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Qualcomm Unveils Snapdragon 7-Series Mobile Platform to Bring Latest Premium Experiences to More Consumers

Qualcomm Technologies, Inc. announced the new Snapdragon 7+ Gen 2 Mobile Platform—delivering premium experiences brand new to the Snapdragon 7-series. Snapdragon 7+ Gen 2 provides exceptional CPU and GPU performance fueling swift, nonstop gaming, dynamic low-light photography and 4K HDR videography, AI-enhanced experiences and high-speed 5G and Wi-Fi connectivity.

"Snapdragon is synonymous with premium mobile experiences. Today's launch of the Snapdragon 7+ Gen 2 illustrates our ability to bring some of the most in-demand flagship features to our Snapdragon-7 series—making them accessible to more people," said Christopher Patrick, senior vice president and general manager of mobile handsets, Qualcomm Technologies, Inc. "We are committed to delivering the most innovative solutions to meet the needs of consumers, our customers, and the industry at large."

AMD Software Adrenalin 22.7.1 Released, Includes OpenGL Performance Boost and AI Noise-Suppression

AMD on Tuesday released the AMD Software Adrenalin 22.7.1 drivers, which include several major updates to the feature-set. To begin with, AMD has significantly updated its OpenGL ICD (installable client driver), which can have an incredible 79 percent increase in frame-rates at 4K with "Fabulous" settings, as measured on the flagship RX 6950 XT, and up to 75 percent, as measured on the entry-level RX 6400. Also debuting is AMD Noise Suppression, a new feature that lets you clear out your voice-calls and in-game voice-chats. The software leverages AI to filter out background noises that don't identify as the prominent foreground speech. Radeon Super Resolution support has been extended to RX 5000 series and RX 6000 series GPUs running on Ryzen processor notebooks with Hybrid graphics setups.

Besides these, Adrenalin 22.7.1 adds optimization for "Swordsman Remake," support for Radeon Boost plus VRS with "Elden Ring," "Resident Evil VIII," and "Valorant." The drivers improve support for Windows 11 22H2 Update, and Agility SDK 1.602 and 1.607. A few more Vulkan API extensions are added with this release. Among the handful issues fixed are lower-than-expected F@H performance on RX 6000 series, Auto Undervolt disabling idle-fan-stop; "Hitman 3" freezing when switching between windows in exclusive fullscreen mode; blurry web video upscaling on certain RX 6000 series cards, and Enhanced Sync locking framerates to 15 FPS with video playback on extended monitors.

DOWNLOAD: AMD Software Adrenalin 22.7.1

Sony Announces PlayStation VR2 Specs and Horizon VR: Call of the Mountain Game

Sony today has confirmed the first specs for its upcoming update of the original PlayStation VR hardware. The PlayStation VR2, as it's (predictably) named, will feature an entirely new display array consisting of dual OLED panels (2000 x 2040 per eye), enabling 4K HDR content to be directly beamed into the users' retinas. The panels enable a 110º field of view and up to 120 Hz refresh rates. The PS VR2 headset will now feature inside-out tracking, which means there's no need for external accessories: four cameras placed on the headset itself will take care of hand and positional tracking, with some help from the new Sense handheld controllers (which integrate the haptic feedback and adaptive triggers of the PS5 DualSense controller).

While wireless VR technologies have become more common, the PlayStation VR2 will require a single, USB Type-C physical connection with the PS5 console - and it's unlikely it will ever properly work outside Sony's ecosystem. This is partly due to Sony listing a number of new sensory technologies that are being integrated into its VR2 headset such as eye tracking, headset feedback, and 3D Audio (processed via the company's Tempest technology). Sony describes the eye tracking implementation as serving as a new possible input for game experiences, whilst also enabling technologies such as foveated rendering to enable higher performance to be extracted from the PS5 hardware. Allying foveated rendering and eye-tracking should bring about a much-needed breakthrough for VR performance - theoretically, the system can apply Variable Rate Shading (VRS)-like technologies according to the user's eye position, reducing rendering quality in line with the less detailed captures of humans' peripheral vision compared to the pupil's central focus point.

