-B)
 17C1 Graphics Device (GM200-A)
 1800 Graphics Device (GM200-B)
 1801 Graphics Device (GM200-B)
 1802 Graphics Device (GM200-B)
 1807 Graphics Device (GM200-B)
 1809 Graphics Device (GM200-B)
 1830 Graphics Device (GM200GL-B)
 1831 Graphics Device (GM200GL-B)
 1839 Graphics Device (GM200GL-B)
 1B00 Graphics Device (‪#‎GP102‬-A)
 1B01 Graphics Device (GP102-A)
 1B30 Graphics Device (GP102GL-A)
 1B38 Graphics Device (GP102GL-A)
 1B3E Graphics Device (GP102GL-A)
 1B40 Graphics Device (GP102-B)
 1B41 Graphics Device (GP102-B)
 1B6E Graphics Device (GP102-B)
 1B6F Graphics Device (GP102-B)
 1B70 Graphics Device (GP102GL-B)
 1B78 Graphics Device (GP102GL-B)
 1B80 GeForce GTX 1080 (GP104-A)
 1B81 Graphics Device (GP104-A)
 1B82 Graphics Device (GP104-A)
 1B83 Graphics Device (GP104-A)
 1BB0 Graphics Device (GP104GL-A)
 1BB1 Graphics Device (GP104GL-A)
 1BB4 Graphics Device (GP104GL-A)
 1BC0 Graphics Device (GP104-B)
 1BC1 Graphics Device (GP104-B)
 1BC2 Graphics Device (GP104-B)
 1BC3 Graphics Device (GP104-B)
 1BF0 Graphics Device (GP104GL-B)
 1BF1 Graphics Device (GP104GL-B)
 1BF4 Graphics Device (GP104GL-B)
 1BF5 Graphics Device (GP104GL-B)
 1C00 Graphics Device (GP106-A)
 1C01 Graphics Device (GP106-A)
 1C02 Graphics Device (GP106-A)
 1C03 Graphics Device (GP106-A)
 1C30 Graphics Device (GP106GL-A)
 1C41 Graphics Device (GP106-B)
 1C42 Graphics Device (GP106-B)
 1C43 Graphics Device (GP106-B)
 1C70 Graphics Device (GP106GL-B)
 1C80 Graphics Device (GP107-A)
 1C81 Graphics Device (GP107-A)
 1C82 Graphics Device (GP107-A)
 1CA7 Graphics Device (GP107GL-A)
 1CA8 Graphics Device (GP107GL-A)
 1CAA Graphics Device (GP107GL-A)
 1CC2 Graphics Device (GP107-B)
 1D01 Graphics Device (GP108-A)

Damn, and i thought i made a comprehensive list of ASICs  :P

Dota 2 Update - May 23rd 2016

 * The beta version of Vulkan support for Dota 2 is now available via DLC.

Technical notes:
* Please make sure to opt-in to the Steam Client Beta for the latest Steam Vulkan Overlay (fixes performance issue with Steam Overlay).
* Enable with the -vulkan launch option after downloading the Vulkan Beta DLC.  Remove -dx9/-dx11/-gl (if present) from any previous launch options.

Minimum requirements:
   - Windows 7/8/10 64-bit: NVIDIA 600-series+ (365.19+ driver), AMD 7700+ (Crimson driver)
   - Linux 64-bit: NVIDIA 600-series+ (364.16+ driver), AMD GCN 1.2 (16.20.3 driver)
   - 2GB of GPU memory required - may experience crashes with < 2GB of GPU memory.

* The first time you run with Vulkan you may experience short stutters while the engine caches shaders on disk. After playing through or watching a match, these stutters should go away.

* There is a known issue on Linux with NVIDIA GPUs where tearing can be observed even when vertical sync is enabled. NVIDIA is aware of the issue and it will be fixed in the future through a driver update.

