Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JeGX

Pages: [1] 2 3 ... 95
1
Installed on Win10 + Radeon RX Vega 56.

AMD Adrenalin 19.4.3 - information

AMD Adrenalin 19.4.3 - GPU Caps Viewer

2
This driver exposes Vulkan 1.1.107.

GPU Caps Viewer + GeForce RTX 2070


Vulkan report (from upcoming GPU Shark 2):

- Device 1
  - name: GeForce RTX 2070
  - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
  - device ID: 10DE-1F02
  - API version: 1.1.107
  - NVIDIA driver version: 425.42.0.0

  - # of extensions => 92
  - 001/ VK_KHR_8bit_storage
  - 002/ VK_KHR_16bit_storage
  - 003/ VK_KHR_bind_memory2
  - 004/ VK_KHR_create_renderpass2
  - 005/ VK_KHR_dedicated_allocation
  - 006/ VK_KHR_depth_stencil_resolve
  - 007/ VK_KHR_descriptor_update_template
  - 008/ VK_KHR_device_group
  - 009/ VK_KHR_draw_indirect_count
  - 010/ VK_KHR_driver_properties
  - 011/ VK_KHR_external_fence
  - 012/ VK_KHR_external_fence_win32
  - 013/ VK_KHR_external_memory
  - 014/ VK_KHR_external_memory_win32
  - 015/ VK_KHR_external_semaphore
  - 016/ VK_KHR_external_semaphore_win32
  - 017/ VK_KHR_get_memory_requirements2
  - 018/ VK_KHR_image_format_list
  - 019/ VK_KHR_maintenance1
  - 020/ VK_KHR_maintenance2
  - 021/ VK_KHR_maintenance3
  - 022/ VK_KHR_multiview
  - 023/ VK_KHR_push_descriptor
  - 024/ VK_KHR_relaxed_block_layout
  - 025/ VK_KHR_sampler_mirror_clamp_to_edge
  - 026/ VK_KHR_sampler_ycbcr_conversion
  - 027/ VK_KHR_shader_atomic_int64
  - 028/ VK_KHR_shader_draw_parameters
  - 029/ VK_KHR_shader_float16_int8
  - 030/ VK_KHR_shader_float_controls
  - 031/ VK_KHR_storage_buffer_storage_class
  - 032/ VK_KHR_swapchain
  - 033/ VK_KHR_swapchain_mutable_format
  - 034/ VK_KHR_variable_pointers
  - 035/ VK_KHR_vulkan_memory_model
  - 036/ VK_KHR_win32_keyed_mutex
  - 037/ VK_EXT_blend_operation_advanced
  - 038/ VK_EXT_buffer_device_address
  - 039/ VK_EXT_conditional_rendering
  - 040/ VK_EXT_conservative_rasterization
  - 041/ VK_EXT_depth_clip_enable
  - 042/ VK_EXT_depth_range_unrestricted
  - 043/ VK_EXT_descriptor_indexing
  - 044/ VK_EXT_discard_rectangles
  - 045/ VK_EXT_external_memory_host
  - 046/ VK_EXT_hdr_metadata
  - 047/ VK_EXT_host_query_reset
  - 048/ VK_EXT_inline_uniform_block
  - 049/ VK_EXT_memory_budget
  - 050/ VK_EXT_memory_priority
  - 051/ VK_EXT_pci_bus_info
  - 052/ VK_EXT_pipeline_creation_feedback
  - 053/ VK_EXT_post_depth_coverage
  - 054/ VK_EXT_sample_locations
  - 055/ VK_EXT_sampler_filter_minmax
  - 056/ VK_EXT_scalar_block_layout
  - 057/ VK_EXT_shader_subgroup_ballot
  - 058/ VK_EXT_shader_subgroup_vote
  - 059/ VK_EXT_shader_viewport_index_layer
  - 060/ VK_EXT_transform_feedback
  - 061/ VK_EXT_vertex_attribute_divisor
  - 062/ VK_EXT_ycbcr_image_arrays
  - 063/ VK_NV_clip_space_w_scaling
  - 064/ VK_NV_compute_shader_derivatives
  - 065/ VK_NV_cooperative_matrix
  - 066/ VK_NV_corner_sampled_image
  - 067/ VK_NV_dedicated_allocation
  - 068/ VK_NV_dedicated_allocation_image_aliasing
  - 069/ VK_NV_device_diagnostic_checkpoints
  - 070/ VK_NV_external_memory
  - 071/ VK_NV_external_memory_win32
  - 072/ VK_NV_fill_rectangle
  - 073/ VK_NV_fragment_coverage_to_color
  - 074/ VK_NV_fragment_shader_barycentric
  - 075/ VK_NV_framebuffer_mixed_samples
  - 076/ VK_NV_coverage_reduction_mode
  - 077/ VK_NV_geometry_shader_passthrough
  - 078/ VK_NV_mesh_shader
  - 079/ VK_NV_sample_mask_override_coverage
  - 080/ VK_NV_representative_fragment_test
  - 081/ VK_NV_scissor_exclusive
  - 082/ VK_NV_shader_image_footprint
  - 083/ VK_NV_shader_subgroup_partitioned
  - 084/ VK_NV_shading_rate_image
  - 085/ VK_NV_viewport_array2
  - 086/ VK_NV_viewport_swizzle
  - 087/ VK_NV_win32_keyed_mutex
  - 088/ VK_NVX_binary_import
  - 089/ VK_NVX_device_generated_commands
  - 090/ VK_NVX_image_view_handle
  - 091/ VK_NVX_multiview_per_view_attributes
  - 092/ VK_NV_ray_tracing