AMD, Samsung Partnership to See Variable Rate Shading, Ray Tracing on Exynos SoC

AMD at its Computex event shed some light on its IP partnership with Samsung. We already knew this was going to be a closer collaboration than most IP licensing deals, as AMD themselves announced this would be a semi-custom solution designed between both companies. AMD CEO Lisa Su described the technology to be embedded in the upcoming Samsung Exynos SoC as being based on RDNA2 - but this likely is just a marketing and clarity perspective on AMD's technology being implemented, since between the design of RDNA2 and the announcement of the Samsung partnership a lot of water has necessarily run under AMD's graphics IP bridge.

Lisa Su did however confirm that two key RDNA2 technologies will find their way into Samsung's Exynos: Variable Rate Shading (VRS) and Raytracing. This isn't he first time VRS has made an appearance on a mobile SoC - it's already been implemented by Qualcomm in the Adreno 660 GPU (part of the Snapdragon 888 SoC design). However, Raytracing does seem to be a first for the SoC market, and Samsung might just edge out competition in its time to market with this technology. more details will certainly be shared as we get closer to the fabled AMD-partnered Exynos release.

Far Cry 6 Features DirectX Ray Tracing, FidelityFX CAS and Variable Rate Shading

Not to be outdone in comparison to almost all other AAA game releases in recent times, Far Cry 6 has recently been delayed from its February 18th release to May 25th 2021. However, that extra time may come to serve the game nicely, in that it may allow for all the planned features to be integrated. As part of AMD's partner showcase, Ubisoft has revealed that Far Cry 6 will make extensive use of DirectX 12 Ultimate features, featuring raytracing, AMD's Contrast Adaptive Sharpening (CAS), Variable Rate Shading (VRS), as well as Hybrid SSR (Stochastic Screen Space Reflections).

Ubisoft's head of 3D programming Oleksandr Polishchuk had this to say: "We were very impressed with the latest AMD technologies and joined forces to bring FidelityFX CAS, DXR raytracing and Variable Rate Shading to Far Cry 6. We are working together to ensure a smooth 4K viewing experience. This requires a lot of bandwidth, memory, and a Radeon RX 6000 with Infinity Cache that can handle it easily while maintaining high FPS rates." Check out the AMD partner showcase video below.

AMD, Blizzard Showcase World of Warcraft: Shadowlands DXR

As part of its road towards release of their Radeon RX 6000 series, AMD has posted a video showcasing the raytracing effects that are being baked into World of Warcraft: Shadowlands. This comes as a result of a strategic partnership between the two companies. World of Warcraft: Shadowlands will be making use of AMD's FidelityFX Ambient Occlusion, where Blizzard says they were able to achieve "(...)a perfect balance between quality and performance..." which allowed them to achieve "(...)a significant performance advantage over our previous ambient occlusion applications."

World of Warcraft: Shadowlands will also be making use of DXR Raytracing technology as well as Variable Rate Shading (VRS). Raytracing is being used to calculate light interactions between light sources, objects and characters on the screen, while VRS will enable the game to reduce shading resolution on areas closer to the corners of the frame, or in fast-moving objects, where detail would be lost either way, to achieve higher frame rates. The higher the resolution, the more impactful the benefits of VRS. So it seems that Blizzard has decided to implement two performance-increasing and one performance-decreasing features available from the DXR repository. Catch the video explaining these features and showcasing their implementation after the break.

Godfall System Requirements List 12 GB VRAM for 4K and Ultra HD Textures

Godfall, the RPG looter-slasher that's being developed by Counterplay Games in close collaboration with AMD, will require 12 GB VRAM for maxed-out settings at 4K resolution. As part of AMD's partner videos the company announced when it revealed the RX 6000 series of graphics cards, Godfall is being built with DirectX 12 Ultimate and DXR in mind, and takes advantage of a number of rendering technologies that are part of the DXR 1.1 feature-set, alongside AMD's Fidelity FX technologies. Counterplay Games will make a 4X x 4X Ultra HD texture pack available for maxed-out settings - well within the 16 GB of VRAM AMD has settled on for its RX 6900 XT, RX 6800 XT, and RX 6800 graphics cards.

Godfall features Variable Rate Shading (VRS) for increased performance with no discernible loss of visual quality, as well as raytraced shadows (platform agnostic) and makes use of AMD's Fidelity FX Contrast Adaptive Sharpening. This technology has shown great results in improving both performance (it has been benchmarked as offering performance levels similar to that of DLSS 2.0 in Death Stranding, for instance, compared to a full 4K render) and image quality.

