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Geeks3D's GPU Tools / GPU Shark 0.21.x released
« Last post by JeGX on December 03, 2020, 11:53:53 AM »
Release notes:

Version - 2020.12.02
+ added support of NVIDIA GeForce RTX 3060 Ti.
! updated the code to copy GPU data to clipboad (CTRL+C).
  In some cases, GPU data was not copied.
! updated: ZoomGPU 1.28.1 (GPU monitoring library)
  with NVAPI R455.

GPU Shark + GeFopce RTX 2080
Geeks3D's GPU Tools / Re: Kombustor error
« Last post by Hopper64 on December 02, 2020, 06:28:41 PM »
Just tried new driver 357.51. Still the same error:

Log Name:      Application
Source:        Application Error
Date:          12/2/2020 11:25:05 AM
Event ID:      1000
Task Category: (100)
Level:         Error
Keywords:      Classic
User:          N/A
Faulting application name: MSI-Kombustor-x64.exe, version:, time stamp: 0x5f6daf40
Faulting module name: vulkan-1.dll, version:, time stamp: 0x5ed9b44f
Exception code: 0xc000041d
Fault offset: 0x00000000000469a2
Faulting process id: 0xee0
Faulting application start time: 0x01d6c8d00f780c5a
Faulting application path: C:\Program Files\Geeks3D\MSI Kombustor 4 x64\MSI-Kombustor-x64.exe
Faulting module path: C:\Windows\SYSTEM32\vulkan-1.dll
Report Id: 135fd08e-b4ec-4459-b9db-350be956e16d
Faulting package full name:
Faulting package-relative application ID:
Event Xml:
3D-Tech News Around The Web / Memory types of discrete GPUs
« Last post by JeGX on December 01, 2020, 04:26:17 PM »
With the recent announcement of AMD Smart Access Memory it seemed to be the right time to write about the different types of memories available to be used by applications targeting dedicated GPUs. This article aims to provide an introduction to different memory pools within such a system, their access characteristics, and why enabling access to the entire VRAM through the PCI-Express bus could be a game changer.


GPU memory types
3D-Tech News Around The Web / Why is Apple’s M1 Chip So Fast?
« Last post by JeGX on December 01, 2020, 04:21:15 PM »
Real world experience with the new M1 Macs have started ticking in. They are fast. Real fast. But why? What is the magic?

On Youtube I watched a Mac user who had bought an iMac last year. It was maxed out with 40 GB of RAM costing him about $4000. He watched in disbelief how his hyper expensive iMac was being demolished by his new M1 Mac Mini, which he had paid a measly $700 for.

In real world test after test, the M1 Macs are not merely inching past top of the line Intel Macs, they are destroying them. In disbelief people have started asking how on earth this is possible?

If you are one of those people, you have come to the right place. Here I plan to break it down into digestible pieces exactly what it is that Apple has done with the M1. Specifically the questions I think a lot of people have are:

    What is the technical reasons this M1 chip is so fast?
    Has Apple made some really exotic technical choices to make this possible?
    How easy will it be for the competition such as Intel and AMD to pull the same technical tricks?

Sure you could try to Google this, but if you try to learn what Apple has done beyond the superficial explanations, you will quickly get buried in highly technical jargon such as M1 using very wide instruction decoders, enormous re-order buffer (ROB) etc. Unless you are a CPU hardware geek, a lot of this will simply be gobbledegook.


The M1 is not a CPU, it is a whole system of multiple chips put into one large silicon package. The CPU is just one of these chips.

Basically the M1 is one whole computer onto a chip. The M1 contains CPU, Graphical Processing Unit (GPU), memory, input and output controllers and many more things making up a whole computer. This is what we call a System on a Chip (SoC).


