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Quake II RTX to Launch on Steam

NVIDIA plans to release their adaptation of Quake, called Quake II RTX, soon on Steam. The Quake II RTX will be free(in some cases) to play, full Quake II game, with additional features such as ray tracing. The game is using Vulkan API for its Ray Tracing capabilities and requires NVIDIA's Turing GPUs in order to play with and use all of the advanced lighting effects.

All the owners of the original Quake II on Steam will get the RTX update free of charge. However, new users will get only 3 levels to play for free and if they want more levels with multiplayer as well, they will have to purchase the original Quake II for $4.99. The game will become available on June 6th, one day from present.

Crytek Updates CryEngine Roadmap: Version 5.7 to Support DirectX 12, Vulkan and Ray Tracing

Crytek have updated their development roadmap for CryEngine, adding in some of the features we discussed yesterday on our piece regarding their Neon Noir ray tracing tech demo performance. The new roadmap now places Spring 2020 as the time where both DirectX 12 and Vulkan, lower level APIs than the currently-supported DX11, will be fully integrated into the engine. Ray Tracing will be added at the same time, no doubt taking advantage of the higher performance that can be extracted from hardware through the lower level APIs.

It will be interesting to see the level of performance on CryEngine's hardware agnostic ray tracing, and whether their Spring 2020 implementation will take advantage of specialized RTX hardware - or focus on a software solution ran at varying degrees of rendering resolution according to the scene. Though with AMD's Navi being expected to incorporate some sort of hardware-based ray tracing acceleration, it's very likely software calculations will only be a fallback of the coding.

Crytek's Hardware-Agnostic Raytracing Scene Neon Noir Performance Details Revealed

Considering your reaction, you certainly remember Crytek's Neon noir raytracing scene that we shared with you back in march. At the time, the fact that raytracing was running at such mesmerizing levels on AMD hardware was arguably the biggest part of the news piece: AMD's Vega 56 graphics card with no dedicated raytracing hardware, was pushing the raytraced scene in a confident manner. Now, Crytek have shared some details on how exactly Neon noir was rendered.

The AMD Radeon Vega 56 pushed the demo at 1080p/30 FPS, with full-resolution rendering of raytraced effects. Crytek further shared that raytracing can be rendered at half resolution compared to the rest of the scene, and that if they did so on AMD's Vega 56, they could push a 1440p resolution at 40+ FPS. The raytraced path wasn't running on any modern, lower-level API, such as DX12 or Vulkan, but rather, on a custom branch of Crytek's CryEngine, version 5.5.

No Man's Sky Updated to Support Vulkan Renderer API

I've written my fair share of articles on No Man's Sky, since the game's concept is one of the more interesting in recent years (for me; editor liberties, can we call it?). The game may have excelled more in concept than in execution, but a series of updates have brought the game close to what was promised. Now, developer Hello games has brought about an update that brings a more subtle change: the game's API has been updated from OpenGL to Vulkan. The "behind the curtains" update has brought about improved performance across the spectrum of graphics cards that support that API renderer (in particular AMD users, as the patch notes themselves spell out), and, expectedly, an easier coding time for the developers. Improved HDR support was also coded into the game. The full patch notes follow, as well as Hello Games' words on this change.

Quake II Reimagined with Ray-tracing on Vulkan

Christoph Schied reimagined the 1990s cult-classic "Quake II" with real-time ray-tracing, using the Vulkan API and NVIDIA GeForce RTX 20-series hardware exposing the "VK_NV_ray_tracing" extension. Called "Q2VKPT," this game based on id Software's open-source Quake II code, implemented real-time path-tracing to make the lighting more physically accurate. NVIDIA expanded on Schied's work with "Quake II RTX," which is possibly the world's first game that is fully real-time ray-traced.

This NVIDIA rendition of Q2VKPT leverages NVIDIA's RTX for Vulkan to ensure all lighting, shadows, reflections, and other visual effects are ray-traced and denoised using NVIDIA's AI-accelerated denoiser. Unless it somehow scored higher-resolution texture assets from id Software, NVIDIA could also be using a GPU-accelerated upscaler to improve texture resolution. It's also possible that ambient-occlusion methods such as HBAO+ are in play to add apparent geometric detail to some of the surfaces in the game. NVIDIA hasn't made Quake II RTX public yet, although you could take the path-traced Q2VKPT for a spin. You'll need an RTX 20-series graphics card and the latest drivers.

