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Asahi Linux Gets Fedora 41 Remix with New Desktop Environment Options and AAA Windows Gaming For Mac Silicon

In October, we reported that Asahi Linux had made some pretty substantial progress in getting Linux working on Apple Silicon, with a custom GPU driver counting itself as the first OpenGL 3.0 compliant graphics driver for Apple Silicon. Now, according to a recent Fedora Magazine post, Asahi Linux now has a Fedora 41 Remix. The Fedora Asahi 41 Remix is still based on that same Asahi version from October 10, but it incorporates the myriad advancements from Fedora 41 and an improved Vulkan 1.4-conformant driver.

By default, Fedora Asahi Remix 41 ships with Plasma 6.2, although a GNOME 47 version is also available. However, despite using a Wayland-first dekstop environment as its default, Fedora Asahi 41 Remix will still be X11-first, for compatibility reasons. The Asahi team plans on getting Wayland working eventually, but there are technical hurdles to overcome before that is possible. Fedora Asahi Remix also ships by default with the improved DNF 5 package manager and the massively improved GIMP 3.0 image editor pre-installed as part of Plasma 6.2. Having a Fedora Remix for Asahi also provides a familiar experience for gamers on Apple Silicon Macs to get Windows games up and running via a mix of tools like Valve's Proton dxvk, FEX emulator, and vk3d-proton—check out our previous coverage of Asahi to find out more about which games are currently working. There are still a handful of hiccups when it comes to running Linux on Apple Silicon, including hardware incompatibilities, like a lack of Thunderbolt, microphone, Touch ID, and USB-C Display support.

Khronos Announces the Vulkan 1.4 Graphics API

Today, the Khronos Group, an open consortium of industry-leading companies dedicated to creating advanced interoperability standards, has announced the release of Vulkan 1.4, the latest version of its cross-platform 3D graphics and compute API. Vulkan 1.4 integrates and mandates support for many proven features into its core specification, expanding the functionality that is consistently available to developers, greatly simplifying application development and deployment across multiple platforms.

"Vulkan 1.4 is a developer-driven update that enhances Vulkan's value as a stable, reliable framework for creating graphics-intensive applications on any platform," said Tom Olson, outgoing Vulkan Working Group Chair. "As I step down, I'm proud to see the groundwork we've laid through our roadmaps come to fruition. Our roadmap milestone plans have empowered developers with new levels of flexibility and performance, setting Vulkan on a path for continued innovation and broader adoption in the years to come."

Khronos Group Launches Slang Initiative, Hosting Open Source Compiler Contributed by NVIDIA

The Khronos Group, an open consortium of industry leaders in interoperability standards, has announced the launch of the new Slang Initiative. This initiative will oversee and advance the open-source Slang shading language and compiler, building on 15 years of research, development, and deployment experience. Supported by NVIDIA since 2017, Slang has been widely adopted in production projects across the industry.

Slang empowers real-time graphics developers with innovative features that complement existing shading languages, including modular code development, portable deployment to multiple target APIs, and neural computation in graphics shaders. Hosting under multi-company governance at Khronos will enable and foster industry-wide collaboration to drive Slang's continued evolution.

Latest Asahi Linux Brings AAA Windows Games to Apple M1 MacBooks With Intricate Graphics Driver and Translation Stack

While Apple laptops have never really been the first stop for PC gaming, Linux is slowly shaping up to be an excellent gaming platform, largely thanks to open-source development efforts as well as work from the likes of AMD and NVIDIA, who have both put significant work into their respective Linux drivers in recent years. This makes efforts like the Asahi Linux Project all the more intriguing. Asahi Linux is a project that aims to bring Linux to Apple Silicon Macs—a task that has proven rather difficult, thanks to the intricacies of developing a bespoke GPU driver for Apple's custom ARM GPUs. In a recent blog post, the graphics developer behind the Asahi Linux Project showed off a number of AAA games, albeit older titles, running on an Apple M1 processor on the latest Asahi Linux build.

