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 ... 93
1
Quote
The C++ compiler in Visual Studio 2019 includes several new optimizations and improvements geared towards increasing the performance of games and making game developers more productive by reducing the compilation time of large projects. Although the focus of this blog post is on the game industry, these improvements apply to most C++ applications and C++ developers.

Link: https://devblogs.microsoft.com/cppblog/game-performance-and-compilation-time-improvements-in-visual-studio-2019/

2
DXR support on GTX 10 / 16 Series not before April 2019.

Quote
When Microsoft first announced the DirectX Raytracing API just over a year ago, they set out a plan for essentially two tiers of hardware. The forward-looking plan (and long-term goal) was to get manufacturers to implement hardware features to accelerate raytracing. However in the shorter term, and owing to the fact that the API doesn't say how ray tracing should be implemented, DXR would also allow for software (compute shader) based solutions for GPUs that lack complete hardware acceleration. In fact, Microsoft had been using their own internally-developed fallback layer to allow them to develop the API and test against it internally, but past that they left it up to hardware vendors if they wanted to develop their own mechanisms for supporting DXR on pre-raytracing GPUs.

NVIDIA for their part has decided to go ahead with this, announcing that they will support DXR on many of their GeForce 10 (Pascal) and GeForce 16 (Turing GTX) series video cards. Specifically, the GeForce GTX 1060 6GB and higher, as well as the new GTX 1660 series video cards.

Now, as you might expect, raytracing performance on these cards is going to be much (much) slower than it is on NVIDIA's RTX series cards, all of which have hardware raytracing support via NVIDIA's RTX backend. NVIDIA's official numbers are that the RTX cards are 2-3x faster than the GTX cards, however this is going to be workload-dependent. Ultimately it's the game and the settings used that will determine just how much of an additional workload raytracing will place on a GTX card.

Complete story: https://www.anandtech.com/show/14100/nvidia-april-driver-to-support-ray-tracing-on-pascal-gpus-dxr-support-in-unity-and-unreal

3
The Radeon GPU Analyzer (RGA) is an offline compiler and code analysis tool for DirectX shaders, OpenGL shaders, Vulkan shaders and OpenCL kernels.


Radeon GPU Analyzer is a compiler and code analysis tool for Vulkan, DirectX, OpenGL and OpenCL. Using this product, you can compile source code for a variety of AMD GPUs and APUs, independent from the GPU/APU that is physically installed on your system, and generate GCN ISA disassembly, intermediate language disassembly, performance statistics and static analysis reports for each target platform.


This product can be used to produce the following output:
- AMD GPU ISA disassembly for different GCN generations
- Intermediate langauge disassebly: AMDIL, HSAIL, DX ASM for DirectX shaders, LLVM IR for ROCm OpenCL, SPIR-V for Vulkan
- Compiled binaries
- Performance statistics
- Live register analysis (see http://gpuopen.com/live-vgpr-analysis-radeon-gpu-analyzer/ for more info)
- Control-Flow graphs
- Build errors and warnings


The RGA package contains both a GUI app and a command-line exectuable.


The supported platforms by the GUI app are:
- Vulkan - GLSL/SPIR-V as input, together with the Vulkan pipeline state, through AMD's Vulkan driver
- OpenCL - AMD's LLVM-based Lightning Compiler for ROCm


The supported platforms by the command-line tool are:
- D3D11
- OpenCL - AMD's LLVM-based Lightning Compiler for ROCm (-s rocm-cl)
- OpenCL - Legacy compiler (-s cl)
- OpenGL
- AMD IL
- Vulkan - Compilation of GLSL/SPIR-V together with the API's pipeline state, using AMD's Vulkan driver
- Offline Vulkan - Using a static compiler, accepts GLSL/SPIR-V as input. Note that the this mode is about to be removed from RGA. To ensure that the results that RGA provides are accurate and reflect the real-life case, please use the new Vulkan live driver mode (which is also supported in the GUI application).