AMD Announces the Radeon RX 6000 Series: Performance that Restores Competitiveness

AMD (NASDAQ: AMD) today unveiled the AMD Radeon RX 6000 Series graphics cards, delivering powerhouse performance, incredibly life-like visuals, and must-have features that set a new standard for enthusiast-class PC gaming experiences. Representing the forefront of extreme engineering and design, the highly anticipated AMD Radeon RX 6000 Series includes the AMD Radeon RX 6800 and Radeon RX 6800 XT graphics cards, as well as the new flagship Radeon RX 6900 XT - the fastest AMD gaming graphics card ever developed.

AMD Radeon RX 6000 Series graphics cards are built upon groundbreaking AMD RDNA 2 gaming architecture, a new foundation for next-generation consoles, PCs, laptops and mobile devices, designed to deliver the optimal combination of performance and power efficiency. AMD RDNA 2 gaming architecture provides up to 2X higher performance in select titles with the AMD Radeon RX 6900 XT graphics card compared to the AMD Radeon RX 5700 XT graphics card built on AMD RDNA architecture, and up to 54 percent more performance-per-watt when comparing the AMD Radeon RX 6800 XT graphics card to the AMD Radeon RX 5700 XT graphics card using the same 7 nm process technology.

AMD RDNA 2 GPUs to Support the DirectX 12 Ultimate API

AMD today announced in the form of a blog post that its upcoming graphics cards based on RDNA 2 architecture will feature support for Microsoft's latest DirectX 12 Ultimate API. "With this architecture powering both the next generation of AMD Radeon graphics cards and the forthcoming Xbox Series X gaming console, we've been working very closely with Microsoft to help move gaming graphics to a new level of photorealism and smoothness thanks to the four key DirectX 12 Ultimate graphics features -- DirectX Raytracing (DXR), Variable Rate Shading (VRS), Mesh Shaders, and Sampler Feedback." - said AMD in the blog.

Reportedly, Microsoft and AMD have worked closely to enable this feature set and provide the best possible support for RDNA 2 based hardware, meaning that future GPUs and consoles are getting the best possible integration of the new API standard.
AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate

Microsoft DirectX 12 Ultimate: Why it Helps Gamers Pick Future Proof Graphics Cards

Microsoft Thursday released the DirectX 12 Ultimate logo. This is not a new API with any new features, but rather a differentiator for graphics cards and game consoles that support four key modern features of DirectX 12. This helps consumers recognize the newer and upcoming GPUs, and tell them apart from some older DirectX 12 capable GPUs that were released in the mid-2010s. For a GPU to be eligible for the DirectX 12 Ultimate logo, it must feature hardware acceleration for ray-tracing with the DXR API; must support Mesh Shaders, Variable Rate Shading (VRS), and Sampler Feedback (all of the four). The upcoming Xbox Series X console features this logo by default. Microsoft made it absolutely clear that the DirectX 12 Ultimate logo isn't meant as a compatibility barrier, and that these games will work on older hardware, too.

As it stands, the "Navi"-based Radeon RX 5000 series are "obsolete", just like some Turing cards from the GeForce GTX 16-series. At this time, the only shipping product which features the logo is NVIDIA's GeForce RTX 20-series and the TITAN RTX, as they support all the above features.

Keep an Eye Out for March 19, Says NVIDIA

NVIDIA's ANZ (Australia and New Zealand) Twitter handle posted a curious-looking teaser of something to look forward to on March 19. The now-deleted Tweet contained an animation showing the shape of an eye tracking two points of light crossing its iris. This date falls just a couple of days ahead of the March 22 debut of GTC 2020, the NVIDIA-promoted trade-show covering all things graphics tech. As many on the tweet and online forums discussing have pointed out, the announcement could probably be related to a commercial release of NVIDIA's foveated rendering technology that was demonstrated way back at SIGGRAPH 2016, at a time when VR and related technologies were all the rage.

