Recent Posts

Pages: 1 [2] 3 4 ... 10
11
3D-Tech News Around The Web / Vulkan API specifications 1.0.50 released
« Last post by Stefan on May 21, 2017, 08:39:55 AM »
Quote
Change log for May 20, 2017 Vulkan 1.0.50 spec update:

  * Bump API patch number and header version number to 50 for this update.

Github Issues:

  * Fix numerous minor issues with the VK_EXT_debug_report extension (public
    issues 478, 483, 486, 489, 490).

Internal Issues:

  * Update flink:vkAllocateDescriptorSets to specify conditions under which
    to return ename:VK_ERROR_FRAGMENTED_POOL or
    ename:VK_ERROR_OUT_OF_POOL_MEMORY instead of
    out-of-host/out-of-device-memory, and improve the
    <<fundamentals-errorcodes, description of those errors (internal issue
    654).
  * Add a NOTE documenting that flink:vkAcquireNextImageKHR can only signal
    a single semaphore, and how to deal with that when multiple physical
    devices in a logical device need to wait on it (internal issue 730).
  * Improve description of pname:pNext chains of
    slink:VkPhysicalDeviceImageFormatInfo2KHR and
    slink:VkImageFormatProperties2KHR (internal issue 814).
  * Clean up math markup issues in the <<textures, Image Operations>>
    chapter (internal issue 818).
  * Update validusage target to use more robust code for preprocessing, by
    making direct use of Asciidoctor's preprocessor. Added uniqueItems check
    to JSON vu schema and add clean_validusage target (internal issue 826).
  * Update style guide to prohibit writing non-self-contained (on a single
    bullet point) Valid Usage statements, and modify offending Valid Usage
    statements in the Specification to match, to assist with automatic
    extraction for the validation layers (internal issue 828).
  * Add ename:VK_VALIDATION_CHECK_SHADERS_EXT to elink:VkValidationCheckEXT
    of the `VK_EXT_validation_flags` extension, to selectively disable
    shader validation.
  * Remove duplicate valid usage statement for slink:VkImageMemoryBarrier.
  * Modify reflow.py script to place VUID tag anchors standalone on a line
    following their corresponding bullet point, and reflow the spec text
    accordingly (this had been pending since the initial tag deployment).

New Extensions:

  * `VK_AMD_texture_gather_bias_lod`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/cebb71d06253ee37909f281eed93ad7243530fce
12
3D-Tech News Around The Web / Intel Parallel Universe Magazine #28
« Last post by Stefan on May 20, 2017, 02:38:27 PM »
The upcoming C++ standard adds parallelism to the Standard Template Library for easy transformation into parallel & vectorized solutions. Explore it—and lots more—in the new issue of The Parallel Universe.
13
3D-Tech News Around The Web / RenderDoc v0.34 stable
« Last post by Stefan on May 19, 2017, 08:32:17 PM »
v0.34 is now available!
Primarily a bugfix release, check the full notes here: https://github.com/baldurk/renderdoc/releases/tag/v0.34
Downloads on https://renderdoc.org
14
3D-Tech News Around The Web / Re: Vulkan SDK 1.0.49 Released
« Last post by Stefan on May 19, 2017, 08:12:20 PM »
S.o. at NVIDIA has read the change log  :P

Quote
changes the way to look for Vulkan SDK
 
changes to adapt to the latest Vulkan SDK (essentially: the libs are in Lib folder now)
15
3D-Tech News Around The Web / Vulkan SDK 1.0.49 Released
« Last post by Stefan on May 19, 2017, 06:56:39 PM »
  This SDK supports Vulkan API revision 1.0.49.  The prior SDK supported Vulkan API revision 1.0.46.

Drivers: LunarG recommends that you update your Vulkan-capable hardware drivers to the latest recommended version from your hardware vendor.  A list of Known Driver Issues appears at the end of this document with more information.
SDK Libraries have moved -- As of the 1.0.42 SDK, the SDK library files were moved out of <VK_SDK_PATH>/bin into <VK_SDK_PATH>/lib for 64-bit libraries and <VK_SDK_PATH>/lib32 for 32-bit libraries. This will require you to update your project files to point to the proper location if you are updating from an older SDK.  The change was performed to avoid 32-bit compatibility issues.
Valid Usage ID Changes Coming -- Starting with the next major SDK release the valid usage identification numbers will be changed to accomodate the official valid usage ID management process, presumeably for the final time. If you are currently using these IDs to filter messages or for debugging purposes they will need to be remapped.
17
3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.5.2
« Last post by Stefan on May 18, 2017, 11:04:37 PM »
Radeon Software Crimson ReLive Edition 17.5.2 Highlights

Support For
    • Prey®
      • Up to 4.5% performance improvement measured on Radeon RX 580 8GB graphics when compared to Radeon Software Crimson ReLive edition 17.5.1(1)
Fixed Issues
    • NieR™: Automata may experience a random hang or application crash after short periods of gameplay.
    • Forza™ Horizon 3 may experience very long map/launch load times.
    • The primary display adapter may sometimes appear disabled in Radeon Settings while driving a display from the linked adapter in Multi GPU system configurations.
    • Radeon RX 550 series graphics products may experience a system hang when entering sleep or hibernate modes.
18
GeeXLab - english forum / GeeXLab 0.15.0.1 for Windows 64-bit
« Last post by JeGX on May 18, 2017, 09:46:32 PM »
Some news about GeeXLab 0.15.0.1. This version is available for Windows 64-bit only.

http://www.geeks3d.com/hacklab/20170518/geexlab-0-15-0-1-and-two-sided-lighting/

19
The AMD Developer Tools team is thrilled to announce the availability of the AMD plugin for Microsoft’s PIX for Windows tool. PIX is a performance tuning and debugging tool for Windows developers using DirectX 12.
The AMD plugin exposes a large set of hardware performance counters inside of PIX.  The counters will automatically show up in the PIX UI when running Analysis on a supported AMD GPU
Read more...
20
3D-Tech News Around The Web / AMD Radeon Vega Frontier Edition
« Last post by JeGX on May 17, 2017, 09:51:33 AM »
During the Financial Analyst Day, AMD has introduced the first Vega graphics card: the Radeon Vega Frontier Edition.
This new graphics card should be launched in June 2017.

Some specs:
- GPU: Vega, 14nm
- 4096 streams processors
- 64 compute units
- 64 ROPs
- 16GB HBM2 graphics memory, memory interface: 2048-bit





Links
- Vega Frontier Edition @ pro.radeon.com
- anandtech.com
- pcper.com
Pages: 1 [2] 3 4 ... 10