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3D-Tech News Around The Web / Re: Vulkan API specifications 1.0.69 released
« Last post by Stefan on February 21, 2018, 08:40:30 PM »
Quote
Change log for February 19, 2018 Vulkan 1.0.69 spec update:

  * Bump API patch number and header version number to 69 for this update.

Github Issues:

  * Clean up description of synchronization for flink:vkAcquireNextImageKHR
    (public issue 626).
  * Move valid usage statements requiring offset and extent to respect image
    transfer granularity requirements of the queue family they are submitted
    against from slink:VkImageCopy and slink:VkBufferImageCopy to the
    corresponding flink:vkCmdCopyImage, flink:vkCmdCopyBufferToImage, and
    flink:vkCmdCopyImageToBuffer commands, where are relevant information is
    known (public issue 654).
  * Clarify that flink:vkGetDeviceProcAddr only supports device-level
    commands (public issue 655).

Internal Issues:

  * Associate each elink:VkDescriptorType with a type of descriptor, and
    link to descriptions of those types (internal issue 860).
  * Rework valid usage extraction script to better utilize and respond to
    spec markup, and fix some spec markup accordingly (internal issues 846,
    909, 945).
  * Rephrase flink:vkCmdPushConstants valid usage to allow overlapping push
    constant ranges in different shader stages (internal issue 1103).
  * Fix problem with diff_html target in extension.rb (internal issue 1104).
  * Modify valid usage statements for slink:VkClearDepthStencilValue,
    slink:VkGraphicsPipelineCreateInfo, slink:VkViewport, and
    flink:vkCmdSetDepthBounds, and the description of vkCmdSetDepthBias, to
    clarify that clamping is applied if and only if the
    `VK_EXT_depth_range_unrestricted` is not enabled (internal issue 1124),
    in versions of the specification built with that extension included.
  * Resolve contradictions and use of undefined "`per-sample shading`" term
    in the <<primsrast-sampleshading, Sample Shading>> and
    <<shaders-fragment-execution, Fragment Shader Execution>> sections; for
    the <<features-features-sampleRateShading, sampleRateShading feature>>;
    for code:FragCoord, code:SampleId, and code:SamplePosition; and for
    slink:sname:VkPipelineMultisampleStateCreateInfo (internal issue 1134).
  * Clarify the meaning of the ptext:maxDescriptorSet* limits in footnote 8
    of the <<features-limits-required,Required Limits>> table (internal
    issue 1139).
  * Fix broken NOTE markup in slink:VkSamplerCreateInfo.txt (internal issue
    1140).
  * Remove extend comparison language from valid usage statement for
    slink:VkImageCreateInfo, turning it into a simple validation of
    pname:mipLevels against pname:maxMipLevels (internal issue 1151).
  * Update valid usage statements for slink:VkImageCopy when the
    `VK_KHR_maintenance1` extension is enabled to allow multi-slice 2D <->
    3D copies when the pnaem:extent.depth parameter specifies the number of
    layers being copied, and matches the
    slink:VkImageSubresourceLayers.layerCount of the 2D image (internal
    issue 1152).
  * Rephrase memory / control barrier rules in the
    <<spirvenv-module-validation, Validation Rules within a Module>> section
    to avoid "`not use none`", which could be misconstrued to allow no
    synchronization semantics, and only storage class semantics (internal
    issue 1154).

Other Issues:

  * Move GLSL extension specifications to the KhronosGroup/GLSL repository
    on Github.
  * Add missing description of ename:VK_FILTER_CUBIC_IMG enum to
    slink:VkFilter.
  * Update description of code:PrimitiveId in the
    <<interfaces-builtin-variables,Built-In Variables>> section to clarify
    its behavior.
  * Disallow disjoint images from being used with dedicated-memory images in
    slink:VkMemoryDedicatedAllocateInfoKHR.
  * Update README to suggest older versions of "mathematical" and
    "ruby-gems" packages for use on Cygwin.
  * Fix typos

New Extensions:

  * `VK_AMD_buffer_marker`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/ab08f0951ef1ad9b84db93f971e113c1d9d55609
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Geeks3D's GPU Tools / Re: GPU Shark 0.11.0 released
« Last post by JeGX on February 20, 2018, 11:49:09 AM »
Thanks for the feedback. I will try to fix it (I should have a A10-7850K somewhere for testing).
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Geeks3D's GPU Tools / Re: GPU Shark 0.11.0 released
« Last post by Yelik on February 19, 2018, 09:28:48 PM »
Incorrect temp detection on AMD A10-6700

http://prntscr.com/ih0zoe
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3D-Tech News Around The Web / Intel discrete GPU prototype
« Last post by JeGX on February 19, 2018, 04:35:04 PM »
Intel is working on a dicrete GPU prototype based on the Gen9 architecture.
Quote
The company's first 14 nm dGPU prototype, shown as a test-chip at the ISSCC, is a 2-chip solution. The first chip contains two key components, the GPU itself, and a system agent; and the second chip is an FPGA that interfaces with the system bus. The GPU component, as it stands now, is based on Intel's Gen 9 architecture, and features a three execution unit (EU) clusters.