  - # of layers => 1
  - 001/ VK_LAYER_NV_optimus

  - # of memory heaps => 2
  - heap 1 => 8030 MB
  - heap 2 => 16352 MB

  - # of features => 55
  - 001/ robustBufferAccess => 1
  - 002/ fullDrawIndexUint32 => 1
  - 003/ imageCubeArray => 1
  - 004/ independentBlend => 1
  - 005/ geometryShader => 1
  - 006/ tessellationShader => 1
  - 007/ sampleRateShading => 1
  - 008/ dualSrcBlend => 1
  - 009/ logicOp => 1
  - 010/ multiDrawIndirect => 1
  - 011/ drawIndirectFirstInstance => 1
  - 012/ depthClamp => 1
  - 013/ depthBiasClamp => 1
  - 014/ fillModeNonSolid => 1
  - 015/ depthBounds => 1
  - 016/ wideLines => 1
  - 017/ largePoints => 1
  - 018/ alphaToOne => 1
  - 019/ multiViewport => 1
  - 020/ samplerAnisotropy => 1
  - 021/ textureCompressionETC2 => 0
  - 022/ textureCompressionASTC_LDR => 0
  - 023/ textureCompressionBC => 1
  - 024/ occlusionQueryPrecise => 1
  - 025/ pipelineStatisticsQuery => 1
  - 026/ vertexPipelineStoresAndAtomics => 1
  - 027/ fragmentStoresAndAtomics => 1
  - 028/ shaderTessellationAndGeometryPointSize => 1
  - 029/ shaderImageGatherExtended => 1
  - 030/ shaderStorageImageExtendedFormats => 1
  - 031/ shaderStorageImageMultisample => 1
  - 032/ shaderStorageImageReadWithoutFormat => 1
  - 033/ shaderStorageImageWriteWithoutFormat => 1
  - 034/ shaderUniformBufferArrayDynamicIndexing => 1
  - 035/ shaderSampledImageArrayDynamicIndexing => 1
  - 036/ shaderStorageBufferArrayDynamicIndexing => 1
  - 037/ shaderStorageImageArrayDynamicIndexing => 1
  - 038/ shaderClipDistance => 1
  - 039/ shaderCullDistance => 1
  - 040/ shaderFloat64 => 1
  - 041/ shaderInt64 => 1
  - 042/ shaderInt16 => 1
  - 043/ shaderResourceResidency => 1
  - 044/ shaderResourceMinLod => 1
  - 045/ sparseBinding => 1
  - 046/ sparseResidencyBuffer => 1
  - 047/ sparseResidencyImage2D => 1
  - 048/ sparseResidencyImage3D => 1
  - 049/ sparseResidency2Samples => 1
  - 050/ sparseResidency4Samples => 1
  - 051/ sparseResidency8Samples => 1
  - 052/ sparseResidency16Samples => 1
  - 053/ sparseResidencyAliased => 1
  - 054/ variableMultisampleRate => 1
  - 055/ inheritedQueries => 1

