#dx12 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #dx12, aggregated by home.social.
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⬛ No more black boxes! AMD Radeon GPU Profiler (RGP) now supports AMD RDNA 4 GPUs.
🔥 Profiling of #DirectML apps and compute-based #DX12 and #Vulkan apps
🔥 Improved support for Work Graphs apps
🔥 UI enhancements to the ISA views
More info: https://gpuopen.com/learn/radeon_gpu_profiler_2-4_support_rx9000_series_pure-compute_applications/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
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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
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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 -
🔥 We've just released a big update to our #Radeon #Developer #Tool Suite, inc. several features seen at #GDC2024 🎮
1. RDP 3.0 has huge UI improvements, detailed logging view, and more: https://gpuopen.com/rdp/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts2. RGP 2.1 now has interoperability with RGA for shader analysis: https://gpuopen.com/learn/rgp-2-1-rga-interoperability/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
3.RGA v2.9.1 simplifies #DX12 shader compilation: https://gpuopen.com/learn/rga-2-9-1-single-d3d12-shader-compilation/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
4. RRA 1.5 ray inspector now displays the ray hierarchy: https://gpuopen.com/radeon-raytracing-analyzer/?utm_source=mastodon&utm_medium=social&utm_campaign=rdtsLots more info at each link above! 🎉
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"Enhanced barriers are not supported on the current device"
Sooo... A RTX 3060 Ti does not support enhanced barriers? 🤔 Or did I do something wrong? -
Knockout City frame #rendering breakdown by @ataylor
https://www.velanstudios.com/post/knockout-city-frame-breakdown
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#AMD has just #OpenSource -d #FSR3 (#DX12) as promised 👏🏼
🔗 https://www.gamingonlinux.com/2023/12/amd-fidelityfx-super-resolution-3-fsr3-is-now-open-source -
Sooo about #dx12 root constants... What mental model should I have about the memory here?
Is it correct to assume the knowledge about the CUDA memory model also applies to the graphics pipeline? There's thread-local registers, shared memory per thread block and global memory?
Is it correct that root constants reside in registers and may spill to shared memory if they exceed available registers?
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I wrote about why #DX12 support and the #GamePortingToolkit is the biggest thing to happen to gaming on the #Mac in more than 30 years for Inverse! I stad by this -- even if it remains a niche/developer centric tool, the community has already proved that this is a big deal. I hope to see this integrated with Steam for Apple silicon