Registar

User Tag List

Likes Likes:  0
Página 4 de 6 PrimeiroPrimeiro ... 23456 ÚltimoÚltimo
Resultados 46 a 60 de 86
  1. #46
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Carmack: Vulkan Gets Impressive Improvements With Native Code

    John Carmack barely needs an introduction to gamers. After co-founding id Software, he was the lead programmer of incredibly influential games like Wolfenstein 3D, Doom, Quake and most recently Rage.
    Since August 2013, Carmack has left id Software in order to become the new CTO (Chief Technology Officer) of Oculus VR. He’s still coding in his new position, though, and yesterday he posted an interesting tweet about Vulkan, mentioning “impressive improvements” on early Vulkan drivers while running native code.
    He also added that it will be a “big win” once Vulkan gets proper support from popular engines such as Unity 5 and Unreal Engine 4.
    Vulkan, for those few readers who might not be familiar with it, is the low overhead cross-platform graphics & compute API being developed by Khronos Group. It’s the successor of OpenGL and earlier in development it was referred to as glNext; it was built upon AMD’s Mantle, the first low overhead API that opened the way to D3D12 and Vulkan.
    Advertisements


    Last month, Khronos announced that Vulkan 1.0 was almost complete and it would be released in early 2016, with a slight delay over the previous schedule.
    As mentioned just above, Vulkan was based on AMD’s Mantle and AMD will share insights about the first wave of Vulkan & DX12 titles during a GDC 2016 session, so we’ll learn a bit more about the API. That said, NVIDIA is also very keen on supporting the new API by Khronos Group and just a couple of days ago, they hosted a Vulkan Developers Day at their headquarters in Silicon Valley. According to the blog post, NVIDIA will work hard to further improve the API alongside Khronos.
    Going forward, NVIDIA will be working hard within Khronos to ensure Vulkan evolves to meet industry needs.
    The developers day brought key engineers from NVIDIA’s development partners together with NVIDIA driver experts.
    In the morning, NVIDIA engineers gave a series of lectures about the best ways to use Vulkan with NVIDIA hardware. Valve’s John McDonald also spoke about High Performance Vulkan Programming.
    In the afternoon, developers participated in workshop sessions, and NVIDIA developer technology engineers were on hand to give individual advice to developers.
    The sessions were recorded, but they won’t be publicly available until the official release of Vulkan.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  2. #47
    Tech Membro Avatar de MAXLD
    Registo
    Mar 2013
    Local
    C.Branco
    Posts
    2,326
    Likes (Dados)
    0
    Likes (Recebidos)
    0
    Avaliação
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    E cá está ele finalmente em força.


    Vulkan 1.0 Specification Released: Drivers & Games Inbound
    ...

    Now 18 months after the initiative began, today Khronos is announcing that the Vulkan 1.0 specification has been released, and that the consortium and its members intend to hit the ground running. Along with the release of the specification itself, today will also mark the launch of document, drivers, SDKs, conformance tests, and even beta software support. Khronos has never had a hard API launch before – previous procedures were to release the specification and then let members trickle in with drivers and applications – so this marks a major occasion not just for graphics APIs, but for Khronos as an organization going forward.

    ...

    We’ll start things off with the Vulkan API itself. Since Khronos’s last major press update almost a year ago in March of 2015, not a great deal has changed on the technical side from a high level. After being gifted Mantle 1.0 from AMD – an action that significantly sped up the development process and bypassed the need to figure out some fundamental questions about how the API should be designed – the consortium went about adapting Mantle to serve as a wider, more generic API suitable for hardware from multiple vendors across multiple OSes.

    The end result is that Vulkan has its roots firmly in Mantle, through Khronos has worked to make it very clear that multiple vendors are responsible for contributing IP that ultimately went into Vulkan. And while the specific low-level details of the API are beyond the scope of this article, I do know that the shader resource binding system is significantly different from Mantle, and that’s not the only system that was updated or overhauled during Vulkan’s development.

    As for the API itself, Khronos’s goals are unchanged. Vulkan will be the low-level, low overhead successor to OpenGL, as low-level APIs have become increasingly important over the past few years. By implementing such a model, Vulkan gains abilities that OpenGL never could, not the least of which is the ability for multiple threads/cores to dispatch graphics work, a scenario that maps far better to modern multi-core CPUs. This also gives Khronos’s now flagship graphics API the chance to promote compute to a first class citizen within the graphics API, introducing support for separated graphics and compute queues (think: async shading). And though we’re still some time off from widescale adoption, Khronos will also be setting up Vulkan as their preferred API for virtual reality, as the lower overhead from the API (and lack of mandatory state validation and error handling) will cut down on API latency as compared to OpenGL.

    Overall, Vulkan has also given Khronos the chance to start anew and to throw out 25 years of OpenGL history, something that some sections of the development community have been clamoring for since the middle of the last decade.



    Drivers & Software
    Keeping with their goals for a hard launch for Vulkan, Khronos’s members will be hitting the ground running on the driver front. The all-important Vulkan conformance test is already complete, and 30 drivers have passed testing. In turn, some of those drivers will be getting released today for developers and end-users to experiment with right away.

    At this point Khronos has confirmed that Android drivers from NVIDIA and Qualcomm have passed conformance testing, as have Linux drivers from Imagination, Intel, and NVIDIA. Finally, on the Windows side, so far only NVIDIA has passed conformance testing. ARM for their part has a Linux driver under review, and while we asked AMD about a Windows driver for today’s launch, they weren’t able to get back to us by press time. However in a separate pre-written press release that will be going out at the same time as this article, they say that “With this transition to public availability of the Vulkan 1.0 API specifications, AMD will be releasing a beta version of our Vulkan™ API-enabled Radeon™ Software driver,” so if not today then I’d expect to see one soon.