AMD Releases Radeon Adrenalin Edition 19.3.2 Drivers - Offers New Vulkan Extensions

AMD has released the latest version of their Radeon Adrenalin 2019 Drivers. Beta version 19.3.2 is a significant update as it delivers support for Tom Clancy's The Division 2 and Sid Meier's Civilization VI: Gathering Storm. AMD also claims up to 4% gain in regards to average performance on the Radeon VII when compared to the previously released 19.2.3 drivers. To go with the added game support and performance boost this release also supports DirectX 12 on Windows 7 for select titles. The Vulkan API also gets some love with this release with the addition of various extensions with the most notable one being the VK_EXT_depth_clip_enable extension which allows for depth clipping operations to be controlled by the application rather than the driver thus making it useful for Developers translating Direct3D content to the Vulkan API. For the full details for this release, you can check the changelog after the break.
DOWNLOAD: AMD Radeon Adrenalin Edition 19.3.2 Beta

Gainward Announces its GeForce GTX 1660 Ti Series

As the leading brand in enthusiastic graphics market, Gainward proudly presents the all new GeForce GTX 1660 Ti series - Gainward GeForce GTX 1660 Ti Ghost and Gainward GeForce GTX 1660 Ti Pegasus series. Gainward's new GeForce GTX 1660 Ti series is built with the breakthrough graphics performance of the award-winning NVIDIA Turing architecture. These advanced graphics cards are designed to deliver a powerful combination of gaming innovation and next-gen graphics. With the new Turing's architecture, the gaming performance will outgo up to 1.5 times than the GeForce GTX 1060 6GB. It's a blazing-fast supercharger for today's most popular games, and even faster with modern titles.

AMD Radeon VII Detailed Some More: Die-size, Secret-sauce, Ray-tracing, and More

AMD pulled off a surprise at its CES 2019 keynote address, with the announcement of the Radeon VII client-segment graphics card targeted at gamers. We went hands-on with the card earlier this week. The company revealed a few more technical details of the card in its press-deck for the card. To begin with, the company talks about the immediate dividends of switching from 14 nm to 7 nm, with a reduction in die-size from 495 mm² on the "Vega 10" silicon to 331 mm² on the new "Vega 20" silicon. The company has reworked the die to feature a 4096-bit wide HBM2 memory interface, the "Vega 20" MCM now features four 32 Gbit HBM2 memory stacks, which make up the card's 16 GB of memory. The memory clock has been dialed up to 1000 MHz from 945 MHz on the RX Vega 64, which when coupled with the doubled bus-width, works out to a phenomenal 1 TB/s memory bandwidth.

We know from AMD's late-2018 announcement of the Radeon Instinct MI60 machine-learning accelerator based on the same silicon that "Vega 20" features a total of 64 NGCUs (next-generation compute units). To carve out the Radeon VII, AMD disabled 4 of these, resulting in an NGCU count of 60, which is halfway between the RX Vega 56 and RX Vega 64, resulting in a stream-processor count of 3,840. The reduced NGCU count could help AMD harvest the TSMC-built 7 nm GPU die better. AMD is attempting to make up the vast 44 percent performance gap between the RX Vega 64 and the GeForce RTX 2080 with a combination of factors.

Basemark GPU 1.1 Update Released, Adds DirectX 12 Support

Today Basemark releases version 1.1 of its multi-platform graphics hardware evaluation tool Basemark GPU. Basemark GPU has been made available for free to download and use for personal users. Additionally, Basemark has provided professional versions for Benchmark Development Program members, corporate and commercial users.

Basemark GPU 1.1 Benchmark offers unparalleled, objective comparisons between Vulkan, OpenGL, OpenGL ES and now DirectX 12 for graphics performance analysis across both mobile and desktop platforms. Our desktop Linux version of Basemark GPU 1.1 will be available in the next few days utilizing the easily installable universal Flatpak delivery format.

Basemark GPU is available for download now.

AMD Releases Radeon Software Adrenalin Edition 18.11.2 Beta Drivers

AMD today made available the latest version of their Radeon software drivers, Adrenalin Edition 18.11.2, for supported graphics solutions. This brings with it support for the hotly anticipated Battlefield V game title, as well as some fixes to issues that users have been awaiting. Driver software notifications no longer list erroneously the current installed driver version and, more importantly, the annoying bug affecting some RX Vega users of elevated memory clocks even during system idle states has been resolved.