* Please file any bugs with the Vulkan version at      

Dota 2 Benchmark - "Vulkan is slower and faster than DX11"

Vulkan doesn't yet work with Intel Broadwell (patched driver v4409)

You can check if Vulkan renderer is active in VConsole2 coming with DOTA 2

General Discussion / NVIDIA Pascal GPUs list
« on: May 25, 2016, 05:42:29 PM »
After sneaking around at some obscure places i found these Pascal GPUs in production or qualification phase, i.e. they are tested with some special software

GP100-A01P   / GP100-VSXB-24-A1-5X
GP100-890-A1 / GP100-890-892-A1 /  Tesla P100 now in 2 versions, NVLINK and PCI-E
GP100-892-A1 / GP100-892-A1
GP100-892-A1 / GP100-89X-A1-NB


GP102-400-A1 / GP102-400-A1-TTR1


GP104-200-A1 / GP104-PS-NB
GP104-200-A1 / GP104-PR-DT / GeForce GTX 1070
GP104-200-A1 / GP104-PS-DT

GP104-400-A1 / GP104-PR-DT / GeForce GTX 1080
GP104-400-A1 / GP104-PS-DT

GP104-725-A1 / GP104-PS-DT
GP104-725-A1 / GP104-PS-NB

GP104-725-A1 / GP104-PR-NB
/ status raised from PS to PR

GP104-750-A1 / GP104-PS-NB
GP104-750-A1 / GP104-PR-NB / status raised from PS to PR

GP104-950-KD-A1 / GP104-PR-DT
GP104-950-KD-A1 / GP104-PS-9XX
GP104-975-A1 / GP104-QS-975
GP104-985-A1 / GP104-QS-9XX


GP106-300-A1 / GP106-QS-300-V1B
GP106-300-A1 / GP106-QS-V0-F0-300-V1
GP106-300-A1 / GP106-PS-300-V1

GP106-300-A1 / GP106-PR-300-V1

GP106-400-A1 / GP106-PR-400-V1
/ GTX 1060
GP106-400-A1 / GP106-PS-400-V1
GP106-400-A1 / GP106-QS-400-V1
GP106-400-A1 / GP106-QS-400-V1B

GP106-500-KC-A1 / GP106-QS-500-KC-V2
GP106-505-KC-A1 / GP106-QS-505-KC-V1
GP106-510-KC-A1 / GP106-QS-510-KC-V1

GP106-750-A1 / GP106-QS-750
GP106-750-A1 / GP106-PS-750-V1
/ status raised from QS to PS


GP107-V0-F0-A1 / GP107-5X-V2-V0-F0-A1

Explanation of acronyms:
NB notebook
DT desktop
QS qualification sample
PS production sample
PR production retail

Also check out:
 AIDA64 issues list of Pascal SKUs, with their respective PCI device IDs

all Pascal VBIOS contain a text string
gp100 found
 gp102 found
 gp104 found
 gp106 found
 gp107 found
 gp107f found
 gp108 found

Whatever that means for the future...

 Radeon Software Crimson Edition 16.5.3 Highlights
  • Support for:
    • Total War: Warhammer™
    • Overwatch™
    • Dota™2 (with Vulkan™ API)
  • New AMD Crossfire profile available for:
    • Total War: Warhammer™
    • Overwatch™

The actual new extension is GL_NV_robustness_video_memory_purge

glCapsViewer has a handy compare function (in this case here)

Overwatch Game Ready Driver Released

One new OpenGL extension since 365.19, i was too lazy to look it up.
Still built against Vulkan API 1.08
PhysX System Software 9.16.0318

3D-Tech News Around The Web / Vulkan SDK 1.0.13 Released
« on: May 22, 2016, 01:59:27 PM »
This SDK supports Vulkan API revision 1.0.13.

 The prior SDK supported Vulkan API revision 1.0.11.