Links:
- https://github.com/GPUOpen-Tools/RGA
- https://github.com/GPUOpen-Tools/RGA/releases/tag/2.1


Radeon GPU Analyzer


4
Report from GPU Shark 2 (not yet released).

# of instance extensions => 12
- 001/ VK_KHR_surface
- 002/ VK_KHR_win32_surface
- 003/ VK_KHR_external_memory_capabilities
- 004/ VK_KHR_external_semaphore_capabilities
- 005/ VK_KHR_external_fence_capabilities
- 006/ VK_KHR_get_physical_device_properties2
- 007/ VK_KHR_get_surface_capabilities2
- 008/ VK_KHR_device_group_creation
- 009/ VK_EXT_swapchain_colorspace
- 010/ VK_EXT_debug_report
- 011/ VK_EXT_debug_utils
- 012/ VK_NV_external_memory_capabilities

# of instance layers => 3
- 001/ VK_LAYER_NV_optimus
- 002/ VK_LAYER_VALVE_steam_overlay
- 003/ VK_LAYER_LUNARG_standard_validation

# of Vulkan devices => 2

- Device 1
  - name: GeForce RTX 2080
  - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
  - device ID: 10DE-1E87
  - API version: 1.1.103
  - NVIDIA driver version: 419.62.0.0
  - # of extensions => 90
  - 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_post_depth_coverage
  - 053/ VK_EXT_sample_locations
  - 054/ VK_EXT_sampler_filter_minmax
  - 055/ VK_EXT_scalar_block_layout
  - 056/ VK_EXT_shader_subgroup_ballot
  - 057/ VK_EXT_shader_subgroup_vote
  - 058/ VK_EXT_shader_viewport_index_layer
  - 059/ VK_EXT_transform_feedback
  - 060/ VK_EXT_vertex_attribute_divisor
  - 061/ VK_EXT_ycbcr_image_arrays
  - 062/ VK_NV_clip_space_w_scaling
  - 063/ VK_NV_compute_shader_derivatives
  - 064/ VK_NV_cooperative_matrix
  - 065/ VK_NV_corner_sampled_image
  - 066/ VK_NV_dedicated_allocation
  - 067/ VK_NV_dedicated_allocation_image_aliasing
  - 068/ VK_NV_device_diagnostic_checkpoints
  - 069/ VK_NV_external_memory
  - 070/ VK_NV_external_memory_win32
  - 071/ VK_NV_fill_rectangle
  - 072/ VK_NV_fragment_coverage_to_color
  - 073/ VK_NV_fragment_shader_barycentric
  - 074/ VK_NV_framebuffer_mixed_samples
  - 075/ VK_NV_geometry_shader_passthrough
  - 076/ VK_NV_mesh_shader
  - 077/ VK_NV_sample_mask_override_coverage
  - 078/ VK_NV_representative_fragment_test
  - 079/ VK_NV_scissor_exclusive
  - 080/ VK_NV_shader_image_footprint
  - 081/ VK_NV_shader_subgroup_partitioned
  - 082/ VK_NV_shading_rate_image
  - 083/ VK_NV_viewport_array2
  - 084/ VK_NV_viewport_swizzle
  - 085/ VK_NV_win32_keyed_mutex
  - 086/ VK_NVX_binary_import
  - 087/ VK_NVX_device_generated_commands
  - 088/ VK_NVX_image_view_handle
  - 089/ VK_NVX_multiview_per_view_attributes
  - 090/ VK_NV_ray_tracing

  - # of layers => 1
  - 001/ VK_LAYER_NV_optimus

  - # of memory heaps => 2
  - heap 1 => 8010 MB
  - heap 2 => 8121 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

- Device 2
  - name: Intel(R) UHD Graphics 630
  - device type: VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU
  - device ID: 8086-3E92
  - API version: 1.1.95
  ...
  ...

5
OpenGL
- GL_RENDERER => GeForce RTX 2080/PCIe/SSE2
- GL_VENDOR => NVIDIA Corporation
- GL_VERSION => 4.6.0 NVIDIA 419.62
- 419 extensions (complete list available HERE)

Vulkan
- name: GeForce RTX 2080
- device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
- device ID: 10DE-1E87
- API version: 1.1.103
- NVIDIA driver version: 419.62.0.0


GPU Caps Viewer + GeForce RTX 2080

6
Quote
Change log for March 11, 2019 Vulkan 1.1.103 spec update:

  * Update release number to 103.