The driver also brings with it support for a Vulkan extension, VK_AMD_memory_overallocation_behavior, that "allows controlling whether explicit overallocation beyond the device memory heap sizes is allowed or not" as AMD puts it themselves. Things are not all rosy, however, with known issues including potential crashing of Assassin's Creed: Odyssey at some locations on Windows 7 systems and possible mouse lag with multi-display setups with at least one display enabled but powered off. This is disappointing considering an older driver update from September had seemingly fixed it too. The drivers are up for download at the link below, hosted directly on TechPowerUp for your convenience, and the change log is available past the break for those interested.

DOWNLOAD: AMD Radeon Software Adrenalin 18.11.2

NVIDIA Announces Quadro RTX 4000 Graphics Card

NVIDIA today introduced the Quadro RTX 4000 graphics card - the company's first midrange professional GPU powered by the NVIDIA Turing architecture and the NVIDIA RTX platform. Unveiled at the annual Autodesk University Conference in Las Vegas, the Quadro RTX 4000 puts real-time ray tracing within reach of a wider range of developers, designers and artists worldwide.

Professionals from the manufacturing, architecture, engineering and media creation industries witnessed a seismic shift in computer graphics with the launch of Turing in August. The field's greatest leap since the invention of the CUDA GPU in 2006, Turing features new RT Cores to accelerate ray tracing and next-gen Tensor Cores for AI inferencing which, together for the first time, make real-time ray tracing possible.

It Can't Run Crysis: Radeon Instinct MI60 Only Supports Linux

AMD recently announced the Radeon Instinct MI60, a GPU-based data-center compute processor with hardware virtualization features. It takes the crown for "the world's first 7 nm GPU." The company also put out specifications of the "Vega 20" GPU it's based on: 4,096 stream processors, 4096-bit HBM2 memory interface, 1800 MHz engine clock-speed, 1 TB/s memory bandwidth, 7.4 TFLOP/s peak double-precision (FP64) performance, and the works. Here's the kicker: the company isn't launching this accelerator with Windows support. At launch, AMD is only releasing x86-64 Linux drivers, with API support for OpenGL 4.6, Vulkan 1.0, and OpenCL 2.0, along with AMD's ROCm open ecosystem. The lack of display connector already disqualifies this card for most workstation applications, but with the lack of Windows support, it is also the most expensive graphics card that "can't run Crysis." AMD could release Radeon Pro branded graphics cards based on "Vega 20," which will ship with Windows and MacOS drivers.

AMD Releases Radeon Software Adrenalin 18.10.2 Beta

AMD has released today the Radeon Software Adrenalin 18.10.2 beta drivers. These drivers focus on a few key fixes with the first one solving the issue of Vulkan API titles that experience crashing when launching the game. Next is a specific fix for Assassin's Creed Odyssey which keeps the game from randomly exiting when it is restarted after applying Adaptive Anti-Aliasing on multi-GPU systems.

That said, a few issues have been specifically noted. Strange Brigade can still experience application hang when using the DirectX 12 API. Radeon Overlay does not play nice with the latest Windows 10 October 2018 Update. It can cause intermittent instability or game crashes for the time being. Finally, RX Vega series graphics cards may experience elevated memory clocks when the system is idle. Other than that nothing else is mentioned by AMD in regards to possible driver performance improvements etc. Instead, this latest beta focuses on a few key fixes and nothing more. It should also be noted that it is available in 64-bit only, as AMD confirmed earlier today they will not be supporting 32-bit operating systems going forward.

DOWNLOAD: AMD Radeon Software Adrenalin 18.10.2 Beta
The change-log follows.

VUDA is a CUDA-Like Programming Interface for GPU Compute on Vulkan (Open-Source)

GitHub developer jgbit has started an open-source project called VUDA, which takes inspiration from NVIDIA's CUDA API to bring an easily accessible GPU compute interface to the open-source world. VUDA is implemented as wrapper on top of the highly popular next-gen graphics API Vulkan, which provides low-level access to hardware. VUDA comes as header-only C++ library, which means it's compatible with all platforms that have a C++ compiler and that support Vulkan.

While the project is still young, its potential is enormous, especially due to the open source nature (using the MIT license). The page on GitHub comes with a (very basic) sample, that could be a good start for using the library.

Intel is Adding Vulkan Support to Their OpenCV Library, First Signs of Discrete GPU?

Intel has submitted the first patches with Vulkan support to their open-source OpenCV library, which is designed to accelerate Computer Vision. The library is widely used for real-time applications as it comes with 1st-class optimizations for Intel processors and multi-core x86 in general. With Vulkan support, existing users can immediately move their neural network workloads to the GPU compute space without having to rewrite their code base.