The concept of foveated rendering is straightforward: eye-tracking is leveraged to ensure that areas of the frame you're looking at are rendered in greater detail than the others, to conserve system resources and improve performance. This is achieved by tracking your foveal vision (the primary part of your vision focused on detail), while shedding resources on parts of the frame that fall within your peripheral vision. Compared to 2016, rendering technologies to facilitate foveated rendering have advanced. A related technology is variable shading rate (VRS), which allows an application to render different parts of the scene at different levels of detail, and improve performance.
A video presentation detailing NVIDIA's foveated rendering tech from 2016 follows.

AMD RDNA2 Graphics Architecture Detailed, Offers +50% Perf-per-Watt over RDNA

With its 7 nm RDNA architecture that debuted in July 2019, AMD achieved a nearly 50% gain in performance/Watt over the previous "Vega" architecture. At its 2020 Financial Analyst Day event, AMD made a big disclosure: that its upcoming RDNA2 architecture will offer a similar 50% performance/Watt jump over RDNA. The new RDNA2 graphics architecture is expected to leverage 7 nm+ (7 nm EUV), which offers up to 18% transistor-density increase over 7 nm DUV, among other process-level improvements. AMD could tap into this to increase price-performance by serving up more compute units at existing price-points, running at higher clock speeds.

AMD has two key design goals with RDNA2 that helps it close the feature-set gap with NVIDIA: real-time ray-tracing, and variable-rate shading, both of which have been standardized by Microsoft under DirectX 12 DXR and VRS APIs. AMD announced that RDNA2 will feature dedicated ray-tracing hardware on die. On the software side, the hardware will leverage industry-standard DXR 1.1 API. The company is supplying RDNA2 to next-generation game console manufacturers such as Sony and Microsoft, so it's highly likely that AMD's approach to standardized ray-tracing will have more takers than NVIDIA's RTX ecosystem that tops up DXR feature-sets with its own RTX feature-set.
AMD GPU Architecture Roadmap RDNA2 RDNA3 AMD RDNA2 Efficiency Roadmap AMD RDNA2 Performance per Watt AMD RDNA2 Raytracing

AMD Financial Analyst Day 2020 Live Blog

AMD Financial Analyst Day presents an opportunity for AMD to talk straight with the finance industry about the company's current financial health, and a taste of what's to come. Guidance and product teasers made during this time are usually very accurate due to the nature of the audience. In this live blog, we will post information from the Financial Analyst Day 2020 as it unfolds.
20:59 UTC: The event has started as of 1 PM PST. CEO Dr Lisa Su takes stage.

Microsoft Confirms Xbox Series X Specs - 12 TFLOPs, Custom APU With Zen 2, RDNA 2, H/W Accelerated Raytracing

Microsoft has confirmed the official specs for the Xbox Series X games console, due Holiday 2020 (think November). The new specs announcement confirms the powerhouse of a console this will be, with its peak 12 TFLOPs compute being 8 times that of the original Xbox One, and twice that of the Xbox One X, which already quite capable of powering true 4K experiences. This 12 TFLOPs figure is a mighty impressive one - just consider that AMD's current highest-performance graphics card, Radeon VII, features a peak 13.4 TFLOPs of computing power - and that's a graphics card that was launched just a year ago.

The confirmation also mentions support for Hardware-Accelerated raytracing, something that all but confirms the feature being built into AMD's RDNA 2 microarchitecture (of which we are expecting news anytime now). this, alongside Variable Rate Shading (VRS) support, brings AMD to feature parity with NVIDIA's Turing, and should allow developers to optimize their performance and graphical targets without any discernible quality loss.

AMD to Debut 2nd Gen RDNA Architecture in 2020

AMD CEO Dr Lisa Su, in her Q4-2019 and FY-2019 earnings call, confirmed that the company debut its second-generation RDNA graphics architecture in 2020. "In 2019 we launched our new architecture in GPUs, it's the RDNA architecture, and that was the Navi-based products. You should expect those will be refreshed in 2020, and we will have our new next-generation RDNA architecture that will be part our 2020 lineup."

Second-gen RDNA, or RDNA2, is expected to leverage the new 7 nm+ (EUV) silicon fabrication process at TSMC, to dial up transistor-counts, clock-speeds, and performance. Among the two anticipated feature additions are VRS (variable rate shading) and possibly ray-tracing. The fabled "big Navi" silicon, a GPU larger than "Navi 10," is also on the cards, according to an earlier statement by Dr Su. More details about these upcoming graphics cards are expected to be put out in March, at the 2020 AMD Investor Day conference.