To run the games on Apple Silicon, Asahi Linux uses a "game playing toolkit," which relies on a number of custom graphics drivers and emulators, including tools from Valve's Proton translation layer, which ironically was also the foundation for Apple's Game Porting Toolkit. Asahi uses FEX to emulate x86 on ARM, Wine as a translation layer for Windows apps, and DXVK and vkd3d-proton for DirectX-Vulkan translation. In the blog post, the Asahi developer claims that the alpha is capable of running games like Control, The Witcher 3, and Cyberpunk 2077 at playable frame rates. Unfortunately, 60 FPS is not yet attainable in the majority of new high-fidelity games, there are a number of indie titles that run quite well on Asahi Linux, including Hollow Knight, Ghostrunner, and Portal 2.

Microsoft DirectX 12 Shifts to SPIR-V as Default Interchange Format

Microsoft's Direct3D and HLSL teams have unveiled plans to integrate SPIR-V support into DirectX 12 with the upcoming release of Shader Model 7. This significant transition marks a new era in GPU programmability, as it aims to unify the intermediate representation for graphical-shader stages and compute kernels. SPIR-V, an open standard intermediate representation for graphics and compute shaders, will replace the proprietary DirectX Intermediate Language (DXIL) as the shader interchange format for DirectX 12. The adoption of SPIR-V is expected to ease development processes across multiple GPU runtime environments. By embracing this open standard, Microsoft aims to enhance HLSL's position as the premier language for compiling graphics and compute shaders across various devices and APIs. This transition is part of a multi-year development process, during which Microsoft will work closely with The Khronos Group and the LLVM Project. The company has joined Khronos' SPIR and Vulkan working groups to ensure smooth collaboration and rapid feature adoption.

While the transition will take several years, Microsoft is providing early notice to allow developers and partners to plan accordingly. The company will offer translation tools between SPIR-V and DXIL to facilitate a gradual transition for both application and driver developers. For those not familiar with graphics development, graphics APIs ship with virtual instruction set architectures (ISA) that abstracts standard hardware features at a higher level. As GPUs don't follow the same ISA as CPUs (x86, Arm, RISC-V), this virtual ISA is needed to define some generics in the GPU architecture and allow various APIs like DirectX and Vulkan to run. Instead of focusing support on several formats like DXIL, Microsoft is embracing the open SPIR-V standard, which will become de facto for API developers in the future, allowing focus on more features instead of constantly replicating each other's functions. While DXIL is used mainly for gaming environments, SPIR-V has adoption in high-performance computing as well, with OpenCL and SYCL. Gaming presence is also there with Vulkan API, and we expect to see SPIR-V join DirectX 12 games.

AMD Releases Off-branch Adrenalin 24.10.37.10 Drivers for Space Marine 2

AMD on Friday released an off-branch Preview driver that should interest those playing Warhammer 40K: Space Marine 2 this weekend. The Adrenalin 24.10.37.10 Preview Driver fixes intermittent driver timeout bugs facing the game during gameplay. The drivers also fix overly dark shadows or desaturated colors in "Black Myth: Wukong" when the Global Illumination setting is medium or higher. But these aren't the main payload of this driver release, it has to do with extending AMD Anti Lag 2 Vulkan API support for Counter-Strike 2. The technology works to reduce whole-system latency during gameplay, which should improve your responsiveness in online multiplayer gameplay.

