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Geeks3D's GPU Tools / GPU Caps Viewer 1.35.x released
« Last post by JeGX on Today at 02:11:53 PM »
GPU Caps Viewer is available.

More information and downloads links:

3D-Tech News Around The Web / Radeon GPU Profiler 1.0.1 (D3D12, Vulkan)
« Last post by JeGX on Today at 10:09:45 AM »
The Radeon GPU Profiler (RGP) is a ground-breaking low-level optimization tool from AMD.  It provides detailed timing information on Radeon Graphics using custom, built-in, hardware thread-tracing, allowing the developer deep inspection of GPU workloads.

This unique tool generates easy to understand visualizations of how your DirectX®12 and Vulkan® games interact with the GPU at the hardware level. Profiling a game is both a quick, and simple process using the Radeon Developer Panel and the public Crimson driver.

Supported GPUs:
- AMD Radeon R9 Fury and Nano series 
- AMD Radeon RX 400, RX 500 series

- Radeon-GPUProfiler @ github
- Radeon GPU Profiler DOWNLOADS

3D-Tech News Around The Web / Where do I start graphics programming?
« Last post by JeGX on Today at 08:21:44 AM »
Sometimes I get this question. And since it happens frequent enough, I decided I should write it publicly so that others can benefit, and also so I don’t have to repeat myself every time

In case you don’t know me, I’m self taught. I started doing graphics programming at age 14. My first experience was Visual C++ 6.0 and dived straight into C, C++ and assembly and came out just fine. The basics I learnt by reading a random PDF I found back then “Aprenda C++ como si estuviera en primero” (in Spanish) which was a very simple introduction to the language in 87 pages. What a variable is, what an enum is. How to do basic hello world.

Then I learnt a lot by trial and error. I started with several open source Glide Wrappers which were popular at the time. I used the debugger a lot to see line by line how the variables evolved. I would often remove some snippet of code to see what would happen if I took it out. I also played a lot with XviD’s source code.

Back then I had the DirectX SDK 7.0 samples and documentation to play with and I learnt a lot from it. In particular, Mathematics of Direct3D lighting fascinated me. I ended up writing my own TnL C library written in SSE assembly. It wasn’t very useful and I haven’t really updated it in more than a decade, but it helped a lot paving my foundations for when I came into contact with Vertex & Pixel Shaders. I was shocked that what took me an entire summer vacation and lots of assembly instructions (e.g. a matrix multiplication) could be done in one line of vertex shader code.


3D-Tech News Around The Web / Vulkan Synchronization Examples
« Last post by JeGX on Today at 08:19:24 AM »
Lot of synchronization examples are available here:

Synchronization in Vulkan can be confusing. It takes a lot of time to understand, and even then it's easy to trip up on small details. Most common use of Vulkan synchronization can be boiled down to a handful of use cases though, and this page lists a number of examples. May expand this in future to include other questions about synchronization.

Swapchain Image Acquire and Present:
Code: [Select]
VkAttachmentReference attachmentReference = {
    .attachment = 0,

// Subpass containing first draw
VkSubpassDescription subpass = {
    .colorAttachmentCount = 1,
    .pColorAttachments = &attachmentReference,

/* Only need a dependency coming in to ensure that the first
   layout transition happens at the right time.
   Second external dependency is implied by having a different
   finalLayout and subpass layout. */
VkSubpassDependency dependency = {
    .srcSubpass = VK_SUBPASS_EXTERNAL,
    .dstSubpass = 0,
    .srcAccessMask = 0,
    .dependencyFlags = 0};

VkAttachmentDescription attachmentDescription = {
    .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,

VkRenderPassCreateInfo renderPassCreateInfo = {
    .attachmentCount = 1,
    .pAttachments    = &attachmentDescription,
    .subpassCount    = 1,
    .pSubpasses      = &subpass,
    .dependencyCount = 1,
    .pDependencies   = &dependency};



    acquireSemaphore,   //semaphore
    &imageIndex);       //image index


VkSubmitInfo submitInfo = {
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &acquireSemaphore,
    .pWaitDstStageMask = &waitDstStageMask,
    .signalSemaphoreCount = 1,
    .pSignalSemaphores = &graphicsSemaphore};

vkQueueSubmit(..., &submitInfo, ...);

VkPresentInfoKHR presentInfo = {
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &graphicsSemaphore,

vkQueuePresentKHR(..., &presentInfo);
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.34.x.x released
« Last post by JeGX on Today at 07:19:59 AM »
Wait for the new GPU Caps Viewer 1.35.  I fixed many small bugs in the Vulkan code and it should run better with latest AMD Crimson drivers.
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.34.x.x released
« Last post by Athlonite on Today at 05:17:34 AM »
All Vulcan demos cause the program to error out and close all the other demos work fine though
Sapphire Nitro+ RX580 8GB OC stock clocks
ADM FX8320 stock clocks
8GB DDR3-2400
Windows 10 1607 x64
Radeon Software 17.7.2 x64
3D-Tech News Around The Web / CRYENGINE 5.4 Preview adds Vulkan support
« Last post by Stefan on July 27, 2017, 08:36:11 PM »
This week, the CRYENGINE 5.4 Preview is a major update which couldn’t have been achieved without all of the feedback from the community. There are several major advancements and integrations that we think will make things more accessible and let you achieve even more, more rapidly.

