News Posts matching #agility

Return to Keyword Browsing

Bandai Namco Showcases "DRAGON BALL: Sparking! ZERO" Gameplay

The stage is set and the anticipation palpable as DRAGON BALL: Sparking! ZERO adds new names to its latest lineup of fighters. Power and speed are often worthless without precision and timing. These new characters are well aware of that. In the DRAGON BALL universe, you have encountered characters who seamlessly blend both speed and power, creating a formidable fusion of strength and agility. However, among all of them, some make their raw strength or rapid movements their defining trait. The newly revealed characters are charted below.

Producer Jun Furutani revealed more details about the game's mechanics
DRAGON BALL: Sparking! ZERO brings back enhanced gameplay elements that the franchise has been known and cherished for, making battles even more spectacular, faster, impressive and authentic to the anime. Evolved features such as "Skill Count", "Revenge Counter" and "Vanishing Assaults" have been added, giving chances for players to counterattack their foes, and add more strategy to their fights. As you discover more about DRAGON BALL: Sparking! ZERO, ask yourself: will you prefer raw, overwhelming power or lightning-fast agility?

AMD Releases Adrenalin Edition 23.40.14.01 for Agility SDK Support

AMD today released its first drivers to implement Microsoft's DirectX Agility SDK version 1.613, which introduces the new DirectX 12 Work Graphs 1.0 API. AMD has extensively worked on implementing the new technology, which among other things, significantly reduces the CPU's role in most common shader graphics workloads, and improve GPU shader thread saturation, as the GPU waits less on the CPU's share of shader workloads. The new AMD Software Adrenalin 23.40.14.01 drivers are off the main driver update channel, and is intended for developers and enthusiasts to start exploring GPU Work Graphs. GPU Upload Heaps, and certain features of Shader Model 6.8 on supported AMD Radeon GPUs. There are some known issues with the driver specific to AMD's implementation of GPU Work Graphs, and the latest version of the Agility SDK in general, which are listed below.

DOWNLOAD: AMD Software Adrenalin 23.40.14.01 for Agility SDK Support

Microsoft's Latest Agility SDK Released with Cutting-edge Work Graphs API

Microsoft's DirectX department is scheduled to show off several innovations at this month's Game Developers Conference (GDC), although a late February preview has already spilled their DirectSR Super Resolution API's beans. Today, retail support for Shader Model 6.8 and Work Graphs has been introduced with an updated version of the company's Agility Software Development Kit. Program manager, Joshua Tucker, stated that these technologies will be showcased on-stage at GDC 2024—Shader Model 6.8 arrives with a "host of new features for shader developers, including Start Vertex/Instance Location, Wave Size Range, and Expanded Comparison Sampling." A linked supplementary article—D3D12 Work Graphs—provides an in-depth look into the cutting-edge API's underpinnings, best consumed if you have an hour or two to spare.

Tucker summarized the Work Graphs API: "(it) utilizes the full potential of your GPU. It's not just an upgrade to the existing models, but a whole new paradigm that enables more efficient, flexible, and creative game development. With Work Graphs, you can generate and schedule GPU work on the fly, without relying on the host. This means you can achieve higher performance, lower latency, and greater scalability for your games with tasks such as culling, binning, chaining of compute work, and much more." AMD and NVIDIA are offering driver support on day one. Team Red has discussed the launch of "Microsoft DirectX 12 Work Graphs 1.0 API" in a GPUOpen blog—they confirm that "a deep dive" into the API will happen during their Advanced Graphics Summit presentation. NVIDIA's Wessam Bahnassi has also discussed the significance of Work Graphs—check out his "Advancing GPU-driven rendering" article. Graham Wihlidal—of Epic Games—is excited about the latest development: "we have been advocating for something like this for a number of years, and it is very exciting to finally see the release of Work Graphs."

Quantum Machines Discusses Direct Digital Synthesis for Large-Scale Quantum Computing

In developing the OPX1000, a controller fit for the ever-growing quantum processors counting 1,000 qubits and beyond, we had to think deeply about every detail that impairs scalability. Our recently unveiled OPX1000 module for microwave generation (MW-FEM) generates pulses up to 10.5 GHz directly, without analog oscillators or mixers. The choice of technology to reach microwave frequencies is not trivial. We choose cutting-edge direct digital synthesis (DDS) for very specific reasons, and we believe it will enable scalability and performance to an even greater degree. In this blog, we dive deeper into the considerations for going this route and existing alternatives. So stick around, whether you like mixers or hate them, this will be an interesting ride.

Summary of Technologies for Microwave Operation
The control signals for qubit drive and readout often fall in the microwave range, which is outside the range of baseband controllers. Many qubit labs have solved the issue with solutions based on mixing, including single sideband mixers, IQ-mixers, or more complicated schemes such as double super-heterodyne (DSH) conversion. Mixer-based solutions make use of analog local oscillators (LOs) that are multiplied by the signal of a controller or an AWG. IQ-mixers naturally suffer from two main spurs (affectionate name for unwanted signals), the LO leakage and the mixer image, which require non-trivial calibration to be removed. Other schemes, such as double super-heterodyne, offer a zero-calibration solution but use many more components. Additionally, mixing schemes require having an LO source per mixer if different drive frequencies are used. Having a low phase source per mixer is very expensive, and in order to cut prices, will probably include a phase-lock loops (PLL), leading to phase differences between channels, which is detrimental for multi-qubit systems. In other words, while mixers can be useful, we need to be aware of the pros and cons involved.

DirectX 12 API New Feature Set Introduces GPU Upload Heaps, Enables Simultaneous Access to VRAM for CPU and GPU

Microsoft has implemented two new features into its DirectX 12 API - GPU Upload Heaps and Non-Normalized sampling have been added via the latest Agility SDK 1.710.0 preview, and the former looks to be the more intriguing of the pair. The SDK preview is only accessible to developers at the present time, since its official introduction on Friday 31 March. Support has also been initiated via the latest graphics drivers issued by NVIDIA, Intel, and AMD. The Microsoft team has this to say about the preview version of GPU upload heaps feature in DirectX 12: "Historically a GPU's VRAM was inaccessible to the CPU, forcing programs to have to copy large amounts of data to the GPU via the PCI bus. Most modern GPUs have introduced VRAM resizable base address register (BAR) enabling Windows to manage the GPU VRAM in WDDM 2.0 or later."

They continue to describe how the update allows the CPU to gain access to the pool of VRAM on the connected graphics card: "With the VRAM being managed by Windows, D3D now exposes the heap memory access directly to the CPU! This allows both the CPU and GPU to directly access the memory simultaneously, removing the need to copy data from the CPU to the GPU increasing performance in certain scenarios." This GPU optimization could offer many benefits in the context of computer games, since memory requirements continue to grow in line with an increase in visual sophistication and complexity.
Return to Keyword Browsing
Sep 17th, 2024 03:30 EDT change timezone

New Forum Posts

Popular Reviews

Controversial News Posts