Device layers are now deprecated! Any device layers must be converted to a layer that is queried and enabled at vkCreateInstance. vkEnumerateDeviceLayerProperties is deprecated.
  Overview of new features in SDK
  • Vulkan header includes VK_EXT_debug_marker extension used by RenderDoc
  • Strengthen image format validation
  • Added dozens of new tests to the validation layer test suite
  • Better parameter validation for vkCreateImage and vkCreateImageView and several vkGetPhysicalDevice... commands
  • Much improved parameter_validation coverage, including validation for VkFlags parameters
  • Significant structural and architectural layer improvements and cleanup, especially to core_validation
  • Major cleanup and code improvements to object_tracker
  • Scores of bugfixes and feature additions, including more robust fence handling
This version of the SDK components are based on the following specifications and source code repositories:
   Last Commits
  • LoaderAndValidationLayers 6441fb9a8dad1378d0 docs: update v0 languages for device layer deprecation
  • VulkanSamples f9ae4bbd09401fd1accc Merge branch 'trunk'
  • VulkanTools de4b4aa65254e66e5aac vktrace: Move null instance check after rest of setup
  Known Issues
  • This WSI extension is not supported: VK_KHR_display_swapchain
  • github #561 Resetting command pool doesn't track fences properly
  • github #550 [CTS] QueueBindSparse incorrectly reporting fence in use by another submission
  • github #539 Swapchain layer vkGetPhysicalDeviceQueueFamilyProperties does not call through to other layers.
  • github #536 ParameterValidation: "size not a mul of 4" error reported if VK_WHOLE_SIZE is passed to vkCmdFillBuffer()
  • github #527 Core Validation: Invalid "explicit dep needed" warning is issued at vkCmdBeginRenderPass() call time.
  • github #515 PV: VkDescriptorSetLayoutBinding stageFlags validation
  • github #500 demo Smoke missing -lrt under GCC 4.9
  • github #462 Validation for pCreateInfo structures does not report actual index (attachments, vertex input state)
  • github #415 debug report tries to read from possibly stack allocated memory
  • github #410 DS: vkQueueSubmit checks Event state too early when vkSetEvent is used
  • github #403 [CTS] Object tracker maps need to be per device
  • github #401 MEM: Stencil attachment memory not marked as valid in render pass
  • github #370 loader needs to use object allocators passed by application for memory allocations
  • github #367 The draw state validation layer reports that a timer query from 2 frames ago is unavailable or inflight.
  • github #362 backslash in JSON loader files not properly escaped by cJSON library
  • github #335 Undefined memory tracking is not fine grained enough
  • github #328 Validation layer reports errors if memory object alias same memory
  • github #321 vkAllocateMemory not handling null pointers
  • github #319 vkCmdCopyQueryPoolResults executed from different command buffers
  • github #306 race on globalLockInitialized: it is reset after releasing the mutex lock
  • github #299 Clearly erroneous dynamic UBO offset error triggered
  • github #282 layer_validation_test failures
  • github #281 Cube -- validate with screenshot crashes on AMD/Intel Win 10
  • github #280 Cube resize stops updating image on Win 10 Intel driver
  • github #279 Samples validation errors on AMD driver
  • github #278 tri resize broken on AMD driver
  • github #277 render tests --show-images doesn't work
  • github #276 render tests have validation errors
  • github #128 Memory layer: "Cannot read invalid memory X, please fill the memory before using" is incorrectly reported
  • github #103 DrawState layer: unnecesarily informs about a mismatch of the number of samples when switching to subsequent subpass
  • github #95 Build VKStatic.1 project faild on Visual Studio Ultimate 2013
  • github #90 loader: Add support for WSI VK_KHR_display_swapchain extension
  • github #54 vk_layer_validation_tests test failure
  • github #36 loader: pointer cast build warnings
  • LX#527 The draw state validation layer incorrectly reports layout error when submitting command buffer. Vulkan-LoaderAndValidationLayers GitHub
  • LX#526 The draw state validation layer reports that a timer query from 2 frames ago is unavailable or inflight. Vulkan-LoaderAndValidatioLayers
  • LX#524 Validation layers crash dEQP-VK.wsi.win32.swapchain.render.basic test case
  • LX#523 When I enable validation layers vkCreateWin32SurfaceKHR returns garbage pointer and vkCreateSwapchainKHR crashes
  • LX#522 Error in detecting command buffer reset
  • LX#520 VK_ERROR_OUT_OF_DATE_KHR not set after XCB window is resized
  • LX#519 VulkanRT NT5.x support
  • LX#510 Issue with validation layer and fences
  • LX#506 Invalid vkFlushMappedMemoryRanges validation error with VkMappedMemoryRange::size = VK_WHOLE_SIZE
  • LX#504 VkQueueSubmit not showing real fence on api dump
  • LX#502 No warning for vkCreateImageView with incompatible layerCount & viewType
  • LX#492 Validation: Add output of AspectMask to core_validation error message
  • LX#484 vktrace puts trace file in same dir as trace library if -o not specified
  • LX#483 Descriptor set dynamic offset validation is wrong
  • LX#471 Command buffer tracking not taking vkQueueSubmit(queue, 0, 0, null, fence) into consideration
  • LX#305 [] Validation draw state layer too slow for vkGetQueryPoolResults()
  • github #1 [VulkanTools] Running vktrace with validation enabled causes vkreplay to fail.
  • github #3 [VulkanTools] writes to device memory allocated with VK_MEMORY_PROPERTY_HOST_COHERENT_BIT are not captured
  • github #33 [VulkanTools] The trace file generated on 32bit system cannot be read by 64bit traceviewer
  • github #41 [VulkanTools] Cannot trace and replay Hologram / Smoketest on Linux
  • github #42 [VulkanTools] miss alignment for some arm cpu vfp load instructions
  • github #43 [VulkanTools] api_dump does not dump vkCreateDevice parameters/results when vkCreateDevice returns an error
  • github #45 [VulkanSamples] Missing minimum CMake version in Hologram demo