Public Issues:

  * Remove (unnecessary) scoped modification order case from the memory
    model <<memory-model-location-ordered, location-ordered>> definition
    (public pull request 924).
  * Add an <<memory-model-acyclicity, acyclicity>> axiom to the memory model
    (public pull request 927).

Internal Issues:

  * Fix reversed logic of slink:VkFormatProperties discussion of multi-plane
    formats and ename:VK_FORMAT_FEATURE_DISJOINT_BIT (internal issue 1493).
  * Clarify how slink:VkImageStencilUsageCreateInfoEXT works, including new
    valid usage statements for flink:vkCmdClearDepthStencilImage, and the
    <<copies, Common Operation>> section of the Copy Commands chapter
    (internal issue 1565).
  * Update <<spirvenv-precision-operation, Precision and Operation of SPIR-V
    Instructions>> section to require that denorms be preserved by several
    instructions that don't perform any mathematical operations (internal
    issue 1584).
  * Remove duplicate valid usage statement from flink:vkAcquireNextImageKHR
    (internal merge request 3062).

Link: https://github.com/KhronosGroup/Vulkan-Docs/commit/4ad4fd17161efd9bfd1125c0c9d17db6fb276216

8
libfacedetection is an open source library for face detection in images. The face detection speed can reach 1500FPS.

Quote
This is an open source library for CNN-based face detection in images. The CNN model has been converted to static variales in C source files. The source code does not depend on any other libraries. What you need is just a C++ compiler. You can compile the source code under Windows, Linux, ARM and any platform with a C++ compiler.

SIMD instructions are used to speedup the detection. You can enable AVX2 if you use Intel CPU or NEON for ARM.

The model file has also been provided in directory ./models/.

examples/libfacedetectcnn-example.cpp shows how to use the library.

Link: https://github.com/ShiqiYu/libfacedetection

libfacedetection demo

9
3D-Tech News Around The Web / GPU-Z 2.18.0 released
« on: March 15, 2019, 09:41:53 AM »
- Download GPU-Z @ Geeks3D
- Download GPU-Z @ TPU

via: https://www.techpowerup.com/253628/techpowerup-gpu-z-v2-18-0-released

Changelog v2.18.0
Quote
    Added support for NVIDIA GeForce GTX 1660, RTX 2060 Mobile (TU106-B), Quadro RTX 5000, Quadro RTX 6000
    Added Hotspot temperature monitoring for AMD Radeon VII
    Vega 10 & Vega 20 Hotspot no longer disabled by default
    Updated PCI vendor database to add new companies and remove unused entries
    Ensure "Sapphire" vendor name doesn't get displayed on PCPartner OEM cards
    Fixed crash on startup during BIOS parsing on older NVIDIA cards (GeForce 500)
    Fixed GPU-Z hang during splash screen on some systems
    Fixed system crash on some AMD systems during BIOS read

GPU-Z 2.18.0 + GeForce GTX 1080




10
GeeXLab - english forum / Shadertoy Demopack - rounding the square
« on: March 15, 2019, 09:25:02 AM »
Demo Rounding the Square ported to GeeXLab.

Based on this paper: Analytical Methods for Squaring the Disc

Location in the demopack: gl-32-shadertoy-01/gl32-rounding-the-square.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Shadertoy demo ported to GeeXLab

Shadertoy demo ported to GeeXLab

11
The Radeon RX 560 XT is a cut down version of the RX 570 and fills the gap between the RX 560 and the RX 570.

RX 560 XT main features:
- GPU Polaris 10
- 1792 shader cores
- 28 computes units
- 112 TMUs
- 32 ROPs
- 4GB or 8 GB of GDDR5 memory @ 6.6 Gbps, 256-bit
- 150 W TDP

Sapphire is the unique vendor on the Chinese market.