    On the hardware side of matters, there’s still some ambiguity in the mobile space about what specific GPUs will support Vulkan, in part due to the fact that it’s Google defining the feature sets. Imagination, Qualcomm, ARM, and NVIDIA have all publicly committed to supporting Vulkan, so the question is how they will handle older architectures. Qualcomm is just launching their new Adreno 5xx series, whereas ARM Mali “Midgard” and Imagination PowerVR “Rogue” continue to be each respective firm’s leading GPU architecture. Finally NVIDIA for their part has already confirmed that Kepler and newer will get Vulkan support.

    For NVIDIA that will extend to the desktop as well. So although Fermi is still slated to get DirectX 12 support (and this is something we’re looking into separately), only GPUs starting with Kepler will get Vulkan. AMD for their part has been advertising Vulkan support for their entire range of Graphics Core Next for some time, and at this point that would encompass all of their non-legacy GPUs. Finally for Intel, Valve has previously developed a Vulkan driver for Haswell, but it’s still not yet confirmed whether Haswell and Broadwell (Gen 8 and Gen 8.5) will get official Vulkan support.

    Also being released today alongside Vulkan drivers will be Vulkan software as well. Croteam has previously announced that they have been developing a Vulkan rendering path for their puzzle-em-up game The Talos Principle, and Khronos tells us that a version of the game with beta Vulkan support will be released today, giving everyone something to test Vulkan against. Croteam does note however that the Vulkan rendering path should be considered a proof of concept demonstration to showcase that Vulkan words, and indeed The Talos Principle is not a game known for pushing a lot of draw calls or using rendering techniques that would greatly benefit from Vulkan’s most potent abilities.

    Meanwhile though we haven’t heard of confirmed release dates, there have been several Vulkan demos showcased over the last year from hardware and benchmark developers alike, including Intel, Valve, Basemark, and Kishonti. So The Talos Principle may not be the only Vulkan software release today.
    in http://www.anandtech.com/show/10035/vulkan-10-released

    "Let the games begin!"

  3. #48
    O Administrador Avatar de LPC
    Registo
    Mar 2013
    Local
    Multiverso
    Posts
    17,813
    Likes (Dados)
    74
    Likes (Recebidos)
    154
    Avaliação
    31 (100%)
    Mentioned
    31 Post(s)
    Tagged
    0 Thread(s)
    Boas!
    Vamos então ver o que começa a sair para o Vulkan e DX12...

    Já deveriamos ter alguma coisa cá fora por esta altura... Mas ainda nada...

    Cumprimentos,

    LPC
    My Specs: .....
    CPU: AMD Ryzen 7 5800X3D :-: Board: MSI B550M BAZOOKA :-: RAM: 64 GB DDR4 Kingston Fury Renegade 3600 Mhz CL16 :-: Storage: Kingston NV2 NVMe 2 TB + Kingston NV2 NVMe 1 TB
    CPU Cooling Solution: ThermalRight Frost Commander 140 Black + ThermalRight TL-C12B-S 12CM PWM + ThermalRight TL-C14C-S 14CM PWM :-: PSU: Corsair HX 1200 WATTS
    Case: NZXT H6 FLOW :-: Internal Cooling: 4x ThermalRight TL-C12B-S 12CM PWM + 4x ThermalRight TL-C14C-S 14CM PWM
    GPU: SAPPHIRE
    NITRO+ AMD RADEON RX 7800 XT - 16 GB :-: Monitor: BenQ EW3270U 4K HDR


  4. #49
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    NVIDIA Launches Special Vulkan Drivers For GeForce Graphics Cards – Kepler and Maxwell Fully Supported on Windows / Linux

    NVIDIA has announced full support for the Vulkan 1.0 API which has just been released by Khronos Group. The next generation API aims to deliver a better programming interface that allows more access to the hardware available on various platforms which include PCs, Smartphones and Consoles. After facing a short delay, the fully open source, cross platform, Vulkan API is now available with latest drivers pouring in from graphics card makers to support the OpenGL’s successor.









    NVIDIA’s Special Vulkan Drivers For GeForce Graphics Cards Offers Full Support For Next Generation API

    The Vulkan API is the successor to the OpenGL API and a rival to the Metal API from Apple and DirectX 12 API from Microsoft. The Vulkan API pushes for reduced API overhead and optimized multi-core and multi-threaded performance on current and upcoming hardware. The API is going to be the direct competitor to Microsoft’s DirectX 12 API which is also going to see wide-scale usage in 2016. While DirectX 12 is limited to Microsoft’s Windows OS, Vulkan API has the edge of having cross platform and cross vendor support.
    Vulkan on the other hand can work on multiple OS which range from Windows (XP/Vista/7/8/8.1/10), Linux, SteamOS, Android. Also unlike Mantle, Vulkan will be able to run multiple GPUs from various vendors allowing a more wider support than any previous API. Another leverage over previous APIs is that Vulkan adopts the first open standard cross-API intermediate language for parallel compute and graphics known as SPIR-V, allowing developers to write programs for Vulkan in their own choice of programming language.
    “The Vulkan API enables developers to get the best from NVIDIA GPUs, and we are proud of our role in its development,” says Tony Tamasi, senior vice president of content and technology, NVIDIA. “We are making Vulkan drivers available for Windows, Linux, and Android platforms, on the same day as the specification launch, and we’ll continue our work within Khronos to ensure Vulkan evolves to meet industry needs.”
    NVIDIA had previously announced full support for the Vulkan API and today they have launched their latest drivers for Windows and Linux OS which adds support for the API on Kepler and Maxwell based GeForce cards so that users can have support for latest and upcoming titles that utilize the new API from the start. One such title is The Talos Principle which utilizes the Vulkan API and showcases the performance enhancement added through it. You can check out the game on Steam.