  - # of hardware limits => 106
    - 001/ maxImageDimension1D => 32768
    - 002/ maxImageDimension2D => 32768
    - 003/ maxImageDimension3D => 16384
    - 004/ maxImageDimensionCube => 32768
    - 005/ maxImageArrayLayers => 2048
    - 006/ maxTexelBufferElements => 134217728
    - 007/ maxUniformBufferRange => 65536
    - 008/ maxStorageBufferRange => 4294967295
    - 009/ maxPushConstantsSize => 256
    - 010/ maxMemoryAllocationCount => 4096
    - 011/ maxSamplerAllocationCount => 4000
    - 012/ bufferImageGranularity => 1024
    - 013/ sparseAddressSpaceSize => -1
    - 014/ maxBoundDescriptorSets => 32
    - 015/ maxPerStageDescriptorSamplers => 1048576
    - 016/ maxSamplerAllocationCount => 1048576
    - 017/ maxPerStageDescriptorStorageBuffers => 1048576
    - 018/ maxPerStageDescriptorSampledImages => 1048576
    - 019/ maxPerStageDescriptorStorageImages => 1048576
    - 020/ maxPerStageDescriptorInputAttachments => 1048576
    - 021/ maxPerStageResources => 4294967295
    - 022/ maxDescriptorSetSamplers => 1048576
    - 023/ maxDescriptorSetUniformBuffers => 1048576
    - 024/ maxDescriptorSetUniformBuffersDynamic => 15
    - 025/ maxDescriptorSetStorageBuffers => 1048576
    - 026/ maxDescriptorSetStorageBuffersDynamic => 16
    - 027/ maxDescriptorSetSampledImages => 1048576
    - 028/ maxDescriptorSetStorageImages => 1048576
    - 029/ maxDescriptorSetInputAttachments => 1048576
    - 030/ maxVertexInputAttributes => 32
    - 031/ maxVertexInputBindings => 32
    - 032/ maxVertexInputAttributeOffset => 2047
    - 033/ maxVertexInputBindingStride => 2048
    - 034/ maxVertexOutputComponents => 128
    - 035/ maxTessellationGenerationLevel => 64
    - 036/ maxTessellationPatchSize => 32
    - 037/ maxTessellationControlPerVertexInputComponents => 128
    - 038/ maxTessellationControlPerVertexOutputComponents => 128
    - 039/ maxTessellationControlPerPatchOutputComponents => 120
    - 040/ maxTessellationControlTotalOutputComponents => 4216
    - 041/ maxTessellationEvaluationInputComponents => 128
    - 042/ maxTessellationEvaluationOutputComponents => 128
    - 043/ maxGeometryShaderInvocations => 32
    - 044/ maxGeometryInputComponents => 128
    - 045/ maxGeometryOutputComponents => 128
    - 046/ maxGeometryOutputVertices => 1024
    - 047/ maxGeometryTotalOutputComponents => 1024
    - 048/ maxFragmentInputComponents => 128
    - 049/ maxFragmentOutputAttachments => 8
    - 050/ maxFragmentDualSrcAttachments => 1
    - 051/ maxFragmentCombinedOutputResources => 16
    - 052/ maxComputeSharedMemorySize => 49152
    - 053/ maxComputeSharedMemorySize => 2147483647 x 65535 x 65535
    - 054/ maxComputeWorkGroupInvocations => 1024
    - 055/ maxComputeWorkGroupSize => 1024 x 1024 x 64
    - 056/ subPixelPrecisionBits => 8
    - 057/ subTexelPrecisionBits => 8
    - 058/ mipmapPrecisionBits => 8
    - 059/ maxDrawIndexedIndexValue => 4294967295
    - 060/ maxDrawIndirectCount => 4294967295
    - 061/ maxSamplerLodBias => 15.000000
    - 062/ maxSamplerAnisotropy => 16.000000
    - 063/ maxViewports => 16
    - 064/ maxViewportDimensions => 32768 x 32768
    - 065/ viewportBoundsRange => -65536.000000 x 65536.000000
    - 066/ viewportSubPixelBits => 8
    - 067/ minMemoryMapAlignment => 64
    - 068/ minTexelBufferOffsetAlignment => 16
    - 069/ minUniformBufferOffsetAlignment => 64
    - 070/ minStorageBufferOffsetAlignment => 32
    - 071/ minTexelOffset => -8
    - 072/ maxTexelOffset => 7
    - 073/ minTexelGatherOffset => -32
    - 074/ maxTexelGatherOffset => 31
    - 075/ minInterpolationOffset => -0.500000
    - 076/ maxInterpolationOffset => 0.437500
    - 077/ subPixelInterpolationOffsetBits => 4
    - 078/ maxFramebufferWidth => 32768
    - 079/ maxFramebufferHeight => 32768
    - 080/ maxFramebufferLayers => 2048
    - 081/ framebufferColorSampleCounts => 15
    - 082/ framebufferDepthSampleCounts => 15
    - 083/ framebufferStencilSampleCounts => 31
    - 084/ framebufferNoAttachmentsSampleCounts => 31
    - 085/ maxColorAttachments => 8
    - 086/ sampledImageColorSampleCounts => 15
    - 087/ sampledImageIntegerSampleCounts => 15
    - 088/ sampledImageDepthSampleCounts => 15
    - 089/ sampledImageStencilSampleCounts => 31
    - 090/ storageImageSampleCounts => 15
    - 091/ maxSampleMaskWords => 1
    - 092/ timestampComputeAndGraphics => 1
    - 093/ timestampPeriod => 1.000000
    - 094/ maxClipDistances => 8
    - 095/ maxCullDistances => 8
    - 096/ maxCombinedClipAndCullDistances => 8
    - 097/ discreteQueuePriorities => 2
    - 098/ pointSizeRange => 1.000000 x 2047.937500
    - 099/ lineWidthRange => 1.000000 x 64.000000
    - 100/ pointSizeGranularity => 0.062500
    - 101/ lineWidthGranularity => 1.000000
    - 102/ strictLines => 1
    - 103/ standardSampleLocations => 1
    - 104/ optimalBufferCopyOffsetAlignment => 1
    - 105/ optimalBufferCopyRowPitchAlignment => 1
    - 106/ nonCoherentAtomSize => 64