More info:
- https://www.anandtech.com/show/14079/amd-launches-china-only-radeon-rx-560xt

Radeon RX 560 XT

12
Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads



1 - Demo Round Voronoi Border Refinement ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-round-voronoi-border-refinement.xml

Rendering speed (GeForce GTX 1080 + driver 419.35):
- 800x480: 2440 fps
- 2560x1440: 425 fps

Shadertoy demo ported to GeeXLab




2 - Demo Round Voronoi Border : Fork ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-round-voronoi-border-refinement.xml

Rendering speed (GeForce GTX 1080 + driver 419.35):
- 800x480: 2340 fps
- 2560x1440: 396 fps

Shadertoy demo ported to GeeXLab

13
GeeXLab - english forum / Shadertoy Demopack - abstract_mod
« on: March 13, 2019, 12:13:07 PM »
Demo abstract_mod ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-abstract_mod.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed (GeForce GTX 1080 + driver 419.35):
- 800x480 => 1453 FPS 
- 2560x1440 => 219 FPS 


Shadertoy demo ported to GeeXLab

14
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.41.0 released
« on: March 13, 2019, 12:07:27 PM »
Thanks, I will look at the issue for the next release.

15
Downloads:
- Latest Adrenalin @ Geeks3D


Tested with a RX Vega 56 on Windows 10. Same OpenGL (version 4.6 with 323 extensions) and Vulkan (1.1.96) support than Adrenalin 19.1.1.


AMD Adrenalin 2019 Edition 19.3.1 + Radeon RX Vega 56

AMD Adrenalin 2019 Edition 19.3.1 + Radeon RX Vega 56


16
What’s New in Version 419.35 WHQL 
- Provides the optimal gaming experience for Apex Legends, Devil May Cry 5, and Tom Clancy's The Division II.

- Includes support for three new G-SYNC compatible monitors (monitors that deliver a baseline Variable Refresh Rate (VRR) experience):
  - Acer ED273 A
  - Acer XF250Q
  - BenQ XL2540-B / ZOWIE XL LCD


Fixed Issues in this Release
- [G-SYNC]: With a G-SYNC and G-SYNC Compatible display connected in clone mode, flashing occurs on games played on the G-SYNC display with G-SYNC enabled. [200482157]
- [Apex Legends]: DXGI_ERROR_DEVICE_HUNG error message may appear and then the game crashes.[2503360]
- [Hitman 2]: Pixelated corruption appears in the game. [2504274]
- [Batman: Arkham Origins]: PhysX fog renders incorrectly [2451459]
- [GeForce RTX 2080][PhysX][Assassin’s Creed 4 - Black Flag]: Smoke dispersal appears accelerated. [2498928]
- Microsoft.Photos.exe randomly crashes. [200496899]
- NVDisplay.Container.exe causes high CPU usage. [200496099]



Downloads
- 419.35 @ Geeks3D
- 419.35 win10 (desktop) @ NVIDIA
- 419.35 win7/win8 (desktop) @ NVIDIA


GeForce 419.35 exposes OpenGL 4.6 (419 extensions) and Vulkan 1.1.95 like previous 418.81.


More information about this new driver can be found here:
- Our Latest Game Ready Driver Optimizes Apex Legends, Devil May Cry 5 and The Division II, and Adds Support For New G-SYNC Compatible Gaming Monitors

GPU Caps Viewer + GeForce RTX 2080


17
The complete book (622-page PDF) is now available as free PDF. No login, just a direct download:

https://link.springer.com/book/10.1007/978-1-4842-4427-2

Direct download: https://link.springer.com/content/pdf/10.1007%2F978-1-4842-4427-2.pdf

18
3D-Tech News Around The Web / LunarG donates the Vulkan SDK to Khronos
« on: March 04, 2019, 06:16:07 PM »
Quote
LunarG donates the Vulkan SDK to Khronos to promote a unified Vulkan ecosystem and enable wider collaboration on SDK development.

LunarG Collaboration with Khronos

Today, LunarG strengthens its collaboration with Khronos by opening its desktop SDK build and packaging scripts to the Vulkan Working Group.  This step enables all working group members to collaborate in supporting and evolving a unified Vulkan SDK that can serve the needs of the industry, while avoiding fragmentation in the Vulkan ecosystem.

LunarG plays a central role in developing and supporting the desktop Vulkan SDK, and will continue to host and maintain the Vulkan SDK download site, now with the additional support and resources of Vulkan Working Group members.