    Vulkan, a new graphics application programming interface, launched today. With a simpler, thinner driver, and efficient CPU multi-threading capabilities, Vulkan has less latency and overhead than OpenGL or Direct3D, and can help your system reach new levels of performance. In simpler terms, Vulkan can help developers avoid CPU bottlenecks that limit performance, and can improve performance elsewhere, too.
    If you’re a GeForce GTX gamer, simply download this special Vulkan driver and you can try the new API today in The Talos Principle, a critically-acclaimed puzzle game that’s been upgraded with Vulkan support. via GeForce

    Advertisements

    The latest drivers for NVIDIA graphics cards are now available. Windows driver version 356.39 and Linux driver version 355.00.26 provide support for the Vulkan 1.0 API. It should be noted that the drivers published by Intel, NVIDIA and Qualcomm have passed the conformance tests for Windows and Linux while the BETA drivers that AMD launched haven’t passed the tests. You can find additional details in the following post by NVIDIA:

    Vulkan Beta Driver Release Notes:

    You will need any one of the following Kepler or Maxwell (both first and second generation Maxwell) based GPUs to get access to Vulkan functionality:

    • Quadro Series: Quadro M6000, Quadro M5000, Quadro M4000, Quadro K6000, Quadro K5200, Quadro K5000, Quadro K4000, Quadro K4200, Quadro K2200, Quadro K2000, Quadro K2000D, Quadro K1200, Quadro K620, Quadro K420
    • Quadro Series (Notebooks): Quadro K5100M, Quadro K5000M, Quadro K4100M, Quadro K4000M, Quadro K3100M, Quadro K2200M, Quadro K2100M, Quadro K3000M, Quadro K2000M, Quadro K1100M, Quadro K1000M, Quadro K620M, Quadro K610M, Quadro K510M, Quadro K500M
    • GeForce 900 Series: GeForce GTX TITAN X, GeForce GTX 980 Ti, GeForce GTX 980, GeForce GTX 970, GeForce GTX 960, GeForce GTX 950
    • GeForce 700 Series: GeForce GTX TITAN Z, GeForce GTX TITAN Black, GeForce GTX TITAN, GeForce GTX 780 Ti, GeForce GTX 780, GeForce GTX 770, GeForce GTX 760, GeForce GTX 760 Ti (OEM), GeForce GTX 750 Ti, GeForce GTX 750, GeForce GTX 745, GeForce GT 740, GeForce GT 730, GeForce GT 720, GeForce GT 710, GeForce GT 705
    • GeForce 600 Series: GeForce GTX 690, GeForce GTX 680, GeForce GTX 670, GeForce GTX 660 Ti, GeForce GTX 660, GeForce GTX 650 Ti BOOST, GeForce GTX 650 Ti, GeForce GTX 650, GeForce GTX 645, GeForce GT 645, GeForce GT 640, GeForce GT 630




    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  5. #50
    Master Business & GPU Man Avatar de Enzo
    Registo
    Jan 2015
    Local
    País Campeão Euro 2016
    Posts
    7,793
    Likes (Dados)
    0
    Likes (Recebidos)
    1
    Avaliação
    41 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Acho que vão coexistir durante um bocado. Até porque são muitas as empresas por trás dele, a apoiar, usar e desenvolver, na qual a M$ não tem controle ou impacto.
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

  6. #51
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Khronos Group Publishes Vulkan 1.0 Specification – First Benchmarks Spotted, AMD/Nvidia Pledge Support and Release Primary Drivers


    Today, the Khronos Group has released the official specifications of the Vulkan 1.0 API with the Industry leaders rallying behind with support. Based on the Mantle API, the Vulkan API promises to provide modern low-level capability across all platforms and devices. Both AMD and Nvidia have released their primary support drivers for Vulkan API. These primary support drivers are currently in their beta state but should be able to run any Vulkan based application that is released for early adopters.

    AMD and Nvidia release primary support drivers for Vulkan 1.0 at launch day

    The story of Vulkan starts with Mantle API. Mantle as we knew it, is no more. However, the API still exists and the partially developed ecosystem does as well. To put it bluntly Mantle API split into two offshoots: the Vulkan API, champion of the open world and Mantle API as it is now, a relatively proprietary system that AMD will use inhouse and will only appear in select use cases (eg: LiquidVR). Vulkan aims to be bigger and better than what it once was. It is the only low level API that supports every single platform in existence. As such, a lot is riding on it and interest from key players is quite high. Google also plans to deploy and promote it as the API of choice of next generation Android games.

    Vulkan is a unified specification that minimizes driver overhead and enables multi-threaded GPU command preparation for optimal graphics and compute performance on diverse mobile, desktop, console and embedded platforms. Vulkan also provides the direct GPU control demanded by sophisticated game engines, middleware and applications with the cross vendor performance and functional portability resulting from simpler, more predictable drivers. The layered design of Vulkan enables multiple IHVs to plug into a common, extensible architecture for code validation, debugging and profiling during development without impacting performance.
    Vulkan API was designed from the ground up, to not only provide to the metal access to the GPU but also keep all the mainstreams platforms in mind. Since it’s based on Mantle, and is redesigned from scratch, the documentation should be pretty clean at this point. Another big advantage over OpenGL that it possesses is a multi-core friendly architecture. Where OpenGL didn’t allow generation of graphic commands in parallel to command execution, Vulkan happily allows multiple command buffers in parallel. Basically, in CPU with 8 threads, previously what happened was a sort of haphazard attempt at queuing with little to no dispersion over the threads.
    AMD Beta Driver Download:

    Vulkan API 1.0 Beta Radeon Drivers Download Here
    AMD Vulkan Demo Video:




    Advertisements

    Gabe Nevell, Valve, on Vulkan API:

    “We are extremely pleased at the industry’s rapid execution on the Vulkan API initiative. Due to Vulkan’s cross platform availability, high performance and healthy open source ecosystem, we expect to see rapid uptake by software developers, far exceeding the adoption of similar APIs which are limited to specific operating systems,” said Gabe Newell, co-founder and managing director, Valve.
    Raja Koduri, AMD, on Vulkan API:

    “The release of the Vulkan™ 1.0 specification is a huge step forward for developers. The Vulkan API, which was derived from Mantle, will bring the benefits of low-overhead high-performance Graphics API to the benefit of cross-platform and cross-vendor targeted applications,” said Raja Koduri, senior vice president and chief architect, Radeon Technologies Group, AMD. “The promotion of open and scalable technologies continues to be the focus at AMD, as a pioneer in the low-overhead API space. As a member of the Khronos Group, AMD is proud to collaborate with hardware and software industry leaders to develop the Vulkan API to ignite the next evolution in PC game development.”
    Tony Tamasi, Nvidia, on Vulkan API:

    “The Vulkan API enables developers to get the best from NVIDIA GPUs, and we are proud of our role in its development,” says Tony Tamasi, senior vice president of content and technology, NVIDIA. “We are making Vulkan drivers available for Windows, Linux, and Android platforms, on the same day as the specification launch, and we’ll continue our work within Khronos to ensure Vulkan evolves to meet industry needs.”
    February 16th 2016 – San Francisco – The Khronos Group, an open consortium of leading hardware and software companies, announces the immediate availability of the Vulkan™ 1.0 royalty-free, open standard API specification. Vulkan provides high-efficiency, cross-platform access to graphics and compute on modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. This ground-up design, complementing the OpenGL® and OpenGL ES™ 3D APIs, provides applications direct control over GPU acceleration for maximized performance and predictability with minimized CPU overhead and efficient multi-threaded performance. Multiple Vulkan 1.0 hardware drivers and SDKs are available immediately for developers to begin creating Vulkan applications and engines. More information on Vulkan is available at https://www.khronos.org/vulkan/.
    Update: First Benchmark Spotted

    It looks like the folks over at Computerbase.de have already done some testing using the new beta drivers and the Vulkan API. According to their results, the Vulkan API is slightly behind the DX11 API. I would urge readers to treat this one with caution since we have no way of verifying these results right now. We are going to be doing our own testing and report back as soon as possible.




    Noticia:
    http://wccftech.com/vulkan-1-api-specification-amd-nvidia-drivers/#ixzz40PdsJFwb


    Primeiros testes e o salto face ao OpenGL é significativo, mas relativamente ao DX 11 ainda fica atrás...











    Radeon GPUs are ready for the Vulkan graphics API



    Radeon GPUs are ready for the Vulkan graphics API
    Today is an exciting day for PC gaming enthusiasts: the Khronos Group has announced immediate public release of the open standard Vulkan™ 1.0 graphics API! To mark the occasion, we’ve posted a Radeon Software beta for Vulkan. This graphics driver is primarily intended to enable a wider audience of game developers to work with Vulkan on Radeon™ graphics.
    Full Details about Vulcan Graphics API And AMD Radeon GPUs can be found HERE.
    AMD Radeon Software Beta for Vulkan and release notes
    This article provides information on the latest posting of the AMD Radeon™ Software Beta for Vulkan™
    Package Contents
    The AMD Radeon™ Software Beta for Vulkan™ contains the following:
    •AMD Radeon™ Software Beta for Vulkan™ Version 16.15.1009
    NOTE: This driver is not intended for use on AMD products running in Apple Boot Camp platforms. Users of these platforms should contact their system manufacturer for driver support.
    When installing the AMD Radeon™ Software Beta for Vulkan™ on the Windows® operating system, the user must be logged on as Administrator, or have Administrator rights to complete the installation of the AMD Radeon™ Software Beta for Vulkan™.
    The AMD Radeon™ Software Beta for Vulkan™ requires Windows 7 Service Pack 1 to be installed.
    AMD Radeon™ Software Beta for Vulkan™ is designed to support the following Microsoft® Windows® platforms:
    •Windows® 10 (32 & 64-bit version)
    •Windows 8.1 (32 & 64-bit version)
    •Windows 7 (32 & 64-bit version with SP1 or higher)
    Important Notes
    •This product is based on a published Khronos specification but has not yet passed the Khronos Conformance Test Process. A fully conformant implementation of the Vulkan API will be included in a forthcoming Radeon Software release.
    •This driver is intended as beta level support for use solely with Vulkan applications and as such some Radeon Software functionality has been removed. This is including and not limited to support for other Graphics APIs, Radeon Settings and other Radeon Software driver features.
    Known Issues
    •Some AMD PowerXpress™ systems may experience instability
    • Windows re-sizing in some applications may cause an application crash
    • HDMI and DP to DVI adapters on Windows 7 may intermittently cause display issues
    The AMD Radeon™ Software Beta for Vulkan™ can be downloaded from the following link:
    AMD Radeon Software Vulkan Beta Driver for Windows® 10, Windows 8.1 & Windows 7 32 & 64-bit
    Noticia:
    http://www.hardwareheaven.com/2016/02/radeon-gpus-are-ready-for-the-vulkan-graphics-api/













    Vulkan 1.0 Graphics API Brings Cross-Platform Performance Boost; Intel, AMD, Nvidia Contribute


    After 18 months of hard work, the Khronos group is finally launching Vulkan 1.0, its answer to the demand for a low-overhead open-source graphics API.

    Vulkan is the answer from the Khronos Group to the demand for a low-overhead graphics API. Eighteen months ago, the Khronos Group got to work on its new graphics API, Vulkan, and after some legal delays, the group is launching Vulkan 1.0.
    This is a little different from the Khronos Group's past launches, however, in that this time around there will be more than a specification PDF available – there are drivers, support documentation and a free SDK, and there is even a game that you can download with a Vulkan backend.
    There is a multitude of companies comprising the Khronos Group, and those in the working group for Vulkan include not only AMD, Nvidia, and Intel, but game engine makers and even Oculus VR.
    What Is Vulkan?

    In order to achieve the aforementioned low overhead, the API operates at a lower level, leaving much of the work done by past APIs to the developers – allowing the developers themselves to manage the graphics hardware more closely. This makes the API more difficult to use, but it enables higher performance than before.
    Unlike DirectX 12, Vulkan is completely open-source and royalty-free. Anyone who wants to use the code or adjust the code to fit their personal needs is free to do so, be that for private or commercial purposes.
    But It’s Not For Everyone?