The Future of Ultimate Gaming Laptops - A Glimpse

Movies are full of imagination and creativity, you get the sense that given time - anything is possible. From helicarriers to killer robots with AI, it all seems plausible and should be upon us in the not-too-distant future. Well, Marty McFly and Doc seem to have traveled to an alternate future where technology advanced much faster than ours, because I don't see any real hoverboards or flying cars with flux capacitors running on garbage.
Despite all the things we don't have yet, we are making leaps and bounds. Even though you may not realize it, there are actually many things we did manage to actualize from that same movie: persoanl drones, mobile payment, wearables, video phones, video glasses, and don't forget hands-free gaming! It's all about incremental advances, and every once in a while - a significant leap.
ROG is making such a leap as we speak, R&D has agreed to let us peek inside the secret labs to see what the future holds. Of the small bits of info we are allowed to disclose, we are already excited!
What we can say is that one of the highlights from the lab is an overclockable gaming laptop that will rival even gaming desktops. We were told it is a concept machine and thus they are still in the process of making it even more powerful. The exclusive info about to be revealed is without overclocking but is already faster than any laptop on the planet (not including alternate futures or dimensions). Without overclocking this beast can score almost 21K (Performance) in 3DMark11, edging out even the mighty GTX Titan X in this benchmark!
In all likelyhood they are talking about a mobile Pascal GPU.
The only SKU i'm aware of is the GP104-200-A1 / GP104-PS-NB

3D-Tech News Around The Web / Re: AMD TressFX 3.1
« on: May 19, 2016, 10:18:00 PM »
Add last minute tweaks to v3.1.0
* Add ComputeTangent compute kernel to update tangents for all vertices (guide + follow). Previously we computed it only for guide and copied it to follows. This seems to help reducing flashing problem around bear's head. * Fix hair density in the skinning-only mode (i.e. when simulation disabled). * Change default ShortCut config to 3 layers + deterministic. Looks much better.

Full-speed, out-of-order rasterization

If you’re familiar with graphics APIs, you’re certainly aware of the API ordering guarantees. At their core, these guarantees mean that if you put two triangles into the pipeline one after the other, they will also end up in the framebuffer in exactly the same order. This makes it possible, for instance, to sort transparent geometry by depth and get the correct blending.
While this guarantee is usually necessary for correctness, it’s often an unnecessary constraint. If you’re laying down a G-Buffer without blending, for example, you typically don’t care about a specific rasterization order. The same commonly applies to depth-only rendering operations. For those cases, GCN hardware supports a special “out-of-order” rasterization mode which does exactly what the name implies: it relaxes the ordering guarantee, and allows fragments to be produced out-of-order. This can improve efficiency in various cases, and in fact, the driver will try to enable it automatically when it is safe to do so.

3D-Tech News Around The Web / AMD GPU PerfStudio 3.5
« on: May 19, 2016, 05:26:48 PM »
 What’s New in V3.5?

 New Features
  • New – DirectX 12 support has improved with greater stability and improved performance
  • NEW – Support for LiquidVR – Find out more about LiquidVR .
  • NEW – The open source version of the DirectX 12 server plugin is now supported as part of CodeXL at GPUOpen.
  • This release improves stability with DirectX 12 applications.
  • The DirectX 12 GPU Trace profiler has been rewritten for improved performance with multi-threaded games.

Linux 32-bit ARM Display Driver BETA367.18May 19, 2016
Linux x64 (AMD64/EM64T) Display Driver [/color]BETA[/b]367.18May 19, 2016
Linux Display Driver - x86 [/color]BETA[/b]367.18May 19, 2016
Solaris Display Driver – x64/x86 [/color]BETA[/b]367.18May 19, 2016
FreeBSD Display Driver – x86 [/color]BETA[/b]367.18May 19, 2016
FreeBSD Display Driver – x64 [/color]BETA[/b]367.18May 19, 2016