At this point in time, the Vulkan backend supports Convolution, Concat, ReLU, LRN, PriorBox, Softmax, MaxPooling, AvePooling, and Permute. According to the source code changes, this is just "a beginning work for Vulkan in OpenCV DNN, more layer types will be supported and performance tuning is on the way."

It seems that now, with their own GPU development underway, Intel has found new love for the GPU-accelerated compute space. The choice of Vulkan is also interesting as the API is available on a wide range of platforms, which could mean that Intel is trying to turn Vulkan into a CUDA killer. Of course there's still a lot of work needed to achieve that goal, since NVIDIA has had almost a decade of head start.

Manli Announces GeForce RTX 2080 Ti and RTX 2080 Gallardo Series Graphics Cards

Manli Technology Group Limited, the major Graphics Cards and other components manufacturer, today announced the brand new RTX 20 series family graphics solution - Manli GeForce RTX 2080 Ti & RTX 2080 Gallardo with RGB Lights. Manli GeForce RTX 2080 Ti & RTX 2080 Gallardo delivers extremely cool, fast and smooth gaming experience. Powered by the latest NVIDIA Turing GPU architecture and revolutionary RTX platform. It also couples with real-time ray tracing, artificial intelligence and programmable shading.

AMD Releases Radeon Adrenalin Edition 18.8.2 BETA Drivers

AMD today released version 18.8.2 Beta of their Radeon Adrenalin drivers. This driver version brings with it support for Strange Brigade, so if you're planning on partaking in some gaming over that title's waters, you should have this driver suite. Apart from that, there are just some known issues with this driver release: minor corruption on Strange Brigades' Vulkan renderer on Windows 7 systems; application hangs on V-Sync and FreeSync (at the same time) enabled systems (also on Windows 7); and Radeon Overlay's functioning in multiple-GPU configurations under the Vulkan renderer. Grab these drivers from the link below.
DOWNLOAD: AMD Radeon Software Adrenalin 18.8.2 Beta

Games With NVIDIA RTX, Part 3: Gaijin Studios' Enlisted, Assetto Corsa Competizione, Atomic Heart

Gaijin Studios also went on stage with their Enlisted game to showcase their particular implementation of NVIDIA's RTX - the first we've seen that was based not on Direct X 12, but on Vulkan. The highlights pointed out stuck with RTX's strengths, naturally, but particularly, with the ease with which the global illumination system was implemented. Essentially, the fact that Enlisted features massive, dynamic maps with up to 64 square kilometers, destructible environments and indoors and outdoors lighting conditions means that pre-baked illumination solutions just wouldn't cut it in any way - there were just too many variables to consider. RTX implemented via Vulkan was, for the studio, and as they put it, the tool they never knew they couldn't live without.

AMD Releases Radeon Software Adrenalin 18.8.1 Beta Drivers

AMD today released version 18.8.1 beta of its Radeon Software Adrenalin drivers that keep your graphics card's performance equal to that of a well/oiled machine (figuratively, of course). The new software version brings driver-level support and improvements for the upcoming (and highly awaited) Monster Hunter: World. for that game, this driver release promises up to 5% and 6% increased performance on AMD's RX Vega graphics card and RX 580, respectively, compared to AMD's 18.6.1 driver release at 1080p.

This driver also adds support for World of Warcraft : Battle for Azeroth, We Happy Few, and Madden NFL 19. Another interesting additions are the extended functions for the Vulkan API, supporting more commands than previous driver versions. As always, you can download these drivers right here on TPU - just follow the link below. Feel free to jump towards after the break for some more details on this driver release.
DOWNLOAD:AMD Radeon Software Adrenalin 18.8.1 Beta

AMD Unveils its Most Powerful Semi-custom SoC for a Chinese OEM

Chinese PC maker Zhongshan Subor believes that there is space for a class of devices between game consoles and gaming desktops, targeted at Chinese gamers that game a lot online, and won't mind a little productivity on the side. The same class of people are repulsed by the idea of gaming desktops from traditional OEMs, which tend to be overpriced; and don't want to burn their hands building their own PC. For them, there's a new console-desktop; which runs common PC OS, plays PC versions of games, and runs PC apps, while exhibiting some characteristics of a console (perhaps a dashboard, and a highly customized user-interface stack), called simply SUBOR.