    Correct. Because various components of the hardware management are left over to the application developers, the language is more difficult to work with. Although it does have its benefits, using it would increase development cost and require a higher skill level. For that reason, Vulkan does not serve as a replacement for OpenGL. Instead, they are meant to exist in parallel.
    There are a handful of situations where Vulkan becomes a valuable recourse, but naturally it isn’t the obvious choice for every application. There are three main situations in which Vulkan may be worth the additional development costs: When an application is suffering from a CPU bottleneck, when you need the maximum performance you can get, and when you need the smoothest experience possible.
    The reason why Vulkan is able to provide a smoother experience than OpenGL or other high-level APIs is simple: When memory management is left to the API, the application developer has no idea how the data is managed. This can lead to unpredictable scenarios, such as the memory management suddenly deciding to re-arrange everything when the application introduces a new piece of data. The user will experience a stutter when this happens.

    Of course, in traditional gaming, a brief stutter is just a stutter -- it’s not the end of the world. However, in VR, stuttering can break presence, ruining the immersion and perhaps even making you nauseous. High-demand applications like VR is where Vulkan will show its benefits most clearly.
    Additionally, Vulkan is actually able to handle multiple CPU threads effectively, which can resolve the CPU bottlenecks from which many OpenGL applications.
    In gaming, the folks that are in direct contact with Vulkan are the creators of the game engine -- developers working on the content do not necessarily need to understand how Vulkan works and how to use it.
    Will There Be Vulkan Mobile Too?

    DirectX 12 is Microsoft’s graphics API, and it works only on Windows 10. Metal is an API made by Apple, and although it is also a low-overhead API, it works only on Apple devices. Vulkan, by contrast, works on many platforms. You can use in on operating systems as old as Windows XP on up to Windows 10, pretty much any Linux distro including SteamOS, and Android. Interestingly enough, Apple has opted not to integrate support for Vulkan into its devices -- although it is free to do so, so a day may come when Apple devices do have Vulkan support.

    In the days of OpenGL, we had OpenGL for desktops, OpenGL ES for embedded systems, and OpenGL SC for safety critical applications. That’s still the case, but for Vulkan it works differently. Rather than different versions of Vulkan for desktop, embedded systems and mobile, there are pre-set features that are enabled on each platform. Platform owners themselves can also decide to deviate from these feature sets and define their own, implementing simpler or more lavish feature sets. With a simpler set, however, they risk compatibility with applications that require certain features.
    It's A Juicy Launch, This One

    As I mentioned above, where the launch of Vulkan 1.0 differs from the launch of most other APIs, is that the API is launching with plenty of resources available. On day one -- today, right now -- both AMD, Intel and Nvidia have published graphics drivers that integrate Vulkan support. Qualcomm is also working on support for Android 6.0, and there are drivers coming from ARM with Linux support, as well.
    Additionally, Valve funded the development of a Vulkan-based SDK from LunarG (which is available, you guessed it, for free), there are heaps of reference materials, code samples, validators, conformance tests, and more. Another Android SDK will be available soon, too.

    For that, any moment now, the game Talos Principle will have an update pushed through Steam. If the game then detects that you’re running a Vulkan-enabled graphics driver, it will give you the option of enabling the Vulkan backend.
    Where Is Vulkan Headed?

    All of the obvious places. As we speak, the various game developers are working on creating engines with Vulkan support, and in due time we will be seeing more games with it. It isn’t only gaming, though. Vulkan will also play a big role in scientific super-computing, self-driving cars, medicine, robotics and more.

    Remember, OpenGL is an API that has been around for 25 years now, and during that time it has evolved tremendously. The same is likely to happen with Vulkan, too.
    Noticia:
    http://www.tomshardware.com/news/khronos-group-vulkan-1-api,31207.html








    Intel Open Source Graphics Drivers Now Support Vulkan


    Today I am proud to share that Intel is among a select group of leading graphics platform suppliers with Vulkan* 1.0 drivers certified by the Khronos Group Consortium. Vulkan is the new generation of completely open standard APIs offering high-efficiency access to graphics and compute on modern GPUs. The Vulkan APIs were defined through collaboration among a wide range of graphics experts, including Intel. This new design provides the direct access to GPU acceleration that application developers have long demanded, and allows them fine-grain control to maximize performance and provide uniform user experience across different GPUs and operating environments.

    Noticia:
    http://www.hardocp.com/news/2016/02/...n#.VsQ95eZv4vc



    Mais alguns linkks sobre o lançamento do Vulkan:

    http://www.techspot.com/news/63831-s...ts-change.html

    http://www.pcper.com/reviews/Graphic...an-Hard-Launch


    Última edição de Jorge-Vieira : 17-02-16 às 09:41
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #52
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Nvidia signs up to Vulkan



    Shield will live long and prosper

    Nvidia has announced a development version of Android 6.0 Marshmallow for the Shield platform along with support for Windows and Linux.

    This means that Shield Android TV, Shield K1 and Shield tablet developers will be able to use Vulkan and Linux and Windows.
    Nvidia will be rolling out support for the Vulkan API in subsequent versions of Android 6.0 Marshmallow, and these builds of the software are reported to be undergoing final testing and should be available soon.
    The move puts Nvidia ahead on Vulkan adoption. Qualcomm is working on Vulkan drivers for the Adreno 400-range and the 530 and Google is adding Vulkan support to Android, although this has not been announced.
    Nvidia wants developers to use its Shield gear as development devices. Already its gear with Vulkan drivers was used as part of Occulus AI development to cut down on CPU time.
    Compared with OpenGL, Vulkan makes better use of multi-core processing by allowing developers to better control their applications. It does this through allowing deeper control of the hardware, giving developers the opportunity to creating and managing multiple threads on both CPU and GPU cores.
    It could potentially show significant performance benefits when software is restricted by the CPU and the hardware has idle GPU cores. The technology streamlines and accelerate memory access, which is important for applications where a lot of memory is consumed by the graphics.
    Noticia:
    http://www.fudzilla.com/news/graphic...s-up-to-vulkan



    Mais um empurrão para o Vulkan andar para a frente.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #53
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    LinuxGameCast Benchmarks Vulkan on Linux

    Update: Venn continued to benchmark and came across a few extra discoveries. For example, he disabled VDPAU and jumped to 89.6 FPS in OpenGL and 80.6 FPS in Vulkan. Basically, be sure to read the whole thread. It might be updated further even. Original post below (unless otherwise stated).
    On Windows, the Vulkan patch of The Talos Principle leads to a net loss in performance, relative to DirectX 11. This is to be expected when a developer like Croteam optimizes their game for existing APIs, and tries to port all that work to a new, very different standard, with a single developer and three months of work. They explicitly state, multiple times, not to expect good performance.