3
Geeks3D's GPU Tools / Re: Cannot generate FurMark-Score.txt by command
« on: April 20, 2019, 10:33:54 AM »
I did a test with your command line and the FurMark-Scores.txt file is correctly updated. Could your try to run your command line with admin rights?

4
Quote
Change log for April 16, 2019 Vulkan 1.1.107 spec update:

  * Update release number to 107.

Public Issues:

  * Fix revision date for the `<<VK_AMD_gpu_shader_half_float>>` appendix
    (public issue 617).
  * Make <<synchronization-pipeline-barriers-subpass-self-dependencies,
    subpass self-dependencies>> less restrictive (public issue 777).
  * Fix the `<<VK_EXT_full_screen_exclusive>>` dependency on
    `<<VK_KHR_win32_surface>>` in `vk.xml` (public pull request 849).
  * Remove single-page (`apispec.html`) refpage sub-targets from the
    Makefile `allman` target and the build instructions. The target is still
    present in the Makefile, but we have not been actively maintaining the
    single-page document and do not promise it will work. The full
    Specification and the individual API reference pages are what we support
    and publish at present (public issue 949).

Internal Issues:

  * De-duplicate common valid usage statements shared by multiple commands
    or structures by using asciidoctor includes and dynamically assigning
    part of the valid usage ID based on which command or structure they're
    being applied to (internal issue 779).
  * Add reference pages for constructs not part of the formal API, such as
    platform calling convention macros, and script changes supporting them
    This required suppressing some check_spec_links warning classes in order
    to pass CI, until a more sophisticated fix can be done (internal issue
    888).
  * Change math notation for the elink:VkPrimitiveTopology descriptions to
    use short forms `v` and `p` instead of `vertex` and `primitive`,
    increasing legibility (internal issue 1611).
  * Rewrite generated file includes relative to a globally specified path,
    fixing some issues with refpage generation (internal issue 1630).
  * Update contributor list for `<<VK_EXT_calibrated_timestamps>>`.
  * Fix use of pathlin in `scripts/generator.py` so the script will work on
    Windows under Python 3.5 (internal merge request 3107).
  * Add missing conditionals around the
    <<descriptorsets-accelerationstructure, Acceleration Structure>>
    section (internal merge request 3108).
  * More script synchronization with OpenXR spec repository (internal merge
    request 3109).
  * Mark the `<<VK_AMD_gpu_shader_half_float>>` and
    `<<VK_AMD_gpu_shader_int16>>` extensions as deprecated in `vk.xml` and
    the corresponding extension appendices (internal merge request 3112).

