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  1. #16
    Moderador Avatar de Winjer
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    É o problema da GDC, os streams e informação são a a pagar.
    Não é como outras conferências onde os jornalistas podem lançar tudo cá para fora imediatamente em video.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  2. #17
    Tech Membro Avatar de MAXLD
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    Vídeo de Source 2 /DOTA 2 a correr em Linux (e em Intel graphics):



    Última edição de MAXLD : 05-03-15 às 18:42

  3. #18
    O Administrador Avatar de LPC
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    Boas!
    Sem dúvida...

    O Vulkan será o sucessor espiritual do Mantle... O DX12 também o é, mas dada a natureza fechada do mesmo, não será o que o ppl quer...

    É tudo a fazer pressing para o Vulkan API...

    Cumprimentos,

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  4. #19
    Tech Membro Avatar de MAXLD
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  5. #20
    Moderador Avatar de Winjer
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    Se for assim tão bom, pode ser a coisa perfeita para roubar a coroa ao DirectX. Finalmente.
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  6. #21
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Esperemos que sim, há anos que desejamos que exista alternativa ao DX.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #22
    Moderador Avatar de Winjer
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    Verdade seja dita, já podíamos ter. Quando a MS lançou o Vista e o DX10, ficou numa posição muito má e o mercado estava mesmo a jeito para o OpenGL regressar.
    Mas como os gajos que andavam a gerir o OpenGL andavam a dormir, perderam uma oportunidade de ouro.
    Desta vez, não têm uma oportunidade tão boa, pois o DX12 está à porta. Mas se o OpenGL for realmente bom, então podemos ver uma nova era para o OpenGL.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  8. #23
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    É bem verdade, embora as coisas sejam diferentes, com todo o trabalho da AMD em volta do Mantle que agora ficou Vulkan, com todo o burburinho que está agora a cair em cima desse mesmpo Vulkan, Steam Machines a suportar o Vulkan e se o Win 10 for um fail consequentemente arrasta o DX nesse mesmo fail, temos um cenário perfeito para sobressair uma nova API e nem desculpa há, dado que as graficas actuais suportam o Vulkan.

    Só espero que não sejam cometidos os mesmos erros que se cometeram com o OpenGL.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #24
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Imagination Already Ported Vulkan API To Its PowerVR GPUs

    Last summer, the Khronos Group announced its intention to replace the current OpenGL graphics API with a next-generation API that is much leaner and gives more direct control over gaming hardware such as the CPU and the GPU.
    Some gaming developers have complained for years that while graphics APIs such as DirectX and OpenGL can standardize a variety of different CPUs and GPUs, that abstraction layer was too thick, and it significantly reduced the performance of that hardware. This is why it's game developers that have been pushing for an API like AMD's Mantle, which was then given to Khronos to modify and extend and turn it into the next-generation Vulkan API.
    Although Khronos has just announced the new Vulkan API at GDC, Imagination has already created a proof of concept driver for its PowerVR GPUs. The company has also ported one of its OpenGL ES 3.0 demos to the new API, which it showed at the event.
    As Vulkan is meant to cover all devices from embedded to desktop, it's no surprise that it should work on mobile GPUs as well. In fact, Khronos said that all hardware that supports the OpenGL ES 3.1 API right now will support Vulkan, too. In the demo, Imagination showed the following effects:

    • High-quality, physically-based shading
    • HDR (High dynamic range) rendering
    • 20 unique 2K PVRTC textures
    • 2 GiB of texture data compressed to 266 MiB using Imagination's PVRTC texture compression standard
    • 4 x MSAA (Multi-sample anti-aliasing)
    • 16 x Anisotropic texture filtering
    • Physically-correct material parameters
    • Low CPU usage, very efficient GPU usage
    • Correct specular reflections on reflective materials
    • More than 250,000 triangles
    • Post processing effects: saturation, exposure and tone mapping



    Imagination's Vulkan demo (experimental drivers)


    Even though the OpenGL ES API was created with efficiency in mind so it's suitable for the mobile environment, the Vulkan API still manages to go beyond that with a much higher CPU efficiency due to the lower overhead and the more direct access to the hardware. Such a leaner API can lead to higher performance in games and drivers that are less complex and easier to write and update than ever before.
    Imagination said that higher-level management of the GPU will now have to be performed in the application itself, rather than in the driver, which could be extra work for developers. However, this could be offset by the fact that developers don't have to work around the driver anymore, either. They can tell the GPU exactly what they want it to do. If that application uses an engine to do the rendering, the management will be done by that engine anyway, so most developers can get the Vulkan speed-up virtually for free, with no extra work.
    Along with the free performance gain, Vulkan will also give games more consistent performance, which isn't possible right now because different GPU hardware can respond differently to certain GPU commands in OpenGL.
    The Vulkan API, unlike OpenGL ES, is much more parallel as well, and it can do work in multiple threads more easily. Rendering commands can now be created on all of a CPU's cores, which can be useful to games that need to recreate their render commands often (games such as Minecraft).