Ray Tracing and Variable-Rate Shading Design Goals for AMD RDNA2

Hardware-accelerated ray tracing and variable-rate shading will be the design focal points for AMD's next-generation RDNA2 graphics architecture. Microsoft's reveal of its Xbox Series X console attributed both features to AMD's "next generation RDNA" architecture (which logically happens to be RDNA2). The Xbox Series X uses a semi-custom SoC that features CPU cores based on the "Zen 2" microarchitecture and a GPU based on RDNA2. It's highly likely that the SoC could be fabricated on TSMC's 7 nm EUV node, as the RDNA2 graphics architecture is optimized for that. This would mean an optical shrink of "Zen 2" to 7 nm EUV. Besides the SoC that powers Xbox Series X, AMD is expected to leverage 7 nm EUV for its RDNA2 discrete GPUs and CPU chiplets based on its "Zen 3" microarchitecture in 2020.

Variable-rate shading (VRS) is an API-level feature that lets GPUs conserve resources by shading certain areas of a scene at a lower rate than the other, without perceptible difference to the viewer. Microsoft developed two tiers of VRS for its DirectX 12 API, tier-1 is currently supported by NVIDIA "Turing" and Intel Gen11 architectures, while tier-2 is supported by "Turing." The current RDNA architecture doesn't support either tiers. Hardware-accelerated ray-tracing is the cornerstone of NVIDIA's "Turing" RTX 20-series graphics cards, and AMD is catching up to it. Microsoft already standardized it on the software-side with the DXR (DirectX Raytracing) API. A combination of VRS and dynamic render-resolution will be crucial for next-gen consoles to achieve playability at 4K, and to even boast of being 8K-capable.

UL Benchmarks Outs 3DMark Feature Test for Variable-Rate Shading Tier-2

UL Benchmarks today announced an update to 3DMark, with the expansion of the Variable-Rate Shading (VRS) feature-test with support for VRS Tier-2. A component of DirectX 12, VRS Tier 1 is supported by NVIDIA "Turing" and Intel Gen11 graphics architectures (Ice Lake's iGPU). VRS Tier-2 is currently supported only by NVIDIA "Turing" GPUs. VRS Tier-2 adds a few performance enhancements such as lower levels of shading for areas of the scene with low contrast to their surroundings (think areas under shadow), yielding performance gains. The 3DMark VRS test runs in two passes, pass-1 runs with VRS-off to provide a point of reference; and pass-2 with VRS-on, to test performance gained. The 3DMark update with VRS Tier-2 test will apply for the Advanced and Professional editions.

DOWNLOAD: 3DMark v2.11.6846

AMD Patents Variable Rate Shading Technique for Console, VR Performance Domination

While developers have become more and more focused on actually taking advantage of the PC platform's performance - and particularly graphical technologies - advantages over consoles, the truth remains that games are being optimized for the lowest common denominator first. Consoles also share a much more user-friendly approach to gaming - there's no need for hardware updates or software configuration, mostly - it's just a sit on the couch and leave it affair, which can't really be said for gaming PCs. And the console market, due to its needs for cheap hardware that still offers performance levels that can currently fill a 4K resolution screen, are the most important playground for companies to thrive. Enter AMD, with its almost 100% stake in the console market, and Variable Rate Shading.

As we've seen with NVIDIA's Turing implementation for Variable Rate Shading, this performance-enhancing technique works in two ways: motion adaptive shading and content adaptive shading. Motion adaptive shading basically takes input from previous frames in order to calculate which pixels are moving fast across the screen, such as with a racing perspective - fast-flying detail doesn't stay focused in our vision so much that we can discern a relative loss in shading detail, whilst stationary objects, such as the focused hypercar you're driving, are rendered in all their glory. Valuable compute time can be gained by rendering a coarse approximation of the pixels that should be in that place, and upscaling them as needed according to the relative speed they are moving across the frame. Content adaptive shading, on the other hand, analyzes detail across a scene, and by reducing shading work to be done across colors and detail that hasn't had much movement in the previous frame and frames - saves frame time.
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