New Extensions:

  * `<<VK_EXT_headless_surface>>`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/5abf83f95d89cf6ba104b4c70d42d5c7c678b630

New extension:
- VK_EXT_headless_surface




5
Quote
The focus of this document and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_NV_ray_tracing extension. Note that for educational purposes all the code is contained in a very small set of files. A real integration would require additional levels of abstraction.

Link: https://developer.nvidia.com/rtx/raytracing/vkray

6
Quote
Machine learning harnesses computing power to solve a variety of ‘hard’ problems that seemed impossible to program using traditional languages and techniques. Machine learning avoids the need for a programmer to explicitly program the steps in solving a complex pattern-matching problem such as understanding speech or recognizing objects within an image. NVIDIA aims to bring machine learning to Vulkan programmers though the Cooperative Matrix vendor extension.

Machine learning-based applications train a network of simulated neurons, a neural network, by feeding it a large number of examples and then giving feedback on the generated responses until the network achieves a desired task. This is similar to teaching a human baby to recognize words and pictures through reading them picture books! 

Once trained, the network can be deployed in an application, fed real-world data and generating or inferencing useful responses in real-time. The amount of compute power needed to run a trained neural network in real-time is intense and parallelizable. This is why the compute power of GPUs substantially accelerate inferencing on many platforms that have a GPU available, from mobile phones to supercomputers.

These applications often call into a software inferencing engine highly-optimized to run the necessary inferencing calculations through the GPU as quickly as possible, such as NVIDIA’s TensorRT. The latest generations of GPUs, such as those based on NVIDIA’s Turing and Volta architectures, even have dedicated processing blocks to run those inferencing operations significantly faster than using the traditional processors found in previous GPUs. 

Complete article: https://devblogs.nvidia.com/machine-learning-acceleration-vulkan-cooperative-matrices/

7
Same OpenGL and Vulkan support than previous 19.4.1:

OpenGL
- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13547 Compatibility Profile/Debug Context 25.20.15031.5004
- GL_SHADING_LANGUAGE_VERSION: 4.60
- OpenGL Extensions: 323 extensions (GL=299 and WGL=24)

Vulkan
- device 0: Radeon RX Vega
- API version: 1.1.101
- vendorID: 4098
- deviceID: 26751
- driver version: 8388686
- device extensions: 75


AMD Radeon Software Adrenalin Edition 19.4.2 - Radeon RX Vega 56

AMD Radeon Software Adrenalin Edition 19.4.2 - Radeon RX Vega 56

8
Geeks3D's GPU Tools / Re: FURMARk frametime spikes normal?
« on: April 18, 2019, 06:50:39 AM »
My frametime (RTX 2070 + driver 425.31) during 5min:

FurMark frametime + GeForce RTX 2070


What is your graphics card?

9
3D-Tech News Around The Web / VSCodium: VSCode clone without tracking
« on: April 15, 2019, 04:17:51 PM »
VSCodium is a clone of VSCode without Microsoft branding / telemetry / licensing.  VSCodium is based on the same source code than VSCode but some flags are set to false during compilation to disable some features like telemetry.

Quote
VSCodium is a lightweight but powerful source code editor which runs on your desktop and is available for Windows, macOS and Linux. It comes with built-in support for JavaScript, TypeScript and Node.js and has a rich ecosystem of extensions for other languages (such as C++, C#, Java, Python, PHP, Go) and runtimes (such as .NET and Unity).


Why does VSCodium exist?

VSCode is a powerful advanced text editor developed by Microsoft using the Electronjs framework.

VSCode is a Free and Open Source software released under the MIT license, but it is only available as source code from its official Github repository

Microsoft then distributes its own ready to use binaries called Visual Studio Code on the official project website.