    Vulkan also has a much more intuitive and transparent design, which gives developers more control over their own applications.

    “Vulkan gives you the advantage of knowing exactly the state that you are setting. Take for example the glActiveTexture() function in OpenGL ES: it is not obvious whether this function will change the state globally for all shaders or maybe change the state just for the current shader program.
    In Vulkan, this is explicitly defined: you know that when you bind your resources, it is changing the state for the bound command buffer because that is the first parameter to the function."
    In OpenGL ES, the memory allocation process is a black box. In Vulkan, the application knows how much and what type of memory it is using. This type of control can help to further optimize resource-heavy applications.
    Khronos promised to release the full Vulkan specs later this year and have hardware supporting the new API soon after that. Imagination also said that it will continue to work on porting the Vulkan API to its PowerVR GPUs and release example source code in the near future.
    Noticia:
    http://www.tomshardware.com/news/ima...pus,28701.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #25
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    AMD: Vulkan absorbed “best and brightest” parts of Mantle

    Early this week Advanced Micro Devices advised game developers to use Khronos Group’s Vulkan and Microsoft Corp.’s DirectX 12 application programming interfaces instead of its own Mantle API. Later on, the chip developer made further clarification: Vulkan has absorbed the key features of Mantle, but it is not proprietary. While this explains why AMD praises Vulcan, unfortunately, this does not reveal the fate of Mantle.
    ATI Technologies and then Advanced Micro Devices have always relied on open-standard technologies as major enablers for their hardware. Unlike Intel Corp. and Nvidia Corp., neither ATI nor AMD have invested in proprietary tools, middleware or closed platforms in a bid to improve performance or sales of their products. As a result, when AMD introduced Mantle in 2013, it came as a major surprise. Nonetheless, it was a logical thing to do. Modern graphics processing units are incredibly complex and contain a lot of hidden horsepower that cannot be accessed using traditional APIs. Moreover, modern computer graphics sub-systems at large (which include GPUs, drivers, software, APIs, operating system and so on ) are not really efficient. As a result, AMD needed an API which could exploit its GCN [graphics core next] architecture and would boost performance of Radeon hardware compared to Nvidia GeForce graphics cards in select games.

    The key targets for AMD when it comes to Mantle were higher framerates, reduced rendering latency, reduced GPU power consumption, better use of multi-core CPUs, and re-pioneering new features like split-frame rendering. Many of those targets have been achieved. A number of games that use Mantle give advantages to AMD Radeon graphics adapters.
    However, a proprietary API costs money to develop and maintain. If there is an open-standard cross-platform API that can provide AMD the same advantages as Mantle, then the latter is simply not something that money-starving AMD should invest in. Apparently, AMD worked closely with Khronos and many parts of Mantle became parts of Vulkan.

    “The cross-vendor Khronos Group has chosen the best and brightest parts of Mantle to serve as the foundation for Vulkan,” said Robert Hallock, the head of global technical marketing at AMD.
    The Vulkan is a new low-overhead/high-throughput API that provides access to graphics and compute on modern graphics processing units used in various devices. Just like AMD Mantle, the open-source Vulkan API will enable explicit GPU control, will minimize driver overhead and will enable efficient CPU multi-threading. Since Vulkan will eventually be found on virtually all types of hardware, it makes a great sense for AMD to focus on this API.
    “Vulkan paves the way for a renaissance in cross-platform and cross-vendor PC games with exceptional performance, image quality and features,” stressed Mr. Hallock.