    Image Credit: Venn Stone of LinuxGameCast
    On Linux, Venn Stone of LinuxGameCast found different results. With everything maxed out at 1080p, his OpenGL benchmark reports 38.2 FPS, while his Vulkan raises this to an average of 66.5 FPS. Granted, this was with an eight-core AMD FX-8150, which launched with the Bulldozer architecture back in 2011. It did not have the fastest single-threaded performance, falling behind even AMD's own Phenom II parts before it in that regard.
    Still, this is a scenario that allowed the game to scale to Bulldozer's multiple cores and circumvent a lot of the driver overhead in OpenGL. It resulted in a 75% increase in performance, at least for people who pair a GeForce 980 Ti ((Update: The Ti was a typo. Venn uses a standard GeForce GTX 980.)) with an eight-core, Bulldozer CPU from 2011.
    Noticia:
    http://www.pcper.com/news/Graphics-C...s-Vulkan-Linux
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #54
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    NVIDIA Not Planning To Offer Vulkan API Support on Fermi Graphics Cards – Cites Low GeForce 400 and 500 Series Install Base as Issue

    NVIDIA has announced that they will not offer Vulkan API support for Fermi based graphics cards. The NVIDIA Fermi GPUs were launched back in 2010 and NVIDIA has decided that they will not be reviving support of the recently released Vulkan API. NVIDIA has cited a very valid reason to why they are not bringing support for the API on their past generation graphics cards.




    NVIDIA’s GeForce 400 and GeForce 500 Series Cards Not Recieving Vulkan API Support

    During a webinar hosted by Khronos Group, NVIDIA was questioned whether they will add GeForce 500 series to support list for the Vulkan API. NVIDIA’s Engineer, Jeff Bolz stated that they are not planning to bring Vulkan support to their Fermi cards which is not due to an engineering issue but rather an install base issue. The quote is posted below:
    “We are currently not planning to support for 4-5 (Fermi) class GPUs. It is not an engineering issue, it’s an install base issue. So if that causes you pain, please contact your local NVIDIA representative and let me know.”
    While NVIDIA is openly stated that they are not planning to support GeForce 400 and GeForce 500 series cards with Vulkan API, that still doesn’t mean that the GPUs are designed to run Vulkan. In fact, NVIDIA has long been stating that Vulkan GPU support is offered on their Fermi cards but it seems like the issue is not with how these graphics chips were designed but rather with their install base. We know that NVIDIA captured a large market share with their Maxwell graphics cards and they had a large chunk of users who were Fermi owners upgrade to either Kepler or Maxwell. It should be noted that Fermi GPUs are already as much as 6 years old. The NVIDIA GeForce 400 series launched back in 2010 and was followed by the GeForce 500 series just a year later.
    Advertisements




    The Fermi owners are long overdue for an upgrade and most of the users have already switched to a better graphics card. Considering how a GeForce GTX 950 performs better and more efficient than the flagship Fermi (GTX 580) graphics cards, that would have given users enough reason to upgrade from their older graphics cards. Still there could be a good sum of users who are running Fermi based graphics cards in their PCs. Our own pal “Usman Pirzada” is running a GeForce GTX 580 in his rig although he expects to upgrade it to either Polaris or Pascal later this year.
    Still it would have been nice to see Vulkan API support on legacy graphics cards even with a smaller user base but development and support comes at a cost and given the tiny user base, that doesn’t seem like a viable option for NVIDIA to opt for. AMD on the other hand will be offering similar Vulkan support that will be available on all of their GCN based graphics cards starting the Radeon HD 7000 series cards. Everything pre-GCN is not supported in the Vulkan framework. Both the Kepler and GCN based cards were launched back in 2012 and still have a decent user base since the generation of cards lasted up till 2014.

    “The Vulkan API enables developers to get the best from NVIDIA GPUs, and we are proud of our role in its development,” says Tony Tamasi, senior vice president of content and technology, NVIDIA. “We are making Vulkan drivers available for Windows, Linux, and Android platforms, on the same day as the specification launch, and we’ll continue our work within Khronos to ensure Vulkan evolves to meet industry needs.”
    For Kepler and Maxwell, NVIDIA has shown full support on both Windows and Linux based operating systems. Their launch drivers of Vulkan API are available for the GeForce 600, GeForce 700 and GeForce 900 cards on Windows, Linux and SteamOS.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #55
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Radeon team talks Vulkan, VR and more in Reddit AMA

