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Messages - JeGX

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1
Geeks3D's GPU Tools / GPU Caps Viewer 1.42.0 released
« on: Today at 06:50:16 PM »
GPU Caps Viewer 1.42.0.0 has been released.

Release notes and download links:
https://www.geeks3d.com/20190322/gpu-caps-viewer-1-42-0-released/

Quote
Version 1.42.0.0 - 2019.03.22
+ added alpha version of GPU temperature and core usage reading
  on Radeon VII (Vega20 / Vega12 GPUs) - Not tested.
+ added support of AMD Radeon VII.
+ added support of NVIDIA GeForce GTX 1660 Ti and
  GeForce GTX 1660.
+ added support of Intel UHD 630 (0x3e98).
! updated Vulkan Tessellation v2 demo (improved GPU utilization and
  recompilation of GLSL shaders to SPIRV).
* fixed a bug in the pixel shader of the Vulkan Seascape
  demo that caused visual artifacts on Intel GPUs.
* fixed saving of bench_result.csv used for for OpenGL and
  OpenCL demos (see HERE).
! updated with latest GeeXLab SDK libs.
! updated: GPU Shark 0.13.0.0
! updated: ZoomGPU 1.23.0 (GPU monitoring library).

GPU Caps Viewer + GeForce GTX 1080

2
Geeks3D's GPU Tools / GPU Sharl 0.13.0.0 released
« on: Today at 06:42:57 PM »
A new update of GPU Shark is available.

Download and release notes:
https://www.geeks3d.com/20190322/gpu-shark-0-13-0-0-released/


GPU Shark

3
This driver adds the support of Vulkan 1.1.98. But extensions are the same than v6519 (Vulkan 1.1.95) (where are Vulkan 1.1.97 extensions)...

Intel graphics driver information

4
Same OpenGL and Vulkan support than Adrenalin 19.3.2:

OpenGL
- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13547 Compatibility Profile/Debug Context 25.20.15027.9004
- GL_SHADING_LANGUAGE_VERSION: 4.60
- OpenGL Extensions: 323 extensions (GL=299 and WGL=24)


Vulkan
  - [Vulkan device 0]: Radeon RX Vega ------------------
    - API version: 1.1.101
    - driver version: 8388686
    - extensions: 75


AMD Adrenalin software information panel

GPU Caps Viewer + Radeon RX Vega 56

5
3D-Tech News Around The Web / NVIDIA PhysX SDK 4.1 released
« on: March 21, 2019, 04:10:30 PM »
Release Notes - NVIDIA® PhysX® SDK 4.1.0

Overview

    Immediate mode support for reduced-coordinates articulations and the temporal Gauss Seidel solver.
    GPU acceleration for reduced-coordinates articulations.

General

    Added:
        Added support for UWP, note that cmake 3.13.4 is required for uwp arm64.
    Fixed:
        PhysXGpu DLLs are now standalone, so they will now work with both static and dynamic PhysX libraries.
        PhysX delay loading code is disabled for the static library configuration.
    Changed:
        Removed PxGpuDispatcher class. Instead of querying the GPU dispatcher with PxCudaContextManager::getGpuDispatcher() and providing it to the PxScene with PxSceneDesc::gpuDispatcher, please provide the CUDA context manager directly using PxSceneDesc::cudaContextManager.
        PxCreateCudaContextManager does have an additional parameter PxProfilerCallback, that is required in order to get profiling events from the GPU dll.
        FastXml project is now compiled as OBJECT on win platforms and is linked into PhysXExtensions library.
        Removed PxArticulationBase::getType(), PxArticulationBase::eReducedCoordinate, PxArticulationBase::eMaximumCoordinate and added PxConcreteType::eARTICULATION_REDUCED_COORDINATE, PxConcreteType::eARTICULATION_JOINT_REDUCED_COORDINATE.


Rigid Bodies

    Added:
        Immediate mode API for reduced-coordinates articulations.
        Immediate mode API for the temporal Gauss Seidel (TGS) solver .
        Compute dense Jacobian matrix for the reduced-coordinates articulations.
        GPU acceleration for reduced-coordinates articulations with PGS solver.
        GPU acceleration for reduced-coordinates articulations with TGS solver (experimental).
    Changed:
        PxSimulationStatistics::nbDynamicBodies does not include kinematics any longer. Instead they are covered in new nbKinematicBodies counter.
    Fixed:
        Fixed speculative CCD optimization with sleeping bodies.
        Fixed the overlap termination condition in the GJK code for sphere primitive.
        Fixed a bug in the face selection algorithm for paper thin box overlapped with capsule.
        Fixed a contact recycling issue with PCM contact gen.
        Fixed an issue with articulation when removing and adding links to the articulation.


Serialization

    Added:
        PxSerialization::serializeCollectionToBinaryDeterministic, convenience function to post-process binary output with PxBinaryConverter for determinism. For achieving determinism, the checked build needs to be used.
        Support for binary and xml serialization for PxArticulationReducedCoordinate.
    Fixed:
        PxBinaryConverter can now produce deterministic output, independent of the runtime environment the objects have been serialized in. For achieving determinism, the checked build needs to be used for serializing collections.
    Changed:
        PX_BINARY_SERIAL_VERSION has been changed to a global unique identifier string. PX_PHYSICS_VERSION is no longer part of binary data versioning.


Link:
- https://github.com/NVIDIAGameWorks/PhysX/

6
3D-Tech News Around The Web / NVIDIA - Ray Tracing Best Practices
« on: March 21, 2019, 03:20:14 PM »
Quote
This post presents best practices for implementing ray tracing in games and other real-time graphics applications. We present these as briefly as possible to help you quickly find key ideas. This is based on a presentation made at the 2019 GDC by NVIDIA engineers.

Link: https://devblogs.nvidia.com/rtx-best-practices/


Real Time Ray Tracing


7
Quote
Change log for March 19, 2019 Vulkan 1.1.105 spec update (GDC edition):

  * Update release number to 105.

Public Issues:

  * Fix contractions and other markup issues (public pull request 935).

New Extensions:

  * Google Games Platform
  ** New `ggp` platform and associated header file `vulkan_ggp.h`
  ** `VK_GGP_frame_token`
  ** `VK_GGP_stream_descriptor_surface`


Link: https://github.com/KhronosGroup/Vulkan-Docs/commit/0aca7bb22e616fe8f07a58c2e2c8e8c91ccaf5a2


New extensions:

- VK_GGP_frame_token
- VK_GGP_stream_descriptor_surface


8
Quote
Change log for March 18, 2019 Vulkan 1.1.104 spec update:

  * Update release number to 104.

Public Issues:

  * Remove the incorrect line from "`Initial`" to "`Invalid`" state in the
    <<commandbuffer-lifecycle-diagram, Lifecycle of a command buffer>>
    diagram (public issue 881).
  * Add Fuchsia platform to <<boilerplate-wsi-header-table, Window System
    Extensions and Headers>> table (public pull request 933).
  * Change the type of
    slink:VkBufferDeviceAddressCreateInfoEXT::pname:deviceAddress from
    basetype:VkDeviceSize to basetype:VkDeviceAddress. These are both
    typedefs of code:uint64_t, so it is an ABI-compatible change (public
    issue 934).

Internal Issues:

  * Remove generated header files and update the CI tests to build a copy of
    the headers for use by the hpp-generate / hpp-compile CI stages. Targets
    to generate the headers will not be removed, but keeping these generated
    files in the repository increased the frequency of conflicts between
    branches when merging to master (internal issue 745).
  * Reword "`undefined: behavior if *action*" to "`must: not do *action*`"
    in the places the old terminology was used, and add a new
    <<writing-undefined, Describing Undefined Behavior>> section of the
    style guide to explain how to write such language in the future
    (internal issue 1579).
  * Move almost all Python scripts into the toplevel `scripts/` directory.
    Apply extensive internal edits to clean up and simplify the scripts, and
    try to follow PEP8 guidelines. Generalize the scripts with the use of a
    Conventions object controlling many aspects of output generation, to
    enable their use in other Khronos projects with similar requirements.
    Autogenerate extension interface refpages (these are experimental and
    may be retired going forward).

New Extensions:

  * `VK_AMD_display_native_hdr`
  * `VK_EXT_full_screen_exclusive` (internal issue 1439)
  * `VK_EXT_host_query_reset`
  * `VK_EXT_pipeline_creation_feedback` (internal issue 1560)
  * `VK_KHR_surface_protected_capabilities` (internal issue 1520)

Link: https://github.com/KhronosGroup/Vulkan-Docs/commit/476e3f422dc251065c535c1d8a5cfc58f1cff3c9


New extensions:

- VK_AMD_display_native_hdr
- VK_EXT_full_screen_exclusive
- VK_EXT_host_query_reset
- VK_EXT_pipeline_creation_feedback
- VK_KHR_surface_protected_capabilities




10
NVIDIA has released a new family of graphics drivers called Creator Ready Drivers (CRD).

Quote
NVIDIA RTX GPUs have given video editors, 3D animators, broadcasters, graphic designers and photographers around the world a major boost in productivity with hardware-accelerated ray tracing, AI-enhanced creative workflows and advanced video processing.

But as demands increase on creators to generate higher volume of quality content, it’s more important than ever to ensure the apps and hardware that creators depend on never miss a beat. So NVIDIA has introduced a Creator Ready Driver program to provide artists, creators and game developers the best performance and reliability when working with creative applications.

To achieve the highest level of reliability, Creator Ready Drivers undergo extensive testing against multiple revisions of the top creative applications. Whether you just updated to the latest release of your favorite creative app or are still on the prior version, Creator Ready Drivers are fully tested.

Complete story: https://blogs.nvidia.com/blog/2019/03/20/rtx-creator-ready-drivers-supercharge-apps/


NVIDIA Creator Ready Drivers



Downloads
- latest CRD win10 64-bit @ Geeks3D
- 419.67 win10 64-bit @ NVIDIA



Supported Graphics Cards

NVIDIA TITAN Series:
- NVIDIA TITAN RTX, NVIDIA TITAN V, NVIDIA TITAN Xp, NVIDIA TITAN X (Pascal)

GeForce RTX 20 Series:
- GeForce RTX 2080 Ti, GeForce RTX 2080, GeForce RTX 2070, GeForce RTX 2060

GeForce 16 Series:
- GeForce GTX 1660 Ti, GeForce GTX 1660

GeForce 10 Series:
- GeForce GTX 1080 Ti, GeForce GTX 1080, GeForce GTX 1070 Ti, GeForce GTX 1070, GeForce GTX 1060, GeForce GTX 1050 Ti, GeForce GTX 1050


CRD 419.67 exposes  OpenGL 4.6 (419 extensions) and Vulkan 1.1.95 for a GeForce RTX 2080.

GPU Caps Viewer + GeForce RTX 2080

11
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.41.0 released
« on: March 21, 2019, 11:10:21 AM »
I will try today or tomorrow if possible  :P

12
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/

13
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

14
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


15
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
  ...
  ...

16
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

17
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

19
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

20
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




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