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#directx12 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #directx12, aggregated by home.social.

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  1. Introducing MiniDXNN: a new MLP library built for #DirectX12 HLSL, enabling neural rendering without compute API interop:

    🧠 Optimized MLP inference kernels.
    ⚡ Acceleration via cooperative vector APIs.
    🎮 Sample apps & full source code.

    Get started ⬇️

    gpuopen.com/learn/minidxnn-mlp

  2. Introducing MiniDXNN: a new MLP library built for #DirectX12 HLSL, enabling neural rendering without compute API interop:

    🧠 Optimized MLP inference kernels.
    ⚡ Acceleration via cooperative vector APIs.
    🎮 Sample apps & full source code.

    Get started ⬇️

    gpuopen.com/learn/minidxnn-mlp

  3. Introducing AMD Smoldr, our open-source CLI to run #DirectX12 HLSL from simple text scripts.

    🛠️ Compile shaders, create resources & pipelines
    ⚙️ Dispatch compute & ray tracing
    🐞 Prototype/debug without C++

    Faster iteration for DX12 devs 👇

    gpuopen.com/learn/enhancing-di

  4. Introducing AMD Smoldr, our open-source CLI to run #DirectX12 HLSL from simple text scripts.

    🛠️ Compile shaders, create resources & pipelines
    ⚙️ Dispatch compute & ray tracing
    🐞 Prototype/debug without C++

    Faster iteration for DX12 devs 👇

    gpuopen.com/learn/enhancing-di

  5. Es gibt jetzt einen neuen #Nvidia Beta Treiber für #Linux, welcher offenbar die Performance Probleme in #DirectX12 Spielen beheben soll, aber der Scheiß Bug, welcher Auftritt, wenn man bei einem Laptop einen externen Monitor anschließt, wurde immer noch nicht behoben. Ich bekomme immer noch nur die halbe Framerate des Minitors.
  6. Es gibt jetzt einen neuen #Nvidia Beta Treiber für #Linux, welcher offenbar die Performance Probleme in #DirectX12 Spielen beheben soll, aber der Scheiß Bug, welcher Auftritt, wenn man bei einem Laptop einen externen Monitor anschließt, wurde immer noch nicht behoben. Ich bekomme immer noch nur die halbe Framerate des Minitors.
  7. TIL about DirectX12 offline. An important util when you run your win64 ENV on an airgapped simulation station. I download only from Linux or *BSD

    Its simple

    `
    git clone github.com/naxl/directx12offli
    cd directx12offline
    `
    >>
    git clone github.com/naxl/directx12offli
    Cloning into 'directx12offline'...
    remote: Enumerating objects: 179, done.
    remote: Counting objects: 100% (20/20), done.
    remote: Compressing objects: 100% (20/20), done.
    remote: Total 179 (delta 10), reused 2 (delta 0), pack-reused 159 (from 1)
    Receiving objects: 100% (179/179), 95.99 MiB | 3.16 MiB/s, done.
    Resolving deltas: 100% (10/10), done.
    >>

    #programming #GFX #gaming #win64 #directX12 #directX #proprietary

    github.com/naxl/directx12offli

  8. TIL about DirectX12 offline. An important util when you run your win64 ENV on an airgapped simulation station. I download only from Linux or *BSD

    Its simple

    `
    git clone github.com/naxl/directx12offli
    cd directx12offline
    `
    >>
    git clone github.com/naxl/directx12offli
    Cloning into 'directx12offline'...
    remote: Enumerating objects: 179, done.
    remote: Counting objects: 100% (20/20), done.
    remote: Compressing objects: 100% (20/20), done.
    remote: Total 179 (delta 10), reused 2 (delta 0), pack-reused 159 (from 1)
    Receiving objects: 100% (179/179), 95.99 MiB | 3.16 MiB/s, done.
    Resolving deltas: 100% (10/10), done.
    >>

    #programming #GFX #gaming #win64 #directX12 #directX #proprietary

    github.com/naxl/directx12offli

  9. Deferred Rendering: GBuffer

    Всем привет, видела на просторах интернета достаточно мало материалов на отложенный рендеринг, при том что сама его идея‑то достаточно прикольная, так что решила вставить свои пять копеек сама. Этакий разбор полётов, что это такое, как этого добиться и как конфигурировать DX12 так, чтобы он рисовал то, что ты хочешь.

    habr.com/ru/articles/944856/

    #DirectX #directx12 #deferred_rendering

  10. Multi-GPU Rendering для игр жив?

    Всем привет. Я студент 2 курса магистратуры Университета ИТМО факультета «Школа разработки видеоигр». В своей выпускной работе « Анализ и разработка алгоритма Shadow Mapping направленных источников света для систем с несколькими GPU » я перенёс вычисление Cascaded Shadow Maps на вторую видеокарту и получил 40% прироста к производительности .

    habr.com/ru/articles/904726/

    #rust #directx12 #shadow_mapping #компьютерная_графика

  11. After years of continuous development, we just tagged a new release of D3D12 Memory Allocator library v3.0.0 🎉

    🏷️ So if you want the latest and greatest D3D12MA, or just more info - head over to GPUOpen!