    Officially, AMD does not want to proclaim Mantle dead. However, it looks like from now on Mantle will become an API for select game developers that collaborate with AMD and want to use exclusive capabilities of Radeon hardware before it gets supported by Vulkan, OpenGL or DirectX. In short, future versions of Mantle will become even more proprietary than the current iteration because it will not be available for all.
    Discuss on our Facebook page, HERE.
    Penso que foi o melhor que podia ter acontecido ao Mantle, ser tornado numa API standard com outro nome sem estar associada a um unico fabricante, isto quando são coonhecidas todas as vantagens do Mantle.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #26
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Rightware Launches Basemark ES 3.1, World's First OpenGL ES 3.1 Benchmark


    As more and more devices support the OpenGL ES 3.1 graphics feature set, there needs to be a benchmark to test these devices and see how well they do with OpenGL ES 3.1 games that take advantage of all the new features. Today, RightWare, the company behind the Basemark ES benchmark, released its newest version, which is also the only benchmark tool available on the market to test the new OpenGL ES 3.1 features -- Basemark ES 3.1.
    The new OpenGL ES 3.1 graphics API set includes features such as:

    • Deferred lighting with alpha blending
    • Water physics simulation using compute shaders
    • Screen space ambient occlusion using compute shaders
    • Indirect rendering
    • Particle effects
    • Parallax mapping and normal mapping
    • Multi-pass water reflections
    • Cube map reflections
    • Compressed textures with ETC2
    • Depth of field
    • Bloom shading
    • Multi-sample anti-aliasing
    The new Basemark ES 3.1 allows reviewers and hardware manufacturers to test precisely against some of these graphics features to see where a GPU or CPU struggles the most.
    At Tom's Hardware, we use multiple benchmark tools to test devices. We tested the Nexus 9 and the Shield Tablet to see how Basemark ES 3.1 does against other benchmark tools that only support the OpenGL ES 3.0 graphics API set such as GFXBench 3.0 and Basemark X, Rightware's cross-platform benchmarking tool.
    As we can see, without the OpenGL ES 3.1 effects applied (orange), the benchmark tool scores roughly the same as the other OpenGL ES 3.0-based tools. With the effects applied, the test is roughly three times more graphically intensive, which results in 3 times fewer frames per second and even 5-6 times fewer frame rates compared to some of the original OpenGL ES 3.0 tests, such as GFXBench's Manhattan test.
    We also noticed that some features have a bigger impact than others. The above results show the impact of lighting, compute, instancing and post-processing. The scores are set as percentages, with 100 percent representing no impact on performance when the effect is enabled compared to having the effect disabled.

    The bigger the score for each feature, the smaller the impact. As you can see in the graph, the lighting effect is the one that impacts performance the most, among the four features, for Nvidia's Shield Tablet and for the Nexus 9 (both using essentially the same Kepler GPU from Nvidia). Instancing, on the other hand, has the smallest impact.
    Rightware's Basemark ES 3.1 will be available as three different versions: Free, Pro and Corporate. The first two can be installed by anyone from the Play Store, while the third will be available only for interested companies.



    Noticia:
    http://www.tomshardware.com/news/rig...ark,28710.html


    Para não estar a abrir um topico aproveitei este dado que isto foi lançado juntamente com o Vulkan e assim fica aqui a informação deste benchmark
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #27
    Moderador Avatar de Winjer
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    Next-generation Vulkan API could be Valve’s killer advantage in battling Microsoft

    Last week, we covered the announcement of the Khronos Group’s Vulkan API, as well as information on how AMD’s Mantle formed the fundamental basis of the new standard. Now that some additional information on Vulkan has become available, it seems likely that this new API will form the basis of Valve’s SteamOS push, while Direct3D 12 remains the default option for Microsoft’s PC and Xbox gaming initiatives. At first glance, this doesn’t seem much different from the current status quo. But there are reasons to think that Vulkan and D3D12 do more than hit reset on the long-standing OpenGL vs. D3D battles of yesteryear.One critical distinction between the old API battles and the current situation is that no one seems to be arguing that either Vulkan or Direct3D have any critical, API-specific advantage that the other lacks. All of the features that AMD first debuted with Mantle are baked into Vulkan, and if Direct3D 12 offers any must-have capabilities, Microsoft has yet to say so. The big questions in play here have less to do with which API you feel is technically superior, and what you think the future of computer gaming should look like.

