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This list is illustrative of a GPU and vendor driver supporting all possible entrypoints/profiles using mesa 22.3. The actual capabilities reported in vaQueryConfigProfiles, vaQueryConfigEntrypoints , vaQueryConfigAttributes, VaQueryVideoProcPipelineCaps and others are dynamically queried from the underlying GPU and might vary between platforms and driver versions. The vainfo utility will list the
Abstract You may have noticed a mysterious new optional feature called Hardware Accelerated GPU Scheduling appear in the advanced graphics settings page with the Windows 10 May 2020 update. The purpose of this blog is to give some background on this new feature and how we are introducing it. It is intended for folks curious about Windows internals. Remaining on the cutting edge of hardware innovat
AWS for Games Blog Splitting the Atom: Introducing Lumberyard’s New Photorealistic Renderer Authored by Chanelle Mosquera and Doug Erickson of the Amazon Lumberyard team. For over 5 years, Amazon Lumberyard‘s graphics engine has served our customers in fine stead. As we looked to our future, we recognized that its fixed approach to rendering and its established feature set would limit our customer
Bigger. Bolder. Brighter. High dynamic range (HDR) offers the most impressive improvement to the visual experience in recent history. HDR unlocks an entirely new range of colors with more intensity than standard monitors, making games come to life like never before. In November 2020, the Xbox Series X|S consoles launched with the Auto HDR feature which automatically upgrades your backwards compati
October 26, 2020 by Laszlo Agocs | Comments Last year we had a three part blog series about Qt's new approach to working with 3D graphics APIs and shading languages: part 1, part 2, part 3. For Qt Quick, an early, opt-in preview of the new rendering architecture was shipped in Qt 5.14, with some improvements in Qt 5.15. With the release of Qt 6.0 upcoming, let's see what has happened since Qt 5.15
Earlier this year, Microsoft showed the world how the Xbox Series X, with its portfolio of technology innovations, will introduce a new era of no-compromise gameplay. Alongside the actual console announcements, we unveiled the Xbox Velocity Architecture, a key part of how the Xbox Series X will deliver next generation gaming experiences. We’re excited to bring DirectStorage, an API in the DirectX
Graphics programmer spending most of my waking hours making pixels prettier and faster. This blog is my scratchpad for graphics techniques I try and experiment with. The opinions expressed herein are my own. Follow @KostasAAA “Low-level thinking in high-level shading languages” (Emil Persson, 2013), along with its followup “Low-level Shader Optimization for Next-Gen and DX11“, is in my top 3 most
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