    #Direct3D #DirectX12

    gpuopen.com/d3d12-memory-alloc

  12. After years of continuous development, we just tagged a new release of D3D12 Memory Allocator library v3.0.0 🎉

    🏷️ So if you want the latest and greatest D3D12MA, or just more info - head over to GPUOpen!

    #Direct3D #DirectX12

    gpuopen.com/d3d12-memory-alloc

  13. I added support for the new #directx12 #dx12 resource tight alignment to D3D12 Memory Allocator. Because it is a preview feature, I did it on a branch: github.com/GPUOpen-LibrariesAn

  14. The new DirectX 12 Agility SDK 1.615.0 and 1.716.0-preview adds some exciting features! I plan to write more about it on my blog soon. D3D12 Memory Allocator library and D3d12info tool will need an update.
    devblogs.microsoft.com/directx
    #directx12 #dx12

  15. Game physics is hard: I tried to simulate a hydrojet-powered boat, I accidentally ended up with something closer to an antigravity racer.

    #screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #racing

  16. Game physics is hard: I tried to simulate a hydrojet-powered boat, I accidentally ended up with something closer to an antigravity racer.

    #screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #racing

  17. The kidney disease/treatment is still sucking more energy than I expected, so I still get limited progress. I'm trying something new that hopefully won't take years to finish.

    #screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #trackeditor #leveleditor

  18. The kidney disease/treatment is still sucking more energy than I expected, so I still get limited progress. I'm trying something new that hopefully won't take years to finish.

    #screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #trackeditor #leveleditor

  19. I've been working on and off on a constrained 3D level editor in the last few weeks, nothing worth showing yet but I'm still here.

    #screenshotsaturday #3D #OpenGL #DirectX12 #gamedev #gamedevelopment #indiedev #IndieGameDev

  20. I've been working on and off on a constrained 3D level editor in the last few weeks, nothing worth showing yet but I'm still here.

    #screenshotsaturday #3D #OpenGL #DirectX12 #gamedev #gamedevelopment #indiedev #IndieGameDev

  21. 🏆 We were extremely honored to win Best Paper at the High Performance Graphics Conference last week for our #DirectX12 Work Graphs paper 🏆

    🥈 We also placed 2nd for H-PLOC, our super-fast #BVH construction technique!

    For our round-up of all our HPG news and links, head over to gpuopen.com/four-new-papers-re

  22. 🏆 We were extremely honored to win Best Paper at the High Performance Graphics Conference last week for our #DirectX12 Work Graphs paper 🏆

    🥈 We also placed 2nd for H-PLOC, our super-fast #BVH construction technique!

    For our round-up of all our HPG news and links, head over to gpuopen.com/four-new-papers-re

  23. Not much to show this #screenshotsaturday, I made some experiments with a 3D level editor that I had to mostly throw away, so here are some editor shots from my other games: First Plague, Surveillance Sphere and Fire Exit

    #indiegame #indiedev #indiegamedev #gamedev #videogame #3D #leveleditor #OpenGL #DirectX12 #gamedeveloper #gamedevelopment

  24. Not much to show this #screenshotsaturday, I made some experiments with a 3D level editor that I had to mostly throw away, so here are some editor shots from my other games: First Plague, Surveillance Sphere and Fire Exit

    #indiegame #indiedev #indiegamedev #gamedev #videogame #3D #leveleditor #OpenGL #DirectX12 #gamedeveloper #gamedevelopment

  25. ✨ Our #Microsoft #DirectX12
    Work Graphs session at the Advanced Graphics Summit at #GDC2024 created a lot of excitement ✨

    Now you can discover how #WorkGraphs will transform GPU programming for yourself, with the just-released video and slide deck (link in description):

    youtube.com/watch?v=QQP6-JF64D

  26. ✨ Our #Microsoft #DirectX12
    Work Graphs session at the Advanced Graphics Summit at #GDC2024 created a lot of excitement ✨

    Now you can discover how #WorkGraphs will transform GPU programming for yourself, with the just-released video and slide deck (link in description):

    youtube.com/watch?v=QQP6-JF64D

  27. Mal. La respuesta es: mal.

    Que montones de juegos no soportan el güindos para arquitectura #ARM.

    Los emuladores (#Parallels y #VMWareFusion ) soportan aceleración gráfica con #DirectX11 en chips de arquitectura ARM, y los juegos de @steam piden #DirectX12, que no está disponible para el windows de ARM.

    Anyhow, al menos puedo trabajar. Total, ni que tuviera ganas de jugar :awesome:

    #Steam #Gaming #Windows11ARM #Apple #M3chip