Apple M1 chip
3D-Tech News Around The Web / New Raspberry Pi 4 Bootloader USB Boot Guide
« Last post by JeGX on December 01, 2020, 04:10:53 PM »
The new Raspberry Pi 4 bootloader has finally come out of beta and made it’s way into the official latest Raspbian! This has been long awaited since when the Raspberry Pi 4 was released it had no native support for booting from USB / Network but it was promised right from the start it would get it through a later update.

This guide will show how to configure the new bootloader and set up your Pi to boot from USB devices as well as the other boot options now available within the Raspberry Pi 4 bootloader.

General Discussion / Low Latency C++14/17 Logging Library
« Last post by odygrd on December 01, 2020, 12:50:46 PM »
Quill is an asynchronous low latency logging library for modern C++ with a lot of functionality.

Log anything - Blazing fast.
Format outside of the hot-path in a backend logging thread. For non-built-in types ostream::operator<<() is called on a copy of the object by the backend logging thread. Unsafe to copy non-trivial user defined are detected in compile time. Those types can be tagged as safe-to-copy to avoid formatting them on the hot path. See User Defined Types.
Custom formatters. Logs can be formatted based on a user specified pattern.
Support for log stack traces. Store log messages in a ring buffer and display later on a higher severity log statement or on demand. See Backtrace Logging.
Various logging targets.
   Console logging with colours support.
   File Logging
   Rotating log files
   Time rotating log files
   Custom Handlers
Filters for filtering log messages.
guaranteed non-blocking or non-guaranteed logging. In non-guaranteed mode there is no heap allocation of a new queue but log messages can be dropped. See FAQ.
Support for wide character logging and wide character filenames (Windows only).
Log statements in timestamp order even when produced by different threads. This makes debugging easier in multi-threaded applications.
Log levels can be completely stripped out at compile time reducing if branches.
Clean warning-free codebase even on high warning levels.
Crash safe behaviour with a build-in signal handler.
Type safe python style API with compile type checks and built-in support for logging STL types/containers by using the excellent {fmt} library.

3D-Tech News Around The Web / AMD Radeon Software Adrenalin 2020 Edition 20.11.3
« Last post by Stefan on December 01, 2020, 12:37:08 AM »
Radeon Software Adrenalin 2020 Edition 20.11.3 Highlights

 Support For
  • Immortals: Fenyx Rising™
  • Vulkan® Ray Tracing Extensions
Added Vulkan® Support
  • VK_KHR_fragment_shading_rate
    • This extension provides the ability to change the shading rate per fragment. This extension allows for multiple pixels to be shaded via a single fragment shader invocation as opposed to the normal rate of one invocation per pixel.
  • VK_KHR_acceleration_structure
    • This extension provides acceleration structures for representing geometry that is spatially sorted. Acceleration structures are the most common way for quickly identifying potential ray intersections by ray tracing techniques.
  • VK_KHR_ray_tracing_pipeline
    • This extension introduces ray tracing pipelines along with new shader domains and an indirection table to link shader groups with acceleration structures.
  • VK_KHR_ray_query
    • This extension introduces ray queries, which can be used by any shader type outside of the optional dedicated ray tracing pipeline to return traversal results to the calling shader.
  • VK_KHR_deferred_host_operations
    • This extension defines the infrastructure and usage patterns for deferrable commands, which allows dependent extensions to defer their own operations. The VK_KHR_deferred_host_operations extension itself does not specify any commands as deferrable.
  • VK_KHR_pipeline_library
    • This extension introduces pipeline libraries. A pipeline library is a new special pipeline type that defines a set of pipeline states. It cannot be bound, rather it can be linked into other pipelines.
  • VK_KHR_shader_terminate_invocation
    • This extension indicates support for the SPV_KHR_terminate_invocation SPIR-V extension. The SPIR-V extension introduces a new instruction OpTerminateInvocation that allows a shader invocation to immediately terminate, which provides the behavior required by the GLSL discard statement.
Fixed Issues
  • Lower than expected performance may be experienced on Radeon™ RX 6000 series graphics products in Watchdogs:® Legion and Dirt™ 5.
  • Lower than expected performance may be experienced on Radeon™ RX 5000/500/400 series graphics products in Godfall™.
  • Godfall™ is not detected or listed in Radeon Software gaming tab.
  • Crysis™ Remastered may experience corruption on character models on Radeon™ RX 6800 Series graphics products.
  • Fixed some intermittent crashes found in Total War™ Saga: Troy and World of Warcraft®: Shadowlands.
  • World of Warcraft®: Shadowlands may fail to launch when DirectX®12 API is selected on Windows®7 system configurations.
  • Fixed some intermittent crashes found in Call of Duty®: Black Ops Cold War with DirectX® Raytracing enabled.
  • HDR on supported Windows 10 desktops might get disabled when DOOM® Eternal™ starts rendering in HDR mode.
  • Fixed issues found on Adobe™ Illustrator, Adobe™ Premier and FinalWire AIDA64.
  • Fixed corruption issues in Red Dead Redemption 2 in 1080p resolution on Radeon™ RX 6800 Series graphics products.
3D-Tech News Around The Web / Vulkan API specifications 1.2.163 released
« Last post by JeGX on November 30, 2020, 09:11:08 PM »
Change log for November 30, 2020 Vulkan 1.2.163 spec update:

  * Update release number to 163 for this update.

Github Issues:

  * Add XML mapping between VK_OBJECT_TYPE_* names and object type names
    (public issue 1379).
  * Remove *_READ_BIT from .srcAccessMask in code samples (public issue
  * Fix example code for slink:VkPushConstantRange to take
    elink:VkShaderStageFlags, not elink:VkPipelineStageFlags (public pull
    request 1393).
  * Add missing :refpage: attribute to slink:VkBlitImageInfo2KHR (public
    issue 1407).
  * Remove extraneous newline from texel block size table (public issue

Internal Issues:

  * Update style guide to require `optional="true"` be set on pname:pNext
    structure members (internal issue 2428).
  * Sort conditionals in ifdef:: output of spirvcapgenerator for stability
    (internal issue 2430).
  * Fix slink:VkGraphicsPipelineShaderGroupsCreateInfoNV VU 02886
    (internal merge request 4225).

3D-Tech News Around The Web / RenderDoc 1.11 released
« Last post by Stefan on November 27, 2020, 07:06:32 PM »
 This version has a number of important bugfixes, including a common crash on closing captures on D3D12 as well as a crash with optional swapchain types on D3D11 that affected UE4 users. There are also some useful feature improvements and quality of life fixes to improve workflows around sharing captures with other people.

Binary releases are available on with zip and installer for Windows and binary tarball for linux.
3D-Tech News Around The Web / TechPowerUp GPU-Z 2.36.0 Released
« Last post by Stefan on November 27, 2020, 06:50:35 PM »
    GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.
 Version History   
 v2.36.0 (November 27th, 2020) 
  • Added support for CPU temperature monitoring on Zen 3
  • Improved support for AMD Radeon RX 6800, 6800 XT
  • Added BIOS reading on Navi 2x
  • Fixed ROP count on Navi 21
  • Fixed bluescreen when Windows Code Integrity enabled
  • Fixed reported memory size on some NVIDIA cards
  • Fixed default clock reading on NVIDIA Ampere when no driver installed
  • Fixed IGP detection for Renoir and Intel Xe
  • Added support for XFX new vendor ID
  • Added support for iCX on EVGA GeForce 30
  • Added support for NVIDIA GeForce RTX 3060 Ti, MX450, Quadro RTX 6000 Mobile
  • Added support for AMD Radeon Pro VII, HD 8550D (A8-6500T APU), Barco MXRT 5600
  • Added support for Intel Xe MAX Graphics, Xe Graphics, Xe Pod, Xe SG-18M Server GPU, Intel Comet Lake iGPU (Xeon W-1250, Xeon W-10855M)
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