With over 623 improvements, fixes and features this release includes all new Vulkan API support, and although it’s our first step on the road you can expect further support on this soon. Also included is the Entity Component System with unified standard entities across C++ and Schematyc.

For Artists, we have a much requested Substance integration for the reading of material archives and manipulation of texture inputs with in-editor graphing. Additionally, we have expanded the feature set of the terrain system to allow for better blending of terrain and objects within your level.

Iterating on existing technology there is a second iteration of the Asset System which provides improvements and extended usage across tools, with thumbnail generation and all new dependency tracking. To get started, you can find the CRYENGINE 5.4 Preview on Github HERE!
3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.7.2
« Last post by Stefan on July 27, 2017, 03:51:09 AM »
 Radeon Software Crimson ReLive Edition 17.7.2 Highlights

 New Features and Improvements

 Radeon Settings
    • Radeon Additional Settings has been retired and its previously supported controls for Switchable Graphics, Color Depth and Pixel Format have all been moved into Radeon Settings.
Radeon ReLive (1)
    • Now supports bitrates up to 100Mbps for recording or capturing.
    • Added new controls for camera transparency.
    • Optimized memory usage for lower overhead while recording or capturing.
    • Added new notifications for Instant Replay Saving, Recording Timers in Overlay Toolbar and Network Connectivity Issues when streaming.
    • Enhanced Audio Controls: Radeon Software Crimson ReLive Edition now has support for customizable microphone volume controls, audio boost for captured replays and push to talk (mouse + keyboard) support for microphone.
Radeon Chill(2)
    • Now supports DirectX®12 and Vulkan™. For more details on new and supported games visit
    • Now supports Multi-GPU.
    • Now supports Hybrid Graphics system configurations.
    • Now supports Radeon XConnect™ Technology system configurations.
Enhanced Sync(3)
    • Enhanced Sync is a display technology which helps minimize screen tearing while decreasing latency and stuttering at an unlocked frame rate. Enhanced Sync is available in Radeon Settings Game Manager under the "Wait for Vertical Refresh" drop down menu.
Per-Display Color Controls(4)
    • Per-Display Color Controls are now available in the display tab of Radeon Settings allowing users to configure Brightness, Hue, Contrast and Saturation.
Game Responsiveness(5)
    • Radeon Software Crimson ReLive Edition 17.7.2 features optimizations for improved gaming responsiveness in DirectX®9 and select DirectX®11 gaming titles.
Radeon WattMan(6)
    • Now supports memory underclocking.
    • Now supports power state controls.
Frame Rate Target Control(7)
    • Now supports DirectX®12 and Multi-GPU.
Shader Cache(8)
    • Shader Cache is now supported for select DirectX®9 titles
Radeon Software Vanguard Beta Program
    • The Radeon Software Vanguard Beta Tester program aims at opening a channel for selected participants to work directly with AMD, giving a voice and platform to share their passion for Radeon Software. For more information about Radeon Software Vanguard visit Feedback and Feature Voting
    • Radeon Software feedback and feature voting has been updated. Visit to provide Radeon Software feedback and vote on future Radeon Software features.
Fixed Issues
    • Mass Effect™: Andromeda may experience incorrect colors when using an HDR display and a secondary SDR display connected in extended mode.
    • Fan speeds when using Radeon WattMan may remain elevated and not drop back to idle states after 3D workloads.
    • Some video playback applications may experience stutter in fullscreen with AMD FreeSync™ technology enabled.
    • Radeon ReLive may exhibit corruption in recordings when capturing Microsoft Office applications.
    • Radeon ReLive may experience recording or streaming issues when task switching using ALT+TAB.
Known Issues
    • Radeon WattMan fan settings may reset to defaults on Radeon Software upgrade to 17.7.2.
    • Tekken™ 7 may experience a crash (Chapter 13) on some Radeon RX 380 Series graphics products.
    • GPU Scaling may fail to work on some DirectX®11 applications.
    • 4x Multi-GPU system configurations may fail to enable AMD CrossFire technology mode due to a missing toggle in Radeon Settings.
    • Some protected content applications may experience an HDCP error code while playing BluRay content. A workaround is to unplug and re-plug the connected display or turn the display off and then back on.
3D-Tech News Around The Web / Linux Graphics Demystified
« Last post by JeGX on July 26, 2017, 07:16:53 PM »
A 49-page PDF about graphics on Linux is available here:

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