#directx12 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #directx12, aggregated by home.social.
-
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 ⬇️
-
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 ⬇️
-
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 👇
-
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 👇
-
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. -
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. -
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 https://github.com/naxl/directx12offline.git
cd directx12offline
`
>>
git clone https://github.com/naxl/directx12offline.git
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
-
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 https://github.com/naxl/directx12offline.git
cd directx12offline
`
>>
git clone https://github.com/naxl/directx12offline.git
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
-
💡 Il driver AMD 25.9.1 porta il supporto di FSR 4 a più di 85 giochi che già integrano FSR 3.1
#amd #blog #directx12 #driver #fsr3 #fsr4 #news #optiscaler #picks #rdna4 #tech #tecnologia #vulkan
-
💡 Il driver AMD 25.9.1 porta il supporto di FSR 4 a più di 85 giochi che già integrano FSR 3.1
#amd #blog #directx12 #driver #fsr3 #fsr4 #news #optiscaler #picks #rdna4 #tech #tecnologia #vulkan
-
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.
-
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 .
-
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!
-
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!
-
DirectX 12 Agility SDK 1.716.0-preview Explained - a new post on my blog
https://asawicki.info/news_1783_directx_12_agility_sdk_17160-preview_explained
#directx12 #dx12 -
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: https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator/tree/feature/resource-tight-alignment
-
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.
https://devblogs.microsoft.com/directx/agilitysdk-1-716-0-preview-and-1-615-retail/
#directx12 #dx12 -
Moore Threads MTT-S80: Gaming-Grafikkarten aus China beherrschen jetzt DirectX 12 https://www.computerbase.de/news/grafikkarten/moore-threads-mtt-s80-gaming-grafikkarten-aus-china-beherrschen-jetzt-directx-12.90002/ #moorethreads #mtts80 #directx12 #3dmark #timespy
-
Moore Threads MTT-S80: Gaming-Grafikkarten aus China beherrschen jetzt DirectX 12 https://www.computerbase.de/news/grafikkarten/moore-threads-mtt-s80-gaming-grafikkarten-aus-china-beherrschen-jetzt-directx-12.90002/ #moorethreads #mtts80 #directx12 #3dmark #timespy
-
-
-
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
-
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
-
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
-
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
-
I forked one of my games and integrated @jrouwe's JoltPhysics into it. Wonder what this will lead to?
#indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #joltphysics
-
I forked one of my games and integrated @jrouwe's JoltPhysics into it. Wonder what this will lead to?
#indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #joltphysics
-
I didn't have energy to make much progress this week, so let's take a look back at some of my other level editing tools for this #screenshotsaturday
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #leveleditor
-
I didn't have energy to make much progress this week, so let's take a look back at some of my other level editing tools for this #screenshotsaturday
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #leveleditor
-
My old-Tomb-Raider inspired level editor draft starts to be usable:
#screenshotsaturday
#3D #OpenGL #DirectX12 #gamedev #gamedevelopment #indiedev #IndieGameDev -
My old-Tomb-Raider inspired level editor draft starts to be usable:
#screenshotsaturday
#3D #OpenGL #DirectX12 #gamedev #gamedevelopment #indiedev #IndieGameDev -
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
-
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
-
🏆 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 https://gpuopen.com/four-new-papers-released-for-hpg-conference/?utm_source=mastodon&utm_medium=social&utm_campaign=hpg
-
🏆 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 https://gpuopen.com/four-new-papers-released-for-hpg-conference/?utm_source=mastodon&utm_medium=social&utm_campaign=hpg
-
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
-
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
-
✨ 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):
-
✨ 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):
-
For this #screenshotsaturday, I've been reworking the level editor for Fire Exit, and got some undo-redo working:
#indiegame #climatechange #indiegamedev #gamedev #2DGame #clicker #leveleditor #FireExit #dearimgui #DirectX12 #OpenGL
-
For this #screenshotsaturday, I've been reworking the level editor for Fire Exit, and got some undo-redo working:
#indiegame #climatechange #indiegamedev #gamedev #2DGame #clicker #leveleditor #FireExit #dearimgui #DirectX12 #OpenGL
-
Something a little different for this #WishlistWednesday: which of these games do you wish you could get separately?
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #gametrailer
-
Something a little different for this #WishlistWednesday: which of these games do you wish you could get separately?
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #gametrailer
-
PsyCam is now available as part of our Collection!
https://plisitol.itch.io/jam-collection
#PointNClick #indiegame #indiedev #indiegamedev #OpenGL #DirectX12 #gamedev #videogame #CCTV #3D #Trenchbroom #PsyCam #plisitol
-
PsyCam is now available as part of our Collection!
https://plisitol.itch.io/jam-collection
#PointNClick #indiegame #indiedev #indiegamedev #OpenGL #DirectX12 #gamedev #videogame #CCTV #3D #Trenchbroom #PsyCam #plisitol
-
PsyCam is coming out in a couple hours!
https://youtu.be/gFj2u45SVz8#PointNClick #indiegame #indiedev #indiegamedev #OpenGL #DirectX12 #gamedev #videogame #CCTV #3D #Trenchbroom #PsyCam #plisitol
-
Plisitol Jam Collection's update is getting close to release!
#PointNClick #indiegame #indiedev #indiegamedev #OpenGL #DirectX12 #gamedev #videogame #CCTV #3D #Trenchbroom #PsyCam #plisitol
-
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: