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Messages - JeGX

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21
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

22
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

23
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

24
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

25
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.

26
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


27
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


28
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

29
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/

30
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

31
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

32
Report from GPU Shark 2 (64-bit)

- Device 1
  - name: GeForce RTX 2080
  - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
  - device ID: 10DE-1E87
  - API version: 1.1.99 ->  Vulkan 1.1.99 specs
  - NVIDIA driver version: 419.34.0.0

  - # of extensions => 88
  - 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_inline_uniform_block
  - 048/ VK_EXT_memory_budget
  - 049/ VK_EXT_memory_priority
  - 050/ VK_EXT_pci_bus_info
  - 051/ VK_EXT_post_depth_coverage
  - 052/ VK_EXT_sample_locations
  - 053/ VK_EXT_sampler_filter_minmax
  - 054/ VK_EXT_scalar_block_layout
  - 055/ VK_EXT_shader_subgroup_ballot
  - 056/ VK_EXT_shader_subgroup_vote
  - 057/ VK_EXT_shader_viewport_index_layer
  - 058/ VK_EXT_transform_feedback
  - 059/ VK_EXT_vertex_attribute_divisor
  - 060/ VK_NV_clip_space_w_scaling
  - 061/ VK_NV_compute_shader_derivatives
  - 062/ VK_NV_cooperative_matrix -> Vulkan 1.1.101 specs
  - 063/ VK_NV_corner_sampled_image
  - 064/ VK_NV_dedicated_allocation
  - 065/ VK_NV_dedicated_allocation_image_aliasing -> Vulkan 1.1.99 specs
  - 066/ VK_NV_device_diagnostic_checkpoints
  - 067/ VK_NV_external_memory
  - 068/ VK_NV_external_memory_win32
  - 069/ VK_NV_fill_rectangle
  - 070/ VK_NV_fragment_coverage_to_color
  - 071/ VK_NV_fragment_shader_barycentric
  - 072/ VK_NV_framebuffer_mixed_samples
  - 073/ VK_NV_geometry_shader_passthrough
  - 074/ VK_NV_mesh_shader
  - 075/ VK_NV_sample_mask_override_coverage
  - 076/ VK_NV_representative_fragment_test
  - 077/ VK_NV_scissor_exclusive
  - 078/ VK_NV_shader_image_footprint
  - 079/ VK_NV_shader_subgroup_partitioned
  - 080/ VK_NV_shading_rate_image
  - 081/ VK_NV_viewport_array2
  - 082/ VK_NV_viewport_swizzle
  - 083/ VK_NV_win32_keyed_mutex
  - 084/ VK_NVX_binary_import
  - 085/ VK_NVX_device_generated_commands
  - 086/ VK_NVX_image_view_handle
  - 087/ VK_NVX_multiview_per_view_attributes
  - 088/ VK_NV_ray_tracing

  - # of layers => 1
  - 001/ VK_LAYER_NV_optimus

  - # of memory heaps => 2
  - heap 1 => 8017 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

33
GPU Caps Viewer - GeForce RTX 2080 - Vulkan driver


GL_RENDERER => GeForce RTX 2080/PCIe/SSE2
GL_VENDOR => NVIDIA Corporation
GL_VERSION => 4.6.0 NVIDIA 419.34

OpenGL extensions: 419
- 001/ GL_AMD_multi_draw_indirect
- 002/ GL_AMD_seamless_cubemap_per_texture
- 003/ GL_AMD_vertex_shader_viewport_index
- 004/ GL_AMD_vertex_shader_layer
- 005/ GL_ARB_arrays_of_arrays (OpenGL 4.3)
- 006/ GL_ARB_base_instance (OpenGL 4.2)
- 007/ GL_ARB_bindless_texture (OpenGL 4.4)
- 008/ GL_ARB_blend_func_extended (OpenGL 3.3)
- 009/ GL_ARB_buffer_storage (OpenGL 4.4)
- 010/ GL_ARB_clear_buffer_object (OpenGL 4.3)
- 011/ GL_ARB_clear_texture (OpenGL 4.4)
- 012/ GL_ARB_clip_control (OpenGL 4.5)
- 013/ GL_ARB_color_buffer_float (OpenGL 3.0)
- 014/ GL_ARB_compatibility
- 015/ GL_ARB_compressed_texture_pixel_storage (OpenGL 4.2)
- 016/ GL_ARB_conservative_depth (OpenGL 4.2)
- 017/ GL_ARB_compute_shader (OpenGL 4.3)
- 018/ GL_ARB_compute_variable_group_size (OpenGL 4.3)
- 019/ GL_ARB_conditional_render_inverted (OpenGL 4.5)
- 020/ GL_ARB_copy_buffer (OpenGL 3.1)
- 021/ GL_ARB_copy_image (OpenGL 4.3)
- 022/ GL_ARB_cull_distance (OpenGL 4.5)
- 023/ GL_ARB_debug_output2 (OpenGL 4.3)
- 024/ GL_ARB_depth_buffer_float (OpenGL 3.0)
- 025/ GL_ARB_depth_clamp (OpenGL 3.2)
- 026/ GL_ARB_depth_texture
- 027/ GL_ARB_derivative_control (OpenGL 4.5)
- 028/ GL_ARB_direct_state_access (OpenGL 4.5)
- 029/ GL_ARB_draw_buffers_blend (OpenGL 4.0)
- 030/ GL_ARB_draw_buffers_blend (OpenGL 4.0)
- 031/ GL_ARB_draw_indirect (OpenGL 4.0)
- 032/ GL_ARB_draw_elements_base_vertex (OpenGL 3.2)
- 033/ GL_ARB_draw_instanced (OpenGL 3.1)
- 034/ GL_ARB_enhanced_layouts (OpenGL 4.4)
- 035/ GL_ARB_ES2_compatibility
- 036/ GL_ARB_ES3_compatibility (OpenGL 4.3)
- 037/ GL_ARB_ES3_1_compatibility (OpenGL 4.5)
- 038/ GL_ARB_ES3_2_compatibility
- 039/ GL_ARB_explicit_attrib_location (OpenGL 3.3)
- 040/ GL_ARB_explicit_uniform_location (OpenGL 4.3)
- 041/ GL_ARB_fragment_coord_conventions (OpenGL 3.2)
- 042/ GL_ARB_fragment_layer_viewport (OpenGL 4.3)
- 043/ GL_ARB_fragment_program
- 044/ GL_ARB_fragment_program_shadow
- 045/ GL_ARB_fragment_shader
- 046/ GL_ARB_fragment_shader_interlock
- 047/ GL_ARB_framebuffer_no_attachments (OpenGL 4.3)
- 048/ GL_ARB_framebuffer_object (OpenGL 3.0)
- 049/ GL_ARB_framebuffer_sRGB (OpenGL 3.0)
- 050/ GL_ARB_geometry_shader4 (OpenGL 3.2)
- 051/ GL_ARB_get_program_binary (OpenGL 4.1)
- 052/ GL_ARB_get_texture_sub_image (OpenGL 4.5)
- 053/ GL_ARB_gl_spirv (OpenGL 4.6)
- 054/ GL_ARB_gpu_shader5 (OpenGL 4.0)
- 055/ GL_ARB_gpu_shader_fp64 (OpenGL 4.0)
- 056/ GL_ARB_gpu_shader_int64
- 057/ GL_ARB_half_float_pixel (OpenGL 3.0)
- 058/ GL_ARB_half_float_vertex
- 059/ GL_ARB_imaging
- 060/ GL_ARB_indirect_parameters (OpenGL 4.3)
- 061/ GL_ARB_instanced_arrays (OpenGL 3.3)
- 062/ GL_ARB_internalformat_query (OpenGL 4.2)
- 063/ GL_ARB_internalformat_query2 (OpenGL 4.3)
- 064/ GL_ARB_invalidate_subdata (OpenGL 4.3)
- 065/ GL_ARB_map_buffer_alignment (OpenGL 4.2)
- 066/ GL_ARB_map_buffer_range
- 067/ GL_ARB_multi_bind (OpenGL 4.4)
- 068/ GL_ARB_multi_draw_indirect (OpenGL 4.3)
- 069/ GL_ARB_multisample
- 070/ GL_ARB_multitexture
- 071/ GL_ARB_occlusion_query2 (OpenGL 3.3)
- 072/ GL_ARB_occlusion_query2 (OpenGL 3.3)
- 073/ GL_ARB_parallel_shader_compile
- 074/ GL_ARB_pipeline_statistics_query (OpenGL 4.6)
- 075/ GL_ARB_pixel_buffer_object
- 076/ GL_ARB_point_parameters
- 077/ GL_ARB_point_sprite
- 078/ GL_ARB_polygon_offset_clamp (OpenGL 4.6)
- 079/ GL_ARB_post_depth_coverage
- 080/ GL_ARB_program_interface_query (OpenGL 4.3)
- 081/ GL_ARB_provoking_vertex (OpenGL 3.2)
- 082/ GL_ARB_query_buffer_object (OpenGL 4.4)
- 083/ GL_ARB_robust_buffer_access_behavior (OpenGL 4.3)
- 084/ GL_ARB_robustness
- 085/ GL_ARB_sample_locations
- 086/ GL_ARB_sample_shading (OpenGL 4.0)
- 087/ GL_ARB_sampler_objects (OpenGL 3.3)
- 088/ GL_ARB_seamless_cube_map (OpenGL 3.2)
- 089/ GL_ARB_seamless_cubemap_per_texture (OpenGL 4.3)
- 090/ GL_ARB_separate_shader_objects (OpenGL 4.1)
- 091/ GL_ARB_shader_atomic_counter_ops (OpenGL 4.6)
- 092/ GL_ARB_shader_atomic_counters (OpenGL 4.2)
- 093/ GL_ARB_shader_ballot
- 094/ GL_ARB_shader_bit_encoding (OpenGL 3.3)
- 095/ GL_ARB_shader_clock
- 096/ GL_ARB_shader_draw_parameters (OpenGL 4.3)
- 097/ GL_ARB_shader_group_vote (OpenGL 4.3)
- 098/ GL_ARB_shader_image_load_store (OpenGL 4.2)
- 099/ GL_ARB_shader_image_size (OpenGL 4.3)
- 100/ GL_ARB_shader_objects
- 101/ GL_ARB_shader_precision (OpenGL 4.1)
- 102/ GL_ARB_shader_storage_buffer_object (OpenGL 4.3)
- 103/ GL_ARB_shader_subroutine (OpenGL 4.0)
- 104/ GL_ARB_shader_texture_image_samples (OpenGL 4.5)
- 105/ GL_ARB_shader_texture_lod
- 106/ GL_ARB_shading_language_100
- 107/ GL_ARB_shader_viewport_layer_array
- 108/ GL_ARB_shading_language_420pack (OpenGL 4.2)
- 109/ GL_ARB_shading_language_include
- 110/ GL_ARB_shading_language_packing
- 111/ GL_ARB_shadow
- 112/ GL_ARB_sparse_buffer
- 113/ GL_ARB_sparse_texture (OpenGL 4.3)
- 114/ GL_ARB_sparse_texture2
- 115/ GL_ARB_sparse_texture_clamp
- 116/ GL_ARB_spirv_extensions (OpenGL 4.6)
- 117/ GL_ARB_stencil_texturing (OpenGL 4.3)
- 118/ GL_ARB_sync (OpenGL 3.2)
- 119/ GL_ARB_tessellation_shader (OpenGL 4.0)
- 120/ GL_ARB_texture_barrier (OpenGL 4.5)
- 121/ GL_ARB_texture_border_clamp
- 122/ GL_ARB_texture_buffer_object (OpenGL 3.1)
- 123/ GL_ARB_texture_buffer_object_rgb32 (OpenGL 4.0)
- 124/ GL_ARB_texture_buffer_range (OpenGL 4.3)
- 125/ GL_ARB_texture_compression_rgtc (OpenGL 3.0)
- 126/ GL_ARB_texture_compression_bptc (OpenGL 4.2)
- 127/ GL_ARB_texture_compression_rgtc (OpenGL 3.0)
- 128/ GL_ARB_texture_cube_map_array (OpenGL 4.0)
- 129/ GL_ARB_texture_cube_map_array (OpenGL 4.0)
- 130/ GL_ARB_texture_env_add
- 131/ GL_ARB_texture_env_combine
- 132/ GL_ARB_texture_env_crossbar
- 133/ GL_ARB_texture_env_dot3
- 134/ GL_ARB_texture_filter_anisotropic (OpenGL 4.6)
- 135/ GL_ARB_texture_filter_minmax
- 136/ GL_ARB_texture_float (OpenGL 3.0)
- 137/ GL_ARB_texture_gather (OpenGL 4.0)
- 138/ GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4)
- 139/ GL_ARB_texture_mirrored_repeat
- 140/ GL_ARB_texture_multisample (OpenGL 3.2)
- 141/ GL_ARB_texture_non_power_of_two
- 142/ GL_ARB_texture_query_levels (OpenGL 4.3)
- 143/ GL_ARB_texture_query_lod (OpenGL 4.0)
- 144/ GL_ARB_texture_rectangle (OpenGL 3.1)
- 145/ GL_ARB_texture_rg (OpenGL 3.0)
- 146/ GL_ARB_texture_rgb10_a2ui (OpenGL 3.3)
- 147/ GL_ARB_texture_stencil8 (OpenGL 4.4)
- 148/ GL_ARB_texture_storage (OpenGL 4.2)
- 149/ GL_ARB_texture_storage_multisample (OpenGL 4.3)
- 150/ GL_ARB_texture_swizzle (OpenGL 3.3)
- 151/ GL_ARB_texture_view (OpenGL 4.3)
- 152/ GL_ARB_timer_query (OpenGL 3.3)
- 153/ GL_ARB_transform_feedback2 (OpenGL 4.0)
- 154/ GL_ARB_transform_feedback3 (OpenGL 4.0)
- 155/ GL_ARB_transform_feedback_instanced (OpenGL 4.2)
- 156/ GL_ARB_transform_feedback_overflow_query (OpenGL 4.6)
- 157/ GL_ARB_transpose_matrix
- 158/ GL_ARB_uniform_buffer_object (OpenGL 3.1)
- 159/ GL_ARB_vertex_array_bgra (OpenGL 3.2)
- 160/ GL_ARB_vertex_array_object
- 161/ GL_ARB_vertex_attrib_64bit (OpenGL 4.1)
- 162/ GL_ARB_vertex_attrib_binding (OpenGL 4.3)
- 163/ GL_ARB_vertex_buffer_object
- 164/ GL_ARB_vertex_program
- 165/ GL_ARB_vertex_shader
- 166/ GL_ARB_vertex_type_10f_11f_11f_rev (OpenGL 4.4)
- 167/ GL_ARB_vertex_type_2_10_10_10_rev (OpenGL 3.3)
- 168/ GL_ARB_viewport_array (OpenGL 4.1)
- 169/ GL_ARB_window_pos
- 170/ GL_ATI_draw_buffers
- 171/ GL_ATI_texture_float
- 172/ GL_ATI_texture_mirror_once
- 173/ GL_S3_s3tc
- 174/ GL_EXT_texture_env_add
- 175/ GL_EXT_abgr
- 176/ GL_EXT_bgra
- 177/ GL_EXT_bindable_uniform
- 178/ GL_EXT_blend_color
- 179/ GL_EXT_blend_equation_separate
- 180/ GL_EXT_blend_func_separate
- 181/ GL_EXT_blend_minmax
- 182/ GL_EXT_blend_subtract
- 183/ GL_EXT_compiled_vertex_array
- 184/ GL_EXT_Cg_shader
- 185/ GL_EXT_depth_bounds_test
- 186/ GL_EXT_direct_state_access
- 187/ GL_EXT_draw_buffers2
- 188/ GL_EXT_draw_instanced
- 189/ GL_EXT_draw_range_elements
- 190/ GL_EXT_fog_coord
- 191/ GL_EXT_framebuffer_blit
- 192/ GL_EXT_framebuffer_multisample
- 193/ GL_EXTX_framebuffer_mixed_formats
- 194/ GL_EXT_framebuffer_multisample_blit_scaled
- 195/ GL_EXT_framebuffer_object
- 196/ GL_EXT_framebuffer_sRGB
- 197/ GL_EXT_geometry_shader4
- 198/ GL_EXT_gpu_program_parameters
- 199/ GL_EXT_gpu_shader4
- 200/ GL_EXT_multi_draw_arrays
- 201/ GL_EXT_packed_depth_stencil
- 202/ GL_EXT_packed_float
- 203/ GL_EXT_packed_pixels
- 204/ GL_EXT_pixel_buffer_object
- 205/ GL_EXT_point_parameters
- 206/ GL_EXT_polygon_offset_clamp
- 207/ GL_EXT_post_depth_coverage
- 208/ GL_EXT_provoking_vertex
- 209/ GL_EXT_raster_multisample
- 210/ GL_EXT_rescale_normal
- 211/ GL_EXT_secondary_color
- 212/ GL_EXT_separate_shader_objects
- 213/ GL_EXT_separate_specular_color
- 214/ GL_EXT_shader_image_load_formatted
- 215/ GL_EXT_shader_image_load_store
- 216/ GL_EXT_shader_integer_mix
- 217/ GL_EXT_shadow_funcs
- 218/ GL_EXT_sparse_texture2
- 219/ GL_EXT_stencil_two_side
- 220/ GL_EXT_stencil_wrap
- 221/ GL_EXT_texture3D
- 222/ GL_EXT_texture_array
- 223/ GL_EXT_texture_buffer_object
- 224/ GL_EXT_texture_compression_dxt1
- 225/ GL_EXT_texture_compression_latc
- 226/ GL_EXT_texture_compression_rgtc
- 227/ GL_EXT_texture_compression_s3tc
- 228/ GL_EXT_texture_cube_map
- 229/ GL_EXT_texture_edge_clamp
- 230/ GL_EXT_texture_env_combine
- 231/ GL_EXT_texture_env_dot3
- 232/ GL_EXT_texture_filter_anisotropic
- 233/ GL_EXT_texture_filter_minmax
- 234/ GL_EXT_texture_integer
- 235/ GL_EXT_texture_lod
- 236/ GL_EXT_texture_lod_bias
- 237/ GL_EXT_texture_mirror_clamp
- 238/ GL_EXT_texture_object
- 239/ GL_EXT_texture_shared_exponent
- 240/ GL_EXT_texture_sRGB
- 241/ GL_EXT_texture_sRGB_R8
- 242/ GL_EXT_texture_sRGB_decode
- 243/ GL_EXT_texture_storage
- 244/ GL_EXT_texture_swizzle
- 245/ GL_EXT_timer_query
- 246/ GL_EXT_transform_feedback2
- 247/ GL_EXT_vertex_array
- 248/ GL_EXT_vertex_array_bgra
- 249/ GL_EXT_vertex_attrib_64bit
- 250/ GL_EXT_window_rectangles
- 251/ GL_EXT_import_sync_object
- 252/ GL_IBM_rasterpos_clip
- 253/ GL_IBM_texture_mirrored_repeat
- 254/ GL_KHR_context_flush_control (OpenGL 4.5)
- 255/ GL_KHR_debug
- 256/ GL_EXT_memory_object
- 257/ GL_EXT_memory_object_win32
- 258/ GL_EXT_win32_keyed_mutex
- 259/ GL_KHR_parallel_shader_compile
- 260/ GL_KHR_no_error (OpenGL 4.6)
- 261/ GL_KHR_robust_buffer_access_behavior
- 262/ GL_KHR_robustness (OpenGL 4.5)
- 263/ GL_EXT_semaphore
- 264/ GL_EXT_semaphore_win32
- 265/ GL_KTX_buffer_region
- 266/ GL_NV_alpha_to_coverage_dither_control
- 267/ GL_NV_bindless_multi_draw_indirect
- 268/ GL_NV_bindless_multi_draw_indirect_count
- 269/ GL_NV_bindless_texture
- 270/ GL_NV_blend_equation_advanced
- 271/ GL_NV_blend_equation_advanced_coherent
- 272/ GL_NVX_blend_equation_advanced_multi_draw_buffers
- 273/ GL_NV_blend_minmax_factor
- 274/ GL_NV_blend_square
- 275/ GL_NV_clip_space_w_scaling
- 276/ GL_NV_command_list
- 277/ GL_NV_compute_program5
- 278/ GL_NV_compute_shader_derivatives
- 279/ GL_NV_conditional_render
- 280/ GL_NV_conservative_raster
- 281/ GL_NV_conservative_raster_dilate
- 282/ GL_NV_conservative_raster_pre_snap
- 283/ GL_NV_conservative_raster_pre_snap_triangles
- 284/ GL_NV_conservative_raster_underestimation
- 285/ GL_NV_copy_depth_to_color
- 286/ GL_NV_copy_image
- 287/ GL_NV_depth_buffer_float
- 288/ GL_NV_depth_clamp
- 289/ GL_NV_draw_texture
- 290/ GL_NV_draw_vulkan_image
- 291/ GL_NV_ES1_1_compatibility
- 292/ GL_NV_ES3_1_compatibility
- 293/ GL_NV_explicit_multisample
- 294/ GL_NV_feature_query
- 295/ GL_NV_fence
- 296/ GL_NV_fill_rectangle
- 297/ GL_NV_float_buffer
- 298/ GL_NV_fog_distance
- 299/ GL_NV_fragment_coverage_to_color
- 300/ GL_NV_fragment_program
- 301/ GL_NV_fragment_program_option
- 302/ GL_NV_fragment_program2
- 303/ GL_NV_fragment_shader_barycentric
- 304/ GL_NV_fragment_shader_interlock
- 305/ GL_NV_framebuffer_mixed_samples
- 306/ GL_NV_framebuffer_multisample_coverage
- 307/ GL_NV_geometry_shader4
- 308/ GL_NV_geometry_shader_passthrough
- 309/ GL_NV_gpu_program4
- 310/ GL_NV_internalformat_sample_query
- 311/ GL_NV_gpu_program4_1
- 312/ GL_NV_gpu_program5
- 313/ GL_NV_gpu_program5_mem_extended
- 314/ GL_NV_gpu_program_fp64
- 315/ GL_NV_gpu_shader5
- 316/ GL_NV_half_float
- 317/ GL_NV_light_max_exponent
- 318/ GL_NV_memory_attachment
- 319/ GL_NV_mesh_shader
- 320/ GL_NV_multisample_coverage
- 321/ GL_NV_multisample_filter_hint
- 322/ GL_NV_occlusion_query
- 323/ GL_NV_packed_depth_stencil
- 324/ GL_NV_parameter_buffer_object
- 325/ GL_NV_parameter_buffer_object2
- 326/ GL_NV_path_rendering
- 327/ GL_NV_path_rendering_shared_edge
- 328/ GL_NV_pixel_data_range
- 329/ GL_NV_point_sprite
- 330/ GL_NV_primitive_restart (OpenGL 3.1)
- 331/ GL_NV_query_resource
- 332/ GL_NV_query_resource_tag
- 333/ GL_NV_register_combiners
- 334/ GL_NV_register_combiners2
- 335/ GL_NV_representative_fragment_test
- 336/ GL_NV_sample_locations
- 337/ GL_NV_sample_mask_override_coverage
- 338/ GL_NV_scissor_exclusive
- 339/ GL_NV_shader_atomic_counters
- 340/ GL_NV_shader_atomic_float
- 341/ GL_NV_shader_atomic_float64
- 342/ GL_NV_shader_atomic_fp16_vector
- 343/ GL_NV_shader_atomic_int64
- 344/ GL_NV_shader_buffer_load
- 345/ GL_NV_shader_storage_buffer_object
- 346/ GL_NV_shader_texture_footprint
- 347/ GL_NV_shading_rate_image
- 348/ GL_NV_stereo_view_rendering
- 349/ GL_NV_texgen_reflection
- 350/ GL_NV_texture_barrier
- 351/ GL_NV_texture_compression_vtc
- 352/ GL_NV_texture_env_combine4
- 353/ GL_NV_texture_multisample
- 354/ GL_NV_texture_rectangle
- 355/ GL_NV_texture_rectangle_compressed
- 356/ GL_NV_texture_shader
- 357/ GL_NV_texture_shader2
- 358/ GL_NV_texture_shader3
- 359/ GL_NV_transform_feedback
- 360/ GL_NV_transform_feedback2
- 361/ GL_NV_uniform_buffer_unified_memory
- 362/ GL_NV_vertex_array_range
- 363/ GL_NV_vertex_array_range2
- 364/ GL_NV_vertex_attrib_integer_64bit
- 365/ GL_NV_vertex_buffer_unified_memory
- 366/ GL_NV_vertex_program
- 367/ GL_NV_vertex_program1_1
- 368/ GL_NV_vertex_program2
- 369/ GL_NV_vertex_program2_option
- 370/ GL_NV_vertex_program3
- 371/ GL_NV_viewport_array2
- 372/ GL_NV_viewport_swizzle
- 373/ GL_NVX_conditional_render
- 374/ GL_NVX_gpu_memory_info
- 375/ GL_NVX_multigpu_info
- 376/ GL_NVX_nvenc_interop
- 377/ GL_NV_shader_thread_group
- 378/ GL_NV_shader_thread_shuffle
- 379/ GL_KHR_blend_equation_advanced
- 380/ GL_KHR_blend_equation_advanced_coherent
- 381/ GL_OVR_multiview
- 382/ GL_OVR_multiview2
- 383/ GL_SGIS_generate_mipmap
- 384/ GL_SGIS_texture_lod
- 385/ GL_SGIX_depth_texture
- 386/ GL_SGIX_shadow
- 387/ GL_SUN_slice_accum
- 388/ GL_WIN_swap_hint
- 389/ WGL_EXT_swap_control
- 390/ WGL_ARB_buffer_region
- 391/ WGL_ARB_create_context
- 392/ WGL_ARB_create_context_no_error
- 393/ WGL_ARB_create_context_profile
- 394/ WGL_ARB_create_context_robustness
- 395/ WGL_ARB_context_flush_control
- 396/ WGL_ARB_extensions_string
- 397/ WGL_ARB_make_current_read
- 398/ WGL_ARB_multisample
- 399/ WGL_ARB_pbuffer
- 400/ WGL_ARB_pixel_format
- 401/ WGL_ARB_pixel_format_float
- 402/ WGL_ARB_render_texture
- 403/ WGL_ATI_pixel_format_float
- 404/ WGL_EXT_colorspace
- 405/ WGL_EXT_create_context_es_profile
- 406/ WGL_EXT_create_context_es2_profile
- 407/ WGL_EXT_extensions_string
- 408/ WGL_EXT_framebuffer_sRGB
- 409/ WGL_EXT_pixel_format_packed_float
- 410/ WGL_EXT_swap_control_tear
- 411/ WGL_NVX_DX_interop
- 412/ WGL_NV_DX_interop
- 413/ WGL_NV_DX_interop2
- 414/ WGL_NV_copy_image
- 415/ WGL_NV_delay_before_swap
- 416/ WGL_NV_float_buffer
- 417/ WGL_NV_multisample_coverage
- 418/ WGL_NV_render_depth_texture
- 419/ WGL_NV_render_texture_rectangle








34
3D-Tech News Around The Web / GPU-Z 2.17.0 released
« on: February 27, 2019, 12:59:20 PM »
Download:
- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU


Changelog:
Quote
    Added support for NVIDIA GTX 1660 Ti, Titan RTX, RTX 2080 Mobile, RTX 2070 Mobile, RTX 2060 Mobile, Quadro RTX 4000, GTX 650 (GK106), Quadro P5200
    Added support for AMD Radeon VII, Radeon HD 8400E
    Added support for Intel Amber Lake GT2 (Core i7-8500Y)
    Added support for detection of Radeon Adrenalin 2019 version
    Simplified some sensor titles: "GPU Clock", "Memory Clock", "Shader Clock"
    Unified "Memory Used" / "Memory Usage" sensor titles to "Memory Used"
    Improved crash reporter to ask for problem description and optional email, so we can follow up
    Advanced Panel dropdown will show "Memory Timings" option only when memory timing details are available
    OpenCL "Max Packet Size" is now formatted as unsigned value
    Instead of empty value show "None" when no OpenCL Built-in Kernels supported
    Added support for "None" in OpenCL DP, SP, Half FP Capability
    Fixed "File creation failed" message during GPU-Z startup
    Fixed GPU and memory load monitoring on RX 580 2048 SP
    Fixed missing default boost clock on GTX 1660 Ti and some Pascal cards
    Fixed missing fan sensors on RTX cards with no monitor connected
    Fixed crash on startup (Windows XP)
    Fixed crash when opening DXVA 2.0 report (Windows XP)
    Fixed power limit reporting on older NVIDIA cards
    Fixed crash during BIOS save on older NVIDIA cards
    Fixed incorrect VRAM reporting on 16 GB Vega
    Fixed various crashes caused by physical memory access

via: https://www.techpowerup.com/253107/techpowerup-releases-gpu-z-v2-17-0

GPU-Z 2.17.0 + GeForce GTX 1080

35
GeeXLab - english forum / Checkerboard in GLSL
« on: February 26, 2019, 06:15:09 PM »
Very simple demo that draws a checkerboard pattern in GLSL.

Article:
- https://www.geeks3d.com/hacklab/20190225/demo-checkerboard-in-glsl/

Downloads:
- DEMO
- GeeXLab

GeeXLab - checkerboard in GLSL


36
GeeXLab - english forum / Shadertoy Demopack - Moon voxels
« on: February 26, 2019, 06:11:51 PM »
Demo Moon voxels ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-multipass/gl32-moon-voxels/demo.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed (GeForce GTX 1080 + driver 419.17):
- 800x480 => 103 FPS 
- 2560x1440 => 13 FPS 


Shadertoy demo ported to GeeXLab

37
Geeks3D's GPU Tools / Re: Interesting behaviour using the Furmark tool.
« on: February 26, 2019, 05:35:57 PM »
Thanks, I will try to do something to detect wrong scores, don't know what, but I will try.

And it's FurMarK not Furmax   ;)

38
DXVK is a Vulkan-based Direct3D 10/11 implementation for Linux which allows running 3D applications using Wine.

DXVK 1.0 has been released and here are the main improvements:

Quote
- Added DXVK_HUD=api option to show the D3D feature level used by the application. Does not work correctly for D3D10 at the moment (#705)
- The device filter now matches substrings rather than the full device name, which may help if the device name changes after driver updates on RADV (PR #921)
- Minor performance improvement on RADV by generating better shader code.
- Minor improvements to CPU overhead in some scenarios.
- Potentially improved frame time consistency on Nvidia in some games
- If available, the VK_EXT_memory_priority and VK_EXT_memory_budget extensions are now used to improve behaviour under memory pressure and to report available VRAM to applications more accurately, respectively.
- The state cache directory will now be created if it does not exist yet (#907)
- Resident Evil 2: Enabled new d3d11.relaxedBarriers option to improve performance by up to 10% in GPU-limited scenarios. Note that enabling this option for other games can cause issues.


Link:
- https://github.com/doitsujin/dxvk
- https://github.com/doitsujin/dxvk/releases/tag/v1.0


39
Quote
Khronos Group Begins Work on a New Standards Initiative to Bring Vulkan GPU Acceleration to Safety Critical Industries

February 25, 2019 — Embedded World Conference —Nuremberg‎, Germany — The Khronos® Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, today announces the creation of the Vulkan® Safety Critical Working Group, to enable safety critical industries to take advantage of advancements in GPU graphics and compute acceleration, and display control, at the highest levels of safety integrity.

Safety critical graphics are a key component for industries such as automotive, avionics, medical and energy. As display requirements become more advanced, safety critical graphics APIs must evolve to meet the industries’ needs. Khronos has led the industry in developing graphics API standards for safety critical environments via its OpenGL® SC Working Group, which released the OpenGL SC 1.0 specification in 2005,and the OpenGL SC 2.0 specification in 2016. Now, automotive and other industries are seeking advanced GPU graphics, compute and display functionality that can be deployed in safety critical systems.

In response to this industry demand, this new Khronos Working Group will create open, royalty-free API standards based on the existing Vulkan API specification to enable safety critical industries to utilize advanced graphics and compute acceleration. To best suit these market’s needs, the new API will aim to be compatible with industry standards for safety critical software, such as RTCA DO-178C Level A / EASA ED-12C Level A (avionics); FACE (Future Airborne Capability Environment) (avionics); and ISO 26262 ASIL D (automotive).

“Advanced graphics and compute functionality is being deployed into an increasing number of markets where safety is paramount, and so APIs designed to streamline the safety certification process are now a key part of Khronos’ standardization activities. OpenGL SC has been widely used in avionics systems, but now the wider embedded industry is demanding access to the latest GPU functionality. Vulkan is the ideal starting point for a new generation safety critical GPU API, as its driver architecture is significantly more streamlined than OpenGL, as well as offering increased control of device scheduling, synchronization, and resource management,” said Neil Trevett, president of Khronos.

Complete press release:
- https://www.khronos.org/news/press/khronos-group-begins-work-on-a-new-standards-initiative-to-bring-vulkan-gpu-acceleration-to-safety-critical-industries

More about Vulkan SC
- https://www.khronos.org/vulkansc

Vulkan SC




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In the final installment of Ray Tracing Gems, we examine the dramatic impact ray tracing can have on global illumination. Lighting feels warmer, richer, and more realistic using this technique.

Links:
- https://news.developer.nvidia.com/global-illumination-part-vii-of-ray-tracing-gems/
- https://developer.nvidia.com/books/raytracing/raytracing_gems_preview

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