    Yesterday, members of AMD's Radeon Technologies Group fielded questions from the public in a Reddit AMA. If you're hoping for details on the upcoming Polaris GPUs, prepare for disappointment. Aside from promising to come back later this year for another round of questions, Team Red kept a lid on those products. The company did provide a fair bit of detail with the questions it could answer, though.
    As PC Perspective points out, AMD says it'll soon add support for exclusive full-screen mode to its driver for DirectX 12 titles. That API feature, called DirectFlip or FlipEx, apparently wasn't present in the most current version of the company's Radeon drivers. PCPer had surmised that the lack of FlipEx support was part of the reason behind the strange performance characteristics of Ashes of the Singularity's latest benchmark, so it's good to know that some of the performance issues for that game will be resolved.
    Many users asked about graphics APIs past and present. Even though Mantle moved in a different direction than originally intended, and even left the house to become Vulkan, AMD remembers Mantle fondly. It thinks that Mantle influenced Microsoft to speed up work with DirectX 12, and AMD has been pleased with how DirectX 12 is working out. As AMD said, "We've lead in performance on every DX12 app/test so far."
    AMD is also excited about Vulkan. When asked about the performance increase users might see when moving to the new API, the company's spokesperson said, "it could be total BS when all is said and done: but I think 7-15% in GPU-bound scenarios, and up to 25% in scenarios where the game is binding the CPU." AMD sees benefits for both low-end and high-end computers, as Vulkan is "designed to eliminate CPU binding on modest CPUs, and then expand performance on powerful CPUs."
    Another user asked about developments in the LiquidVR SDK. One feature that AMD is very interested in is Affinity Multi-GPU, which devotes a separate GPU to each of a user's eyes. Unsurprisingly, the company thinks this is the path to the best possible VR experience. AMD notes that the SteamVR Performance test already makes use of this technology.
    Finally, AMD dug into a hardware question about interposers. It said, "High-performance silicon interposers permit for the integration of different process nodes, different process optimizations, different materials (optics vs. metals) or even very different IC types (logic vs. storage) all on a common fabric that transports data at the speed of a single integrated chip." AMD thinks that interposers could be particularly helpful as the company continues "to collapse more and more performance and functionality into a common chip, like we did with Fiji and the GPU+RAM."
    While the AMA is no longer active, it does offer interesting information on other isssues, like a future Linux driver, asynchronous compute, and FreeSync. If you haven't yet gotten your fill of AMD news, take a look.
    Noticia:
    http://techreport.com/news/29804/rad...-in-reddit-ama
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #56
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Kishonti Adds Vulkan To GFXBench 5.0, Implements VR Benchmarks


    Kishonti’s specialty is benchmarking, and the Hungary-based company has several apps, three of which cater to architects, professionals and the automotive industry. Another of its benchmark tools, GFXBench, tests the graphics capabilities of various APIs such as Open GL, Metal and DirectX 12. At the moment, the mobile-focused company is working on version 5.0 of GFXBench, which will support another API and includes a VR component.
    Vulkan And A New Demo

    Kishonti allows customers to try out the latest GFXBench version while it’s still in development, which opens the company to continuous feedback. One of the most popular requests has been to see GFXBench take on the Vulkan API. With GFXBench 5.0, the developers introduced a new demo called Aztec Ruins that harnesses the power of Vulkan,.
    The short demo showed an Indiana Jones-like heroine as she approaches a monster made out of various pieces of stone. The main attraction to Aztec Ruins is the addition of Dynamic Global Illumination. This lighting method adds more detail to each in-game asset indirectly lit by sunlight, making the in-game surroundings a little more beautiful.
    Other features of the demo include the ability to ease CPU load in mobile devices by scaling work processes to multiple threads, reducing the amount of commands for post-process effects on GPUs and boosting memory performance by having lighting and geometric passes utilize local memory caches. Sense a pattern? All of these improvements could increase a game’s overall visual quality while simultaneously reducing the stress on various components on your mobile device. With the new demo, Kishonti puts Vulkan alongside Metal and DirectX 12 as the main attraction for version 5.0.
    Preparing For VR

    High-end VR HMDs will soon be available for purchase, but it’s important not to forget about the mobile VR space. To that end, the company is also working on a VR benchmark application for mobile.
    It will have two features. The benchmark mode, which uses the same location as the Aztec Ruins demo (and occurs off-screen), will calculate a score, keep track of frames per second, and measure latency and the game’s overall stability (the number of frames dropped). The second mode is more for entertainment; using the same Aztec Ruins location, you can show off the power of VR to your friends and family with a short demo.
    The Build Continues

    Just like previous versions of GFXBench, it seems that Kishonti will allow users to try out the early editions of version 5.0. The company wants to show a near-finished version for the public by the end of July, with a planned release sometime in Q3.
    According to Kishonti’s partner manager Bence Varga, the goal of each version of GFXBench is to accommodate as many APIs as possible, while also providing users with an unbiased look at the graphics power of each. In fact, Gergely Juhasz said that the company won’t even release a benchmark unless three vendors publish it on three platforms. This allows users to download it from the company’s many partners and vendors (which include Nvidia, AMD, Dell, Samsung and Qualcomm).
    With mobile gaming on the rise, companies like Kishonti are taking advantage of the opportunity to lay the foundations for future mobile API implementation as well as improvements to the mobile VR benchmark system. Developers could use the company’s tool to not only create better games, but to get an idea of how their title will work against GFXBench’s recent advancements.
    Noticia:
    http://www.tomshardware.com/news/kis...ing,31412.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #57
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Imagination Unveils New PowerVR SDK With Vulkan Support

    Imagination made official what we got a taste of yesterday, a new version of its PowerVR SDK with support for Vulkan, one of the key software technologies that will drive game development over the next few years.
    The new PowerVR V4.1 Graphics SDK contains a number of documents and new functions to assist in your development of Vulkan-based games. The SDK also includes Imagination’s PowerVR Framework, which can be used for designing cross-platform game engines for multiple APIs.
    The SDK offers support for desktop GPUs, as well. A video published by the company demonstrated the rich graphical power of the new SDK.







    Sunset Vista Demo
    Other companies have also been working to extend Vulkan support to their products. AMD recently released its Radeon Software Crimson Edition 16.3 driver that added Vulkan support, and Kishonti used Vulkan in its GFXBench 5.0 software.
    The SDK will be distributed free of charge under an MIT license. When it is released later this year, it will be available on Android, Linux and Windows operating systems.
    Noticia:
    http://www.tomshardware.com/news/ima...sdk,31432.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  13. #58
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Intel supports Vulkan 1.0 AP



    DirectX 12 might have a rival as Intel issues new drivers

    Intel is releasing graphics drivers that support the Vulkan 1.0 API for chips running Windows 7, 8 and 10 PCs.