A part of what makes SUBOR affordable compared to OEM gaming desktops is because every component is purpose-built, including the SoC at the heart of it. This semi-custom SoC is codenamed "Fenghuang." The chip is a cut above the one that powers the PS4 Pro or Xbox One X. It combines a 4-core/8-thread CPU based on AMD's latest "Zen" architecture, compared to the low-power "Jaguar" derivatives that power the fastest consoles. The CPU runs at up to 3.00 GHz of clocks, and has 4 MB of L3 cache. The GPU is equally impressive: based on "Vega," it packs 24 NGCUs, translating to 1,536 stream processors, and the latest feature-set, including DirectX 12 and Vulkan. The GPU engine ticks at up to 1.30 GHz. 8 GB of GDDR5 memory across a 256-bit wide interface, is hardwired to the SoC (no memory expansion). The SUBOR will be unveiled at China Joy 2018.

Intel Exhorts Developers Towards Vulkan Usage as Graphics API of Choice

Intel, via a Game Dev Developer Zone blog post, took it into its hands to urge game developers towards usage of the industry-prevalent Vulkan API. Some unapologetic puns are thrown in, such as "(...) You might say that Vulkan lets apps live long and prosper", but these are only meant to entertain. And it's well known that Intel has supported the Khronos Group and Vulkan's inception from the beginning, alongside Google. The reasons for this blog post to make it into a front page, however, are twofold.
Vulkan APIs are positioned to become one of the next dominant graphics rendering platforms.

Basemark Launches Free Multiplatform GPU Benchmark

Basemark launched today Basemark GPU, a new graphics performance evaluation tool for systems with Vulkan 1.0, OpenGL 4.5 or OpenGL ES 3.1 graphics APIs. This tool enables the industry to objectively and reliably quantify and compare graphics performance of next generation mobile, automotive and desktop processors.

"We have poured all of our soul and expertise in making this product. The work started two and half years ago and this massive project has culminated in today's launch of a true state-of-the-art product," said Arto Ruotsalainen, CEO of Basemark. "We believe Basemark GPU will become an essential tool for anyone tasked to evaluate graphics performance in systems ranging from smart phones, smart TVs and cars to PCs."

NVIDIA Adapting RTX Ray-tracing to Vulkan API

NVIDIA made big moves to bring a semblance of real-time ray-tracing to the masses, with the new RTX technology, as part of its efforts to replace rasterized rendering, which has dominated 3D graphics for the past three decades. Microsoft has come out with its own extension to DirectX 12, with the new DXR API. NVIDIA is now reportedly working with the Khronos Group to bring RTX to Vulkan.

A new Vulkan extension titled "VK_NV_raytracing" surfaced in tech-documents accessed by Phoronix, which is the company's contribution to a multi-vendor standard for ray-tracing, being developed by the Khronos Group. This extension could expose several NVIDIA RTX features and presets to Vulkan. It also has similar code-structures to DXR, to minimize duplication of effort, or skill-building. NVIDIA will detail its adaptation of RTX to Vulkan further at GTC.

NVIDIA Releases GeForce 397.31 WHQL Drivers

NVIDIA today releases GeForce 397.31 WHQL drivers. The drivers see NVIDIA discontinue regular support for 32-bit versions of Windows. It also sheds support for GPUs based on NVIDIA "Fermi" GPU architecture (GeForce 400 series and 500 series). The drivers also add first official support for NVIDIA RTX real-time ray-tracing technology. To use it, you'll need a GPU based on NVIDIA's next-generation "Volta" architecture (such as the $3,000 TITAN V), the latest major version of Windows 10, and Microsoft DXR developer package. The drivers also add support for Vulkan 1.1 API. Besides the above three, GeForce 397.31 WHQL is game-ready for "BattleTech" and "FrostPunk." Grab it from the link below.
DOWNLOAD: NVIDIA GeForce 397.31 WHQL

AMD Announces Radeon Rays and Radeon GPU Profiler 1.2 at GDC 2018

AMD announced at GDC widened support for Radeon Rays with Unity Lightmapper. Its open-source, high efficiency, high performance GPU-accelerated ray tracing software helps game developers to achieve higher visual quality and stunningly photorealistic 3D images in real-time. Radeon ProRender now supports real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization-based rendering, to combine the value of ray tracing with the interactivity of rasterization.

For gaming, ray tracing is in its early stages. For professional applications, however, real-time ray tracing is a well-established rendering technique. Today, AMD is announcing ProRender support for real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization based rendering. Now built on Vulkan, ProRender is continuing to enable developers to deliver interactive photorealistic graphics. We are actively engaging with professional developers to make real-time visualization a reality.
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