Links:
- https://www.techpowerup.com/241669/intel-unveils-discrete-gpu-prototype-development
- https://pc.watch.impress.co.jp/docs/column/kaigai/1107078.html


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GeeXLab - english forum / GeeXLab and ImGui support - Windows and widgets colors
« Last post by JeGX on February 17, 2018, 04:59:24 PM »
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GeeXLab - english forum / GeeXLab 0.21.x released
« Last post by JeGX on February 17, 2018, 04:39:42 PM »
Versions 0.21.0.2 (Linux, macOS, RPi and Tinker Board) and 0.21.1.0 (Windows) of GeeXLab have been released.

Release notes:
http://www.geeks3d.com/hacklab/20180216/geexlab-0-21-x-released-for-all-platforms-assimp-support-added/

Downloads:
http://www.geeks3d.com/geexlab/downloads/

Downloads:
http://www.geeks3d.com/geexlab/changelog/
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The 6th through 8th generations of Intel® Core™ processors (codenamed Skylake and Kaby Lake) incorporate a powerful new graphics processing unit—the Intel® Processor Graphics Gen9. These processors are fully capable of meeting the high-end computing and graphical performance needs of both mobile platforms and premium desktop gaming systems.
This guide highlights new features of the graphics hardware architecture of Intel® Processor Graphics Gen9 and provides expert tips and best practices to consider when leveraging their capabilities. The document also provides guidance and direction on how to get better performance from Intel® Processor Graphics using the latest graphical APIs.
Read more...

PDF icon Graphics-API-Performance-Guide-2.5.pdf
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3D-Tech News Around The Web / Intel graphics driver 23.20.16.4944
« Last post by Stefan on February 14, 2018, 05:39:26 AM »
Intel graphics driver 23.20.16.4944
  • Intel® Graphics Control Panel Now Configures Game Settings Automatically
  • Age of Empires*: Definitive Edition Launch Driver
  • Final Fantasy XII*: The Zodiac Age HD Launch Driver
Intel is introducing a new feature with the ability to automatically configure game settings for Intel Graphics on 6th Gen Processors or higher (including systems with 8th Gen Core Processors with Radeon RX Vega M Graphics). Look for the ‘Gaming icon’ in the Graphics Control Panel. This feature is still in beta so game availability and functionality is limited. Stay tuned for future improvements and more games coming soon!

Currently supported games: Battlefield 1*, Battlefield 4*, American Truck Simulator*, Call of Duty* WWII, Destiny* 2, DOTA* 2, Grand Theft Auto V*, League of Legends*, Overwatch*, World of Tanks*

Get ready to take back the world, the battle is building! Play as well as They Are Billions*, Lost Sphear*, OK KO: Let’s Play Heroes*, Subnautica*, Legrand Legacy*: Tale of the Fatebounds, and Dragon Ball* FighterZ on processors with Intel® HD Graphics 620 or better.

Enjoy Kingdom Come: Deliverance*, Street Fighter* V: Arcade Edition, Dynasty Warriors* 9, The Legend of Heroes*: Trails of Cold Steel II, Secret of Mana*, Metal Gear* Survive, Sword Art Online: Fatal Bullet* on Intel® Iris® Pro Graphics.

Be sure to check out gameplay.intel.com, where you’ll find recommended game settings for many more of your favorite PC games.

This new driver also introduces many other improvements:
  • Enhanced performance of graphics workloads for 6th Gen Core processors or higher with intelligent power management under maximum load.
  • Improved performance in video encoding for all codecs.
  • Display format optimizations on 7th Gen Core processors or higher.
Please read the ReleaseNotes for full details.
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3D-Tech News Around The Web / AMD Radeon™ Software Adrenalin Edition 18.2.2
« Last post by Stefan on February 13, 2018, 06:07:13 PM »
Radeon Software Adrenalin Edition 18.2.2 Highlights
Support For
    • Kingdom Come: Deliverance™
      • Up to 3% faster performance using Radeon Software Adrenalin Edition 18.2.2 on the Radeon™ RX Vega 56 (8GB) graphics card than with Radeon Software Adrenalin Edition 18.2.1 at 2560x1440p (1440p). RS-210
      • Up to 4% faster performance using Radeon Software Adrenalin Edition 18.2.2 on the Radeon™ RX 580 (8GB) graphics card than with Radeon Software Adrenalin Edition 18.2.1 at 1920x1080 (1080p). RS-211
    • Fortnite™
      • Up to 3% faster performance using Radeon Software Adrenalin Edition 18.2.2 on the Radeon™ RX Vega 56 (8GB) graphics card than with Radeon Software Adrenalin Edition 17.12.1 at 2560x1440p (1440p). RS-20
      • Up to 6% faster performance using Radeon Software Adrenalin Edition 18.2.2 on the Radeon™ RX 580 (8GB) graphics card than with Radeon Software Adrenalin Edition 17.12.1 at 1920x1080 (1080p). RS-208
    • PlayerUnknown's Battlegrounds™
      • Up to 5% faster performance using Radeon Software Adrenalin Edition 18.2.2 on the Radeon™ RX Vega 56 (8GB) graphics card than with Radeon Software Adrenalin Edition 17.12.1 at 2560x1440p (1440p). RS-207
      • Up to 7% faster performance using Radeon Software Adrenalin Edition 18.2.2 on the Radeon™ RX 580 graphics card than with Radeon Software Adrenalin Edition 17.12.1 at 1920x1080p (1080p). RS-209
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