Even if the source code of VSCode is released under a Free and Open Source license, Microsoft’s downloads of Visual Studio Code are licensed under this not-FLOSS license and contain telemetry/tracking. According to this comment from a Visual Studio Code maintainer:

Quote
    When we [Microsoft] build Visual Studio Code, we do exactly this. We clone the vscode repository, we lay down a customized product.json that has Microsoft specific functionality (telemetry, gallery, logo, etc.), and then produce a build that we release under our license.

    When you clone and build from the vscode repo, none of these endpoints are configured in the default product.json. Therefore, you generate a “clean” build, without the Microsoft customizations, which is by default licensed under the MIT license


The VSCodium project exists so that you don’t have to download+build from source. This project includes special build scripts that clone Microsoft’s vscode repo, run the build commands, and upload the resulting binaries for you to GitHub releases. These binaries are licensed under the MIT license. Telemetry is enabled by a build flag which we do not pass.

Links:
- Download latest VSCodium @ Geeks3D
- VSCodium homepage
- VSCodium @ github

11
3D-Tech News Around The Web / Reflections Demo Released (RTX + DXR)
« on: April 11, 2019, 06:00:09 PM »
Quote
Peek into the future of real-time computer graphics with “Reflections,”  the first demonstration of real-time raytracing in Unreal Engine 4 using Microsoft’s new DXR framework and NVIDIA RTX technology. The Reflections demo illustrates the next-gen experimental lighting and rendering techniques in Unreal Engine, developed in collaboration with NVIDIA and ILMxLAB.

Requirements:
- OS: Windows 10 1809 (Windows 10 October 2018 Update)
- NVIDIA GPU with DXR support
- NVIDIA Driver 416.25 or newer (GTX 10-series and GTX 16-series requires 425.26 or newer)


This 1.3GB demo can be downloaded from this link: Reflections_Demo.zip

More information:
- https://www.nvidia.com/en-us/geforce/news/atomic-heart-justice-reflections-nvidia-rtx-tech-demo-downloads/

Youtube video:
- Reflections Real-Time Ray Tracing Demo

Reflections Demo (RTX + DXR)


12
Quote
Change log for April 7, 2019 Vulkan 1.1.106 spec update:

  * Update release number to 106.

Public Issues:

  * Add searchbox and generate search index for the chunked HTML target.
    Note that doing this requires several new toolchain components to build
    the `chunked` target (public issue 578 / internal issue 1352).
  * Remove descriptions of flink:vkCreateSampler sampler constraints which
    were repeated in the valid usage statements (public pull request 648).
  * Fix sense of conditional around a valid usage statement in the
    <<copies>> chapter (public issue 942).

Internal Issues:

  * Add missing pname:extent.width and pname:extent.height valid usage
    statements for flink:vkCmdClearAttachments (internal issue 1583).
  * Fix some inconsistencies in structures and corresponding pname:sType
    enumerant names by renaming
    sname:VkPhysicalDeviceShaderDrawParameterFeatures ->
    slink:slink:VkPhysicalDeviceShaderDrawParametersFeatures;
    sname:VkPhysicalDeviceVariablePointerFeatures ->
    slink:VkPhysicalDeviceVariablePointerFeatures;
    sname:VkPhysicalDeviceVariablePointerFeaturesKHR ->
    slink:VkPhysicalDeviceVariablePointerFeaturesKHR;
    sname:VkPhysicalDeviceBufferAddressFeaturesEXT ->
    slink:VkPhysicalDeviceBufferDeviceAddressFeaturesEXT;
    etext:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETER_FEATURES
    ->
    ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES;
    etext:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTER_FEATURES ->
    ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES;
    etext:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTER_FEATURES_KHR ->
    ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES_KHR;
    and etext:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_ADDRESS_FEATURES_EXT
    ->
    ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES_EXT.
    The old names are still available as aliases for backwards
    compatibility. This change required introducing valid XML markup which
    externally written XML processing scripts may need to be modified to
    accomodate, to support multiple aliases of a single command or token
    name (internal issue 1592).
  * Add slink:VkDevice as the first parameter to flink:vkSetLocalDimmingAMD
    (internal issue 1618).
  * Improve CI header compilation tests to test all Vulkan platform
    includes, using fake platform headers where needed, and change the
    `allchecks` Makefile target to use the more comprehensive
    `check_spec_links.py` script instead of the retired `checkinc` and
    `checklinks` targets.
  * Move descriptions of the ASTC compressed texture decode mode from the
    <<appendix-compressedtex-astc,appendix>> to the recently updated
    external Khronos Data Format Specification.
  * Fix minor markup and spelling issues in the `VK_NV_ray_tracing`
    extension.