    For more than a decade, at least on the PC side, the answer to that question has been simple: It looks like Direct3D. OpenGL support may never have technically gone away, but the overwhelming majority of games for PC have shipped with Direct3D by default, and OpenGL implemented either as a secondary option or not at all. Valve’s SteamOS may have arrived with a great sound and fury before fading away into Valve Time– but developers ExtremeTech spoke to say that Valve has been very active behind the scenes. A recent report at Ars Technica on the state of Linux gaming underscores this point, noting that Valve’s steady commitment to offering a Linux distro has increased the size of the market and driven interest in Linux as a gaming alternative.

    Valve, moreover, doesn’t need to push SteamOS to encourage developers to use Vulkan. At the unveil last week, Valve was already showing off DOTA 2 running on Vulkan, as shown below.

    If the Source 2 engine treats Vulkan as a preferred API, or if Valve simply encourages devs to adopt it over D3D for Steam titles, it can drive API adoption without requiring developers to simultaneously support a new operating system — while simultaneously making it much easier to port to a new OS if it decides to go that route.
    It’s funny, in a way, to look back at how far we’ve come. Steam OS was reportedly born out of Gabe Newell’s anger and frustration with Microsoft Windows. Back in 2012, Newell told VentureBeat, “I think that Windows 8 is kind of a catastrophe for everybody in the PC space. I think that we’re going to lose some of the top-tier PC [original equipment manufacturers].” Valve’s decision to develop its own operating system was likely driven at least in part by the specter of the Windows Store, which had the power (in theory) to steal Steam’s users and slash its market share. In reality, of course this didn’t happen — but then, SteamOS remains more a phantom and less a shipping product. As the market turns towards Windows 10, Valve continues to have an arguably stronger hold than Microsoft over PC gaming.

    One could argue, though, that Microsoft’s failure to capitalize on the Windows Store or to move PC gamers to Windows 8 merely gave Valve an extended window to get its own OS and API implementations right. Windows 10 represents the real battleground, and a fresh potential opportunity for MS to disrupt Valve’s domination of PC game distribution. If you’re Valve — and keep in mind that Steam is a staggering revenue generator for the company, given that Valve gets a cut of every game sold — then a rejuvenated Windows store, with a new API and an OS handed away for free, is a potential threat.
    If this seems far-fetched, consider the chain of logic. Valve knows that gaming is a key revenue source in both iOS and Android and that Microsoft, which plans to give away its Windows 10 for free to millions of qualifying customers, is going to be looking for ways to replace that revenue. The Windows Store is the most obvious choice, which also dovetails with Microsoft’s plans to unify PC and Xbox gaming as well as Windows product development. If you’re Valve, the Windows Store is still a threat.
    Valve can’t force gamers to adopt SteamOS en masse, but it can at least hedge its bets by encouraging developers to optimize for an API besides Direct3D. Using Vulkan should made cross-platform games easier to develop, which in turn encourages the creation of Linux and OS X versions. The more games are supported under alternative operating systems, the easier it is (in theory) to migrate users towards those OSes, and the bigger the backstop against Direct3D and Microsoft. SteamOS might be a minor project now, but the Steam platform, as a whole, is a juggernaut. Valve’s efforts to create an API specifically for Intel platforms using Vulkan under Steam OS is an example of how it could boost development for its own platform and improve performance across third-party GPUs.
    Since Direct3D 12 and Vulkan reportedly perform many of the same tasks and allow for the same types of fine-grained control, which we see adopted more widely may come down to programmer familiarity and the degree to which a developer is dependent on either Microsoft’s good graces or Valve’s. The end results for consumers should still be vastly improved multi-threading, better power consumption, and superior multi-GPU support. But the Vulkan-versus-D3D12 question could easily become a war for the future of PC gaming and its associated revenues depending on whether Valve and Microsoft make nice or not.
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  13. #28
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Esperemos que assim seja, espero que o Vulkan traga enormes mudanças no PC gaming.
    Não existindo desvantagem do Vulkan para o DX 12 em termos de performance e sendo esta uma API suportada por SOs gratuitos, pode ser que o panorama comece a ser favorável aos gamers.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  14. #29
    Tech Membro Avatar de MAXLD
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    PDF / slides da GDC 15:

    - https://www.khronos.org/assets/uploa...-GDC_Mar15.pdf


    Frostbite will transition our Mantle renderer to Vulkan
    EA/Frostbite a suportar Vulkan, depois usado também por nVidias, é um passo do bufo VS DX12!


  15. #30
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Espero bem que a nVidia apoie o Vulkan da mesma forma que faz com o DX 12.
    Todos a apoiar o Vulkan é passo enorme.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

 

 
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