  • Fixed a bug that would cause OpenGL applications to crash when creating a context on one X display connection, then making it current with no associated drawable on another X display connection.  This fixes a crash when starting some versions of Matlab.
  • Fixed OpenGL presentation to SDI through the GLX_NV_video_out and GLX_NV_present_video extensions, which was broken by the introduction of the nvidia-modeset kernel module in 358.09.
  • Fixed a bug that caused an incorrect offset to be applied when using the full composition pipeline on a display whose image has both a rotation and a ViewportOut offset applied.
  • Fixed a bug that could cause nvidia-settings to crash on some systems when responding to events such as hotplugging DisplayPort devices.
  • Fixed a bug that could cause crashes in OpenGL applications which use glTextureView() with a non-zero minlevel.
  • Enhanced the Display Device information page in nvidia-settings with additional information for DisplayPort devices to reflect attributes which are specific to DisplayPort connections.
  • Fixed a bug which could cause deleted application profiles to appear when editing rules in the nvidia-settings control panel.
  • Fixed a bug that caused hangs when a G-SYNC monitor is unplugged and a non-G-SYNC monitor is connected while G-SYNC is active.
  • Fixed a bug that caused "nvidia-modeset: ERROR: GPU:0: Activating G-SYNC failed" to be printed to the system log if a G-SYNC monitor is connected and stereo is enabled in xorg.conf on a configuration that doesn't support it.
  • Added the NV_robustness_video_memory_purge OpenGL extension, which allows applications to know when a mode switching or power event purged the contents of FBOs and BOs residing in video memory.
  • Fixed a bug that prevented HDMI 2.0 4K monitors from waking up from sleep or hot-replug.
  • Fixed a bug that sometimes prevented flipping from being enabled on systems with multiple displays.
  • Fixed a bug that could cause applications to crash when using the EGL_EXT_platform_device extension on a system with multiple GPUs.
  • Fixed a bug that could cause nvidia-installer's runtime loader test to fail spuriously on some systems.
  • The NVIDIA Unified Virtual Memory kernel module, nvidia-uvm.ko, now has a minimum kernel requirement of Linux 2.6.32. On older kernel versions, nvidia-uvm.ko will be compiled as a stub kernel module which does not provide any functionality.
  • Updated the libglvnd snapshot included in the NVIDIA driver package to libglvnd commit b7d75429677eecc00c3701aaa4deac1304bc51ff. This contains a new revision of the libglvnd ABI. The driver is not compatible with a libglvnd older than commit c5bcda3b848fe52d6ae6ef25c917431c06d62d27

We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depth peeling method and produces more stable results. We then build several high-performance shading algorithms atop our representation, including dynamic diffuse interreflection, ambient occlusion (AO), and mirror reflection effects.
 Our construction method s order-independent, guarantees a minimum separation between layers, operates in a (small) bounded memory footprint, and does not require per-pixel sorting. Moreover, addressing the increasingly expensive cost of pre-rasterization, our approach requires only a single pass over the scene geometry. Our global illumination algorithms approach the speed of the fastest screen-space AO-only techniques while significantly exceeding their quality: we capture small-scale details and complex radiometric effects more robustly than screen-space techniques, and we implicitly handle dynamic illumination conditions.  We include the pseudocode for our Deep G-buffer construction in the paper and the full source code of our technique in our supplemental document.

The binary demo contains broken shaders  :(

3D-Tech News Around The Web / AMD GeometryFX v1.2
« on: May 19, 2016, 04:52:40 PM »
Update GeometryFX to v1.2
v1.2 updates from @Anteru * Mostly the addition of cluster culling

  Google supercharges machine learning tasks with TPU custom chip

Machine learning provides the underlying oomph to many of Google’s most-loved applications. In fact, more than 100 teams are currently using machine learning at Google today, from Street View, to Inbox Smart Reply, to voice search.
 But one thing we know to be true at Google: great software shines brightest with great hardware underneath. That’s why we started a stealthy project at Google several years ago to see what we could accomplish with our own custom accelerators for machine learning applications.
 The result is called a Tensor Processing Unit (TPU), a custom ASIC we built specifically for machine learning...

Radeon Software Crimson Edition Highlights
    • Performance increase by up to 35% on AMD Radeon R9 390 series products in Doom™ versus Radeon Software Crimson Edition 16.5.2
  • Testing conducted by AMD Performance Labs as of May 16, 2016 on the AMD Radeon™ R9 390, on a test system comprising Intel i7 5960X CPU, 16GB memory, AMD RSCE 16.5.2 and AMD RSCE, Windows 10 x64 using the game Doom™.  PC Manufacturers may vary configurations, yielding different results. At 1920x1080 AMD RSCE 16.5.2 scored 70.29 and AMD RSCE scored 95.11 on the AMD Radeon™ R9 390, which is 35% faster performance.

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