Link: https://github.com/KhronosGroup/Vulkan-Docs/commit/b1042a3204aba3319e2a9b42afa969789472a458

13
3D-Tech News Around The Web / Justice RTX Tech Demo Released
« on: April 11, 2019, 05:43:43 PM »
Quote
Justice is one of China’s most popular MMOs, and now you can download a tech demo that demonstrates how NVIDIA RTX Ray-Traced Reflections, Shadows, and Caustics can enhance to the game’s graphics, and how NVIDIA DLSS accelerates performance.

Download link:
- Justice_RTX_Demo.zip

More information:
- https://www.nvidia.com/en-us/geforce/news/atomic-heart-justice-reflections-nvidia-rtx-tech-demo-downloads/

Youtube Video:
- Justice – CES 2019 RTX Tech Demo


Justice RTX Tech Demo

Justice RTX Tech Demo


14
3D-Tech News Around The Web / Atomic Heart RTX Demo Released
« on: April 11, 2019, 05:35:47 PM »
The Atomic Heart RTX tech-demo showcases DirectX Raytracing reflections and shadows, as well as NVIDIA DLSS. This demo is based on Unreal Engine.

Quote
Atomic Heart is a visually-arresting Unreal Engine 4-powered action game, in development at Mundfish, blending USSR-era design with robotics, creepy mannequins, and a whole load of weirdness.

This is all enhanced by advanced NVIDIA RTX Ray-Traced, Reflections and Shadows, all running at high-fidelity and accelerated with NVIDIA DLSS, creating effects and scenes that were previously impossible to render.


Ray traced reflections in Atomic Heart adds realistic effects to its shiny labs, water, and many other game elements. The implementation of ray traced shadows enables the casting of more accurate and complex shadows that are rendered based on the properties of the scene. These realistic lighting effects bring you a deeper immersion into the alternate universe of Atomic Heart.

The 4GB demo can be downloaded from this direct link or by visiting the following page: ATOMIC HEART RTX TECH DEMO.

More info:
- https://www.nvidia.com/en-us/geforce/news/atomic-heart-justice-reflections-nvidia-rtx-tech-demo-downloads/

Video on Youtube:
- Atomic Heart RTX Trailer NVIDIA 4k


Atomic Heart RTX Demo

15
New features and changes:
Quote
Game Ready
- Provides the optimal gaming experience for Anno 1800

Gaming Technology
- Includes support for DirectX Raytracing (DXR) on GeForce GTX 1060 6GB (and higher) and GeForce GTX 1660 (and higher) GPUs.


Fixed Issues
- [SLI][Adobe]: With SLI enabled, artifacts may appear in Adobe applications. [2533911]
- [ARK Survival Evolved]: Fixed random crashes on GeForce RTX 20 series GPUs. [2453173]
- [Tom Clancy’s Ghost Recon Wildlands]: The game crashes when accessing the inventory menu. [2404783]
- [The Witcher 3]: Blue-screen crash occurs randomly with Bad Pool error during gameplay. [2449346]
- [The Evil Within 2]: Artifacts appear when Texture Filtering is set to High Quality in the NVIDIA Control Panel. [2526817]
- [Fabfilter plugins]: Applications crash when using the Fabfilter plugin. [2532725]
- [ASUS ROG Strix GL702VS notebooks]: Fixed corrupted graphics in games on ASUS ROG Strix GL702VS notebooks. [2535373]
- [Titan X][GTA V][Stereo]: With Stereo enabled, OUT of Memory message appears when launching the application. [200317778]


Downloads
- GeForce 425.31 @ Geeks3D
- 425.31 win10 64-bit @ NVIDIA
- 425.31 win7 64-bit @ NVIDIA



GRD 425.31 exposes  OpenGL 4.6 (419 extensions) and Vulkan 1.1.95 for a GeForce RTX 2080, like previous drivers.