As the first step in this transition, the look and feel of the Vulkan SDK download site (formerly called LunarXchange) is now consistent with other Khronos Vulkan online resources, emphasizing the unified support and development of the desktop SDK by LunarG and the Vulkan Working Group.

source: https://www.lunarg.com/lunarg-donates-lunarg-vulkan-sdk-to-khronos-working-group/

19
3D-Tech News Around The Web / Vulkan SDK 1.1.101 released
« on: March 04, 2019, 06:11:10 PM »
Quote
New Vulkan Extensions plus new look for Vulkan SDK Download Site
The Vulkan SDK Download site has a new look with Vulkan branding. Check out the site and download the new Vulkan 1.1.101.0 SDKs for Windows, Linux, and MacOS that include the most recent extensions. More info about the new SDK follows.

LunarG releases new Vulkan SDK for 1.1.101.0 header
LunarG just released new SDKs for Vulkan 1.1.101.0 that include the most recent extensions. Much of the documentation for this SDK can be found in the Getting Started Guide, located in the Documentation directory of the SDK and on the Vulkan SDK Download site.

Overview of new SDK features
        It’s now easier than ever to use the Vulkan Configurator in an existing development environment. The updated tool can be used to enable/disable specific layers without affecting unspecified layers, creating a more intuitive user experience.
        Since the release of SDK 1.1.97.0, the following new extensions have been added to the Vulkan spec and may be supported by a Vulkan device. To query extensions available to a given physical device, call vkEnumerateDeviceExtensionProperties() or contact the hardware vendor.
            VK_EXT_filter_cubic
            VK_NV_dedicated_allocation_image_aliasing
            VK_NV_cooperative_matrix
            VK_EXT_depth_clip_enable
        Improved validation coverage and bug fixes

Please note that RenderDoc is no longer included in the Vulkan SDK.

source:
- https://www.lunarg.com/lunarg-releases-new-vulkan-sdk-for-1-1-101-0-header/

SDK download:
- https://vulkan.lunarg.com/sdk/home

20
Quote
Change log for March 3, 2019 Vulkan 1.1.102 spec update:

  * Update release number to 102.

Public Issues:

  * Simplify flink:vkGetImageMemoryRequirements constraint for
    ename:VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT (public pull request 817).
  * Fix typo in markup of the <<textures-texel-coordinate-systems-diagrams,
    Texel Coordinate Systems, Corner Sampling>> image that was generating
    complaints from chunked HTML output generation (public pull request
    928).

Internal Issues:

  * Split the old <<features, Features>> chapter into four chapters:
    <<features, Features>>, <<limits, Limits>>, <<formats, Formats>>, and
    <<capabilities, Capabilities>>, with minor edits to the introductory
    paragraph of each chapter. Anchor names in these chapters were changed,
    with corresponding effects to xrefs to these anchors elsewhere in spec
    markup . The purpose is to make the chunked HTML spec output load faster
    on what was previously a single, gigantic chapter (internal issue 1554).
  * Add ename:VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_NV, to the supported
    pipeline stages for ename:VK_ACCESS_UNIFORM_READ,
    ename:VK_ACCESS_SHADER_READ, and ename:VK_ACCESS_SHADER_WRITE in the
    <<synchronization-access-types-supported>> table.
  * Correct legal name of Google, LLC in vk.xml \<tags> section and a
    copyright statement.
  * Clarify that Vulkan treats the Android
    code:AHARDWAREBUFFER_FORMAT_R8G8B8X8_UNORM format as RGBA, and the
    application is responsible for forcing the X/A component to be read as
    1.0, in the <<memory-external-android-hardware-buffer-formats>> table.
  * Clarify the vertex order of various primitive topologies, and define the
    order of transform feedback vertex capture based on that. This involves
    a lot of refactoring and cleanup in the <<drawing-primitive-topologies,
    Primitive Topologies>>, <<geometry-input, Geometry Shader Input
    Primitives>> sections, and <<vertexpostproc-transform-feedback Transform
    Feedback>> sections, and numerous places in the <<tessellation>>
    chapter,

New Extensions:

  * `VK_EXT_metal_surface`
  * `VK_EXT_ycbcr_image_arrays` (internal issue 1361).
  * `VK_NVX_image_view_handle`

Link: https://github.com/KhronosGroup/Vulkan-Docs/commit/35e7bee5f0f50b7c1634cd205ded035acea43ad9

New extensions:
- VK_EXT_metal_surface
- VK_EXT_ycbcr_image_arrays
- VK_NVX_image_view_handle

Pages: [1] 2 3 ... 93