DOWNLOAD: AMD Software Adrenalin 24.10.37.10 Preview Drivers

X-Silicon Startup Wants to Combine RISC-V CPU, GPU, and NPU in a Single Processor

While we are all used to having a system with a CPU, GPU, and, recently, NPU—X-Silicon Inc. (XSi), a startup founded by former Silicon Valley veterans—has unveiled an interesting RISC-V processor that can simultaneously handle CPU, GPU, and NPU workloads in a chip. This innovative chip architecture, which will be open-source, aims to provide a flexible and efficient solution for a wide range of applications, including artificial intelligence, virtual reality, automotive systems, and IoT devices. The new microprocessor combines a RISC-V CPU core with vector capabilities and GPU acceleration into a single chip, creating a versatile all-in-one processor. By integrating the functionality of a CPU and GPU into a single core, X-Silicon's design offers several advantages over traditional architectures. The chip utilizes the open-source RISC-V instruction set architecture (ISA) for both CPU and GPU operations, running a single instruction stream. This approach promises lower memory footprint execution and improved efficiency, as there is no need to copy data between separate CPU and GPU memory spaces.

Called the C-GPU architecture, X-Silicon uses RISC-V Vector Core, which has 16 32-bit FPUs and a Scaler ALU for processing regular integers as well as floating point instructions. A unified instruction decoder feeds the cores, which are connected to a thread scheduler, texture unit, rasterizer, clipping engine, neural engine, and pixel processors. All is fed into a frame buffer, which feeds the video engine for video output. The setup of the cores allows the users to program each core individually for HPC, AI, video, or graphics workloads. Without software, there is no usable chip, which prompts X-Silicon to work on OpenGL ES, Vulkan, Mesa, and OpenCL APIs. Additionally, the company plans to release a hardware abstraction layer (HAL) for direct chip programming. According to Jon Peddie Research (JPR), the industry has been seeking an open-standard GPU that is flexible and scalable enough to support various markets. X-Silicon's CPU/GPU hybrid chip aims to address this need by providing manufacturers with a single, open-chip design that can handle any desired workload. The XSi gave no timeline, but it has plans to distribute the IP to OEMs and hyperscalers, so the first silicon is still away.

Mesa CPU-based Vulkan Driver Gets Ray Tracing Support - Quake II Performance Hits 1 FPS

Konstantin Seurer, a Mesa developer, has spent the past couple of months working on CPU-based Vulkan ray tracing—naturally, some folks will express scepticism about this project's practicality. Seurer has already set expectations with a brief message: "don't ask about performance." His GitLab merge request page attracted Michael Larabel's attention—the Phoronix founder and principal author was suitably impressed with Seurer's coding wizardry. He: "managed to implement support for VK_KHR_acceleration_structure, VK_KHR_deferred_host_operations, and VK_KHR_ray_query for Lavapipe. This Lavapipe Vulkan ray tracing support is based in part on porting code from the emulated ray tracing worked on for RADV with older Radeon GPUs." A lone screenshot provided evidence of Quake II running at 1 FPS with Vulkan ray tracing enabled—this "atrocious" performance was achieved thanks to a Mesa Lavapipe driver "implementing the Vulkan API for CPU-based execution."

VideoCardz has highlighted an older example of CPU-based rendering techniques: "this is not the first time we heard about ray tracing on the CPU in Quake. In 2008, Intel demonstrated Enemy Territory: Quake Wars running at 720p resolution at 14 to 29 FPS on 16 core and 20-35 FPS at 24 core CPUs (quad-socket). The basic implementation of ray tracing in 2008 is not comparable to complex ray tracing techniques designed for GPUs, thus the performance on modern system is actually much lower. Beyond that, that game was specifically designed for the Intel architecture and used a specific API to achieve that. Sadly, the original ET demo is no longer available, it would be interesting to see how it performs today." CPU-based Vulkan ray tracing is expected to hit public distribution channels with the rollout of Mesa 24.1. Several members of the Phoronix community reckon that modern AMD Threadripper PRO processors have the potential to post double-digit in-game frame rates.