    According to Intel the drivers provide beta support for the Vulkan 1.0 API for 6th Generation Intel Core and related processors.
    Vulkan 1.0 was introduced last month by industry consortium Khronos Group and is supposed to replace the OpenGL, which was first introduced in 1991 by Silicon Graphics. Vulkan is supposed to exploit powerful GPUs and multicore CPUs, but it is still a long way behind Direct X 12 – at least in its beta condition.
    With Chipzilla’s drivers developers will be able to exploit features on Intel GPUs, like the Iris Pro, that are integrated in chips alongside CPUs. Intel's rival AMD has already released Vulkan drivers for Radeon graphics processors.
    Vulkan 1.0 APIs will also work with Linux-based PCs like Steam Machines. Intel has made available open-source Vulkan drivers for Linux PCs running on chips code-named Broadwell and Skylake.
    Noticia:
    http://www.fudzilla.com/news/process...-vulkan-1-0-ap


    Com este suporte, a Intel acompanha a AMD e nVidia nesta nova API.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  14. #59
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    One Month In: Where Is The Vulkan Graphics API Headed?

    It's been a year since Khronos announced the Vulkan graphics API, and it's been a month since its release. How far has it made it since?
    When AMD announced the Mantle API, it shook up the graphics industry because developers realized that they could have a low-level, low-overhead API. About a year ago, the Khronos group (the same group that made OpenGL) announced that it would be working on its own such graphics API, called Vulkan. Fast-forward a year, and exactly one month ago the Khronos group finally announced version 1.0. Since that day, a few developments have taken place, but nothing major just quite yet.
    The idea was that on the day itself, vendors would have their drivers ready, the API would be available (in more than just a PDF spec), and developers from various parties could get straight to work implementing Vulkan in whichever project they wanted to. That did happen, but not entirely according to plan.

    One week after the announcement, Nvidia sent out an update to Shield Android TV that included Vulkan Support. Following that, it took another two weeks for Nvidia to announce the desktop driver version 364.47. Unfortunately, that driver appeared to cause system instabilities among its users, so two days later it was pulled, now the 364.51 version of the driver appears to be clean. And it's available right now with WHQL certification.
    On March 10, AMD posted its Crimson Edition 16.3 software, also with Vulkan support.
    Two days ago, Kishonti added Vulkan support to its GFXBench 5.0 (together with VR benchmarks), and Imagination showed off the Sunset Vista demo that is based on the Vulkan API. Yesterday, that teaser was followed up with the PowerVR V4.1 graphics SDK announcement.
    In the meantime, silently, Intel also outed a beta driver for Intel HD graphics with Vulkan support.
    So, although we’re in the middle of GDC, we haven’t seen any games with Vulkan support. On the day that the Vulkan API was announced, you could download a version of the Talos Principle that included a Vulkan backend, but that was it.
    Various game developers have already announced that they are working on game engines and SDKs with Vulkan support. However, gaming isn’t the only place where we’ll see Vulkan being implemented. Two weeks from now, we will be attending Nvidia’s GTC (GPU Technology Conference) in San Jose, where we will pay extra attention to all the other places where the graphics API will be implemented.
    Think of uses such as self-driving cars, in-vehicle infotainment systems, research purposes, robotics, medicine, and more. Although on paper, Vulkan shows excellent potential for benefits in games, we believe that it will play the strongest role behind the scenes, in places where you ordinarily wouldn’t think to look for it.
    Noticia:
    http://www.tomshardware.com/news/khr...ess,31442.html



    Esta noticia faz sentido, falou-se muito do Vulkan, mas o que é certo é que já saiu e já existe suporte de drivers de todos os fabricantes, mas jogos... praticamente nada.
    Espero que esta API não tenha o destino de tantas outras e seja colocada de lado em favor do DX 12 por interesses monetários.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  15. #60
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    AIDA64 v5.70 adds Ray-tracing Benchmarks and Vulkan Support

    AIDA has been updated towards v5.70 and now offers support for Ray-tracing Benchmarks (AVX, AVX2, FMA supported) and Vulkan. AIDA64 is now capable of displaying hardware monitoring information on RGB LED backlit mice and displays sensor readings for Corsair AXi power supply units.
    The latest AIDA64 update introduces monitoring of sensor values on RGB LED keyboards, implements enhanced support for Intel NVMe SSDs and LGA-1151 motherboards, and supports the latest graphics and GPGPU computing technologies by both AMD and nVIDIA.
    New features & improvements

    • Advanced SMART disk health monitoring
    • Microsoft Windows 10 TH2 (November Update) support
    • Preliminary support for AMD Zen Raven Ridge APU and Summit Ridge CPU
    • Preliminary support for Intel Apollo Lake, Broxton, Kaby Lake CPUs
    • Farbwerk sensor support
    • Autodetect information and SMART drive health monitoring for Samsung NVMe SSDs
    • Corsair HXi, Corsair RMi, Enermax Digifanless power supply unit sensor support
    • OpenCL 2.1 support
    • Crucial BX200, Lite-On MU II SSD support
    • GPU details for AMD Radeon R9 380X
    • GPU details for nVIDIA GeForce 945M, Quadro M3000M, Quadro M5000M

    The AIDA64 product family for Windows PCs consists of three business editions and a home edition. The company's flagship IT asset management offering with hardware diagnostic features is AIDA64 Business, while a dedicated network inventory solution called AIDA64 Network Audit is also available, for a lower license fee. Designed for corporate engineers and IT technicians, AIDA64 Engineer includes expert tools not available in AIDA64 Extreme, the home edition of the software.

    Download
    Noticia:
    http://www.guru3d.com/news-story/aid...n-support.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

 

 
Página 4 de 6 PrimeiroPrimeiro ... 23456 ÚltimoÚltimo

Informação da Thread

Users Browsing this Thread

Estão neste momento 1 users a ver esta thread. (0 membros e 1 visitantes)

Bookmarks

Regras

  • Você Não Poderá criar novos Tópicos
  • Você Não Poderá colocar Respostas
  • Você Não Poderá colocar Anexos
  • Você Não Pode Editar os seus Posts
  •