GPU Caps Viewer + RTX 2080

16
Geeks3D's GPU Tools / FurMark 1.20.5.0 released
« on: April 10, 2019, 12:13:20 PM »
A new maintenance version of FurMark has been released:

https://www.geeks3d.com/20180123/furmark-1-20-0-gpu-stress-test-download/#20190410

Quote
Version 1.20.5.0 - 2019-04-10
+ screen saver/blanking and sleep mode are now disallowed
  when FurMark is running. Use the new command line param
  /allow_screen_saver to allow screen saver/blanking and sleep mode.
+ added support of NVIDIA GeForce GTX 1660 Ti and
  GeForce GTX 1660.
+ added partial support of AMD Radeon VII.
! updated: GPU Shark 0.13.0.0 and GPU-Z 2.18.0
! updated: ZoomGPU 1.23.0 (GPU monitoring library).

17
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.42.0 released
« on: April 10, 2019, 12:10:48 PM »
Another option is to run GeeXLab. Run GeeXLab for Windows once, close it and look at the content of the log file (_geexlab_log.txt). Maybe you will find some interesting info.

18
A new version of H4shG3n has been released. H4shG3n 0.3.1 has been updated with latest GeeXLab binaries (those of GeeXLab 0.27.5.0).

Homepage and downloads:
- https://www.geeks3d.com/h4shg3n/

H4shG3n 0.3.1 - hash code generator

19
A new update of GeeXLab for Windows 64-bit and Linux 64-bit is available.

ImGui has been updated to the latest version 1.69 and few new functions haven been added as well as a new built-in color style.

The PhysX 4 plugin has been updated with the latest PhysX SDK 4.1.

The Vulkan plugin has been fixed and improved.
 

Downloads:
- https://www.geeks3d.com/geexlab/downloads/


Quote
Version 0.27.5.0 - 2019.04.05
! (2019.04.05) [ImageMagick plugin on Linux] updated with latest SDK 7.0.8-37.
! (2019.04.05) [PhysX plugin on Linux] updated with latest PhysX SDK 4.1.
+ (2019.04.03) added new color style to imgui lib: "corporate_grey".
! (2019.04.02) [Assimp plugin] updated with latest SDK 5.0.0 RC1 (Windows and Linux).
! (2019.04.01) fixed minor bug in gh_imgui.input_text().
! (2019.03.27) [ImageMagick plugin on Windows] updated with latest SDK 7.0.8-35.
+ (2019.03.27) added set_keyboard_key_enabled_state() to gh_utils.
+ (2019.03.26) added vk_set_command_buffer_swapchain_buffer_index() to gh_render_target for Vulkan.
+ (2019.03.22) added list_box_draw_v2() to gh_imgui to control the height
  of the list box.
! (2019.03.21) [PhysX plugin on Windows] updated with latest PhysX SDK 4.1.
! (2019.03.17) [Vulkan plugin] fixed memory leaks, fixed texture
  loading (incorrect layout...), fixed initialization of features at
  the creation of a device and several other minor bugs.   
! (2019.03.13) updated SQLite 3.27.2.
+ (2019.03.13) added select_draw_list() to gh_imgui lib (lua, python).
! (2019.03.13) updated with ImGui 1.69.
+ (2019.03.09) added get_gpu_memory_dedicated_vidmem_kb_nv() to gh_renderer.
+ (2019.03.08) added set_line_width() and set_line_stipple() to gh_renderer.
* (2019.03.08) Python plugin - fixed bug gh_renderer.solid().
* (2019.03.06) fixed return value of ribbon_add_point() and ribbon_add_point_v2()
  of gh_mesh lib (lua, python).
* (2019.03.06) fixed a bug (absolute path vs relative path) in the loading of demofile
  from the init0.xml.
! (2019.03.06) fixed gh.utils.extract_filename_from_path().
+ (2019.03.06) added is_extension_supported() to gh_model lib (lua, python).
* (2019.02.28) fixed return value of gh_imgui.is_mouse_clicked().

20
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.42.0 released
« on: April 05, 2019, 03:56:13 PM »
When running tests from scripts\Start_All_Benchmarks.bat, results do not seem to be showing on bench_result.csv

Just tested and it looks like an appending issue.  I will fix it asap.

Pages: [1] 2 3 ... 95