Latest HWInfo64 Beta Arrives with OSD, Drops Windows XP Support

HWiNFO v7.73-5370 Beta was released yesterday—the newly updated version includes a fully integrated On-Screen Display (OSD) feature. In the past, users have had to rely on external tools—for example; RivaTuner Statistics Server (RTSS)—to get vital information displayed on their monitor(s) of choice. Martin, HWiNFO's main author, revealed that this new addition is based on a Team Blue toolset—his February 13 official forum post stated: "(this) feature is based on Intel PresentMon and allows showing any value as a text or graph (with multiple values). Position, text font, size, weight and colors can be individually defined. It should work with any engine like DirectX 11, 12, OpenGL, Vulkan. The OSD is automatically placed over the most graphics intensive application currently running but it can also be manually targeted." Five days later he followed up with further information—HWInfo64's new OSD is "available in HWiNFO64 only," therefore making it incompatible with Windows XP. Similarly, MSI's Afterburner 4.6.6 Beta landed a week and a bit ago, without support for Microsoft's 2001-vintage operating system.

Martin reckons that the change could affect Windows Vista users: "Use legacy HWiNFO32 on these systems. We don't anticipate that these systems will benefit from 64-bit applications, nor require support of latest HWiNFO64 versions. So the impact of this (sad) limitation should be minimal. In case there will be a reasonable demand for new versions of HWiNFO64 on XP64 it's still possible to build such versions (without OSD support), but currently we don't expect to make such extra effort." Additionally, the popular monitoring application's latest upgrade brings enhanced sensor monitoring for ASUS NUC systems, improved health monitoring on a selection of NVMe drives (connected via Intel RST), and enhanced sensor monitoring on the ASUS TUF GAMING Z790-PRO WIFI motherboard model.

NVIDIA Releases Hotfix Driver to Fix Stuttering

NVIDIA has released a new GeForce Hotfix Driver Version 551.46 that should fix stuttering issues in some scenarios. According to the release notes, the new hotfix driver fixes micro-stuttering in some games when vertical sync is enabled, as well as stuttering when scrolling in web browser. It also fixes stuttering issues on Advanced Optimus Notebooks when running Red Dead Redemption 2 under Vulkan API, and stability issues in Immortals of Aveum under extended gameplay.

The new GeForce Hotfix Driver Version 551.46 is based on the latest GeForce WHQL driver, version 551.23. You can download the new GeForce Hotfix Driver Version 551.46 over at NVIDIA's support page.

Khronos Publishes Vulkan Roadmap 2024, Highlights Expanded 3D Features

Today, The Khronos Group, an open consortium of industry-leading companies creating advanced interoperability standards, announced the latest roadmap milestone for Vulkan, the cross-platform 3D graphics and compute API. The Vulkan roadmap targets the "immersive graphics" market, made up of mid- to high-end smartphones, tablets, laptops, consoles, and desktop devices. The Vulkan Roadmap 2024 milestone captures a set of capabilities that are expected to be supported in new products for that market, beginning in 2024. The roadmap specification provides a significant increase in functionality for the targeted devices and sets the evolutionary direction of the API, including both new hardware capabilities and improvements to the programming model for Vulkan developers.

Vulkan Roadmap 2024 is the second milestone release on the Vulkan Roadmap. Products that support it must be Vulkan 1.3 conformant and support the extensions and capabilities defined in both the 2022 and 2024 Roadmap specifications. Vulkan roadmap specifications use the Vulkan Profile mechanism to help developers build portable Vulkan applications; roadmap requirements are expressed in machine-readable JSON files, and tooling in the Vulkan SDK auto-generates code that makes it easy for developers to query for and enable profile support in their applications.

NVIDIA GeForce RTX 4080 SUPER GPUs Pop Up in Geekbench Browser

We are well aware that NVIDIA GeForce RTX 4080 SUPER graphics cards are next up on the review table (January 31)—TPU's W1zzard has so far toiled away on getting his evaluations published on time for options further down the Ada Lovelace SUPER food chain. This process was interrupted briefly by the appearance of custom Radeon RX 7600 XT models, but today's attention soon returned to another batch of GeForce RTX 4070 Ti SUPER cards. Reviewers are already toying around with driver-enabled GeForce RTX 4080 SUPER sample units—under strict confidentiality conditions—but the occasional leak is expected to happen. The appropriately named Benchleaks social media account has kept track of emerging test results.

The Geekbench Browser database was updated earlier today with premature GeForce RTX 4080 SUPER GPU test results—one entry highlighted by Benchleaks provides a quick look at the card's prowess in three of Geekbench 5.1's graphics API trials: Vulkan, CUDA and OpenCL. VideoCardz points out that all of the scores could be fundamentally flawed; in particular the Vulkan result of 100378 points—the regular (non-SUPER) GeForce RTX 4080 GPU can achieve almost double that figure in Geekbench 6. The SUPER's other results included a Geekbench 5 CUDA score of 309554, and an achievement of 264806 points in OpenCL. A late morning entrant looks to be hitting the right mark—an ASUS testbed (PRIME Z790-A WIFI + Intel Core i9-13900KF) managed to score 210551 points in Geekbench 6.2.2 Vulkan.

Khronos Finalizes Vulkan Video Extensions for Accelerated H.264 and H.265 Encode

In April 2021, the Vulkan Working Group at Khronos released a set of provisional extensions, collectively referred to as Vulkan Video which provide seamless encoding and decoding of video streams using a variety of video coding standards. The December 2022 release of Vulkan 1.3.238 saw the finalization of the extensions to decode H.264 and H.265, and today, with the release of Vulkan 1.3.274, Khronos has finalized their counterpart: the extensions to enable encoding of H.264 and H.265 video streams. Leveraging the Vulkan framework, they provide a standardized, seamless, low-overhead, and highly controllable way to produce H.264 and H.265 video via hardware accelerators, with applications ranging from real-time, low-latency streaming to offline server-scale transcoding.

Incorporating industry feedback, the extensions saw many improvements since their introduction, from a bidirectional interface (overrides) to help with coding and exposing advanced hardware capabilities, to rate control configuration parameters and an interface to aid with quality vs. performance trade-offs. This feedback also prompted the release of the first video maintenance extension. In addition, given the high industry demand for AV1 codec support, an AV1 decode extension release is imminent, with an AV1 encode extension development also underway. Figure 1 depicts Vulkan Video extensions along with their status and relations.

AMD Radeon "GFX12" RX 8000 Series GPUs Based on RDNA4 Appear

AMD is working hard on delivering next-generation products, and today, its Linux team has submitted a few interesting patches that made a subtle appearance through recent GitHub patches for GFX12 targets, as reported by Phoronix. These patches have introduced two new discrete GPUs into the LLVM compiler for Linux, fueling speculation that these will be the first iterations of the RDNA4 graphics architecture, potentially being a part of the Radeon RX 8000 series of desktop graphics cards. The naming scheme for these new targets, GFX1200 and GFX1201, suggests a continuation of AMD's logical progression through graphics architectures, considering the company's history of associating RDNA1 with GFX10 and following suit with subsequent generations, like RDNA2 was GFX10.2 and RDNA3 was GFX11.

The development of these new GPUs is still in the early stages, indicated by the lack of detailed information about the upcoming graphics ISA or its features within the patches. Currently, the new GFX12 targets are set to be treated akin to GFX11 as the patch notes that "For now they behave identically to GFX11," implying that AMD is keeping the specifics under wraps until closer to release. The patch that defines target names and ELF numbers for new GFX12 targets GFX1200 and GFX1201 is needed in order to enable timely support for AMD ROCm compute stack, the AMDVLK Vulkan driver, and the RadeonSI Gallium3D driver.

UL Solutions Previews Upcoming 3DMark Steel Nomad Benchmark

Thank you to the 3DMark community - the gamers, overclockers, hardware reviewers, tech-heads and those in the industry using our benchmarks, who have joined us in discovering what the cutting edge of PC hardware can do over this last quarter of a century. Looking back, it's amazing how far graphics have come, and we're very excited to see what the next 25 years bring.

After looking back, it's time to share a sneak peek of what's coming next. Here are some preview screenshots for 3DMark Steel Nomad, our successor to 3DMark Time Spy. It's been more than seven years since we launched Time Spy, and after more than 42 million submitted results, we think it's time for a new heavy non-ray tracing benchmark. Steel Nomad will be our most demanding non-ray tracing benchmark and will not only support Windows using DirectX 12, but also macOS and iOS using Metal, Android using Vulkan, and Linux using Vulkan for Enterprise and reviewers. To celebrate 3DMark's 25th year, the scene will feature some callbacks to many of our previous benchmarks. We hope you have fun finding them all!

AMD Software Adrenalin 23.11.1 WHQL Released

AMD has released the latest version of the Adrenalin software, version 23.11.1 WHQL. The new AMD Software Adrenalin Edition 23.11.1 WHQL drivers add support for upcoming games, including Call of Duty: Modern Warfare III, Like a Dragon Gaiden: The Man Who Erased His Name, The Invincible, and JX3 Ultimate, and add Radeon Boost support for Alan Wake 2. The new drivers also add improvements and optimizations for Stable Diffusion, Adobe Lightroom, DaVinci Resolve, UL Procyon AI workloads on Radeon RX 600M, 700M, 6000, and 7000 series graphics cards.

In addition to new games support and optimizations, it also fixes several issues, including a fix for Performance Metrics Overlay FPS reporting in various games, performance issues with Radeon RX 7600 in Counter Strike 2, flickering issues in Total War: Pharaoh and Alan Wake, issues with rebuilding shader cache in Baldur Gate 3 on Vulkan API and Forza Motorsport, fix for driver crash in Forza Motorsport, and a fix for an intermittent black screen or code 31 error on some graphics cards, including the Radeon RX 6700 XT.

DOWNLOAD: AMD Software Adrenalin 23.11.1 WHQL

Raspberry Pi Foundation Launches Raspberry Pi 5

It has been over four years since the release of the Raspberry Pi 4, and in that time a lot has changed in the maker board and single-board computer landscape. For the Raspberry Pi Foundation there were struggles with worldwide demand and production capacity brought on by the global pandemic starting in 2020, and plenty of new competitors came to the scene to offer ready to order alternatives to the venerable RPi 4. Today however the production woes have been assuaged and a new generation of Raspberry Pi is here; the Raspberry Pi 5.

Raspberry Pi 5 is being announced in advance of availability unlike every prior RPi device launch. Pre-orders are open with many of the listed Approved Resellers on RPi's website starting today but unit shipments aren't expected until near the end of October 2023. As part of this pre-order scheme, RPi Foundation is withholding pre-orders from bulk customers and will be dealing in single-unit sales for individuals until at least the end of the year, as well as running some promotions with The MagPi and HackSpace magazines to give priority access to their subscribers. Genuinely nice to see, considering how hard it was to obtain a Pi 4 for the average Joe over the last couple years. The two announced prices for the RPi 5 are $60 USD for the 4 GB variant, and $80 USD for the 8 GB variant; or about $5 USD more than current reseller pricing on comparable configurations of the Raspberry Pi 4.

Intel Begins "Xe2" GPU Driver Enablement for Lunar Lake

Thanks to the latest report from Phoronix, we know that Intel is working on supporting the latest "Xe2" graphics architecture for their upcoming Lunar Lake processors. Today, the latest enablement comes in the Mesa Linux drivers. By employing a new technique that allows for importing prior-generation XML files within the Intel Mesa driver code, Intel engineers have managed to streamline the overall file size. This is significant not just for the efficiency it brings but also because it signifies the beginning of work on enabling Xe2 graphics support. It suggests a thoughtful approach to building upon existing architectures, making it easier to adapt and evolve the software support for each new generation of Intel graphics.

Even though we are at the early stage and Lunar Lake is far away, the progress on Xe2 doesn't stop at Mesa driver changes. There is already some work at the kernel level, and new merge requests for draft compiler changes and shader compiler patches have also been spotted. This proactive development strategy positions Intel well in offering robust open-source graphics support for Linux, and it sends a strong signal to the developer community about Intel's dedication to the platform. After the Linux kernel driver works, this Mesa driver will enable better OpenGL/Vulkan API compatibility, so Lunar Lake arrives with proper software support.

Ampere Computing Creates Gaming on Linux Guide, Runs Steam Proton on Server-class Arm CPUs

Ampere Computing, known for its Altra (Max) and upcoming AmpereOne families of AArch64 server processors tailored for data centers, has released a guide for enthusiasts on running Steam for Linux on these ARM64 processors. This includes using Steam Play (Proton) to play Windows games on these Linux-powered servers. Over the summer, Ampere Computing introduced a GitHub repository detailing the process of running Steam for Linux on their AArch64 platforms, including Steam Play/Proton. While the guide is primarily designed for Ampere Altra/Altra Max and AmpereOne hardware, it can be adapted for other 64-bit Arm platforms. However, a powerful processor is essential to appreciate the gaming experience truly. Additionally, for the 3D OpenGL/Vulkan graphics to function optimally, an Ampere workstation system is more suitable than a headless server.

The guide recommends the Ampere Altra Developer platform paired with an NVIDIA RTX A6000 series graphics card, which supports AArch64 proprietary drivers. The guide uses Box86 and Box64 to run Steam x86 binaries and other x86/x86-64 games for emulation. While there are other options like FEX-Emu and Hangover to enhance the Linux binary experience on AArch64, Box86/Box64 is the preferred choice for gaming on Ampere workstations, as indicated by its mention in Ampere Computing's Once the AArch64 Linux graphics drivers are accelerated and Box86/Box64 emulation is set up, users can install Steam for Linux. By activating Proton within Steam, it becomes feasible to play Windows-exclusive x86/x86-64 games on Ampere AArch64 workstations or server processors. However, the guide doesn't provide insights into the performance of such a configuration.

UL Solutions Launches 3DMark Solar Bay, New Cross-Platform Ray Tracing Benchmark

We're excited to announce the launch of 3DMark Solar Bay, a new cross-platform benchmark for testing ray traced graphics performance on Windows PCs and high-end Android devices. This benchmark measures games-related graphics performance by rendering a demanding, ray-traced scene in real time. Solar Bay is available now for Android on the Google Play Store and for Windows on Steam, Epic Games or directly from UL Solutions.

Compare ray tracing performance across platforms
Ray tracing is the showcase technology for Solar Bay, simulating real-time reflections. Compared to traditional rasterization, ray-traced scenes produce far more realistic lighting. While dedicated desktop and laptop graphics processing units (GPUs) have supported ray tracing for several years, it's only recently that integrated GPUs and Android devices have been capable of running real-time ray-traced games at frame rates acceptable to gamers.

Intel Arc Linux Gaming Performance Boosted by Vastly Improved Vulkan Drivers

Intel's Alchemist engineering team has been working on improving its open-source Vulkan drivers for Linux—recent coverage from Phoronix shows that Team Blue's hard work is paying off, especially in the area of gaming performance. The site's founder, Michael Larabel, approves of the latest Mesa work produced by Intel engineers, and has commended them on their efforts to better the Arc Graphics family. His mid-month testings—on a Linux 6.4-based system running an Intel Arc A770 GPU—demonstrated a "~10% speed-up for the Intel Arc Graphics on Linux." He has benchmarked this system again over the past weekend, following the release of a new set of optimizations for Mesa 23.3-devel: "The latest performance boost for Intel graphics on Linux is by supporting the I915_FORMAT_MOD_4_TILED_DG2_RC_CCS modifier. Indeed it's panning out nicely for furthering the Intel Arc Graphics Vulkan performance."

He apologized for the limited selection of games, due to: "the Intel Linux graphics driver still not having sparse support in place, but at least that will hopefully be here in the coming months when the Intel Xe kernel driver is upstreamed. Another recent promising development for the Intel open-source graphics driver support is fake sparse support to at least help some games and that code will hopefully be merged soon." First up was Counter-Strike: Global Offensive—thanks to the optimized Vulkan drivers it: "enjoyed another nice boost to the performance as a result of this latest code. For CS Linux gamers, it's great seeing the 21% boost just over the past month."

NVIDIA RTX IO GPU-Accelerated Storage Technology Debuts This Month

Rapid loading and smooth navigation through endless open worlds has long been a goal of gamers and developers alike. Even with the incredible performance of NVMe SSDs, this goal has remained out of reach. Modern game engines have exceeded the capability of traditional storage APIs; a new generation of Input/Output (IO) architecture is needed.

Enter NVIDIA RTX IO, enabling fast GPU-based loading and game asset decompression, massively accelerating IO performance compared to hard drives and traditional storage APIs. NVIDIA RTX IO leverages GPU decompression for smaller data packages, enabling faster load times and lower CPU utilization, allowing developers to create a new generation of games with massive, highly detailed worlds. NVIDIA RTX IO makes its debut alongside the free Portal: Prelude RTX mod today, and will also feature in Ratchet & Clank: Rift Apart, launching July 26th.

AMD Software Adrenalin 23.7.1 WHQL Released

AMD late Thursday released the Adrenalin 23.7.1 WHQL drivers. While these do not come with optimization for any new games since the previous 23.5.2 drivers, they add several new Vulkan API extensions, and fix a few issues. In particular, they introduce Vulkan-based accelerated video decode for H.264 and H.265 formats, among 8 other extensions spanning the Khronos and Valve trunks. The drivers also claim to improve idle power and multi-monitor power draw of RX 7000 series GPUs.

Among the issues fixed with Adrenalin 23.7.1 WHQL include sub-optimal VR performance or stuttering noticed with RX 7000 series GPUs, and an application crash for DaVinci Resolve Studio with AV1 video playback. The drivers improve idle- and multi-monitor power-draw for RX 7000 series GPUs on some 4K@144 Hz displays, and multi-monitor configurations. Display corruption noticed with WWE 2K23, and Nioh 2 have been fixed.

DOWNLOAD: AMD Software Adrenalin 23.7.1 WHQL

Imagination GPUs Gains OpenGL 4.6 Support

When it comes to APIs, OpenGL is something of a classic. According to the Khronos Group, OpenGL is the most widely adopted 2D and 3D graphics API. Since its launch in 1992 it has been used extensively by software developers for PCs and workstations to create high-performance, visually compelling graphics applications for markets such as CAD, content creation, entertainment, game development and virtual reality.

To date, Imagination GPUs have natively supported OpenGL up until Release 3.3 as well as OpenGL ES (the version of OpenGL for embedded systems), Vulkan (a cross-platform graphics API) and OpenCL (an API for parallel programming). However, thanks to the increasing performance of our top-end GPUs, especially with the likes of the DXT-72-2304, they present a competitive offering to the data centre and desktop (DCD) market. Indeed, we have multiple customers - including the likes of Innosilicon - choosing Imagination GPUs for the flexibility an IP solution, their scalability and their ability to offer up to 6 TFLOPS of compute.

Imagination Technologies Launches the IMG CXM GPU

Imagination Technologies is bringing seamless visual experiences to cost-sensitive consumer devices with the new IMG CXM GPU range which includes the smallest GPU to support HDR user interfaces natively.

Consumers are looking for visuals on their smart home platforms that are as detailed, smooth, and responsive as the experience they are accustomed to on mobile devices. At the same time, ambitious content providers are aligning the look and feel of their applications' user interfaces with their cinematic content, by integrating advanced features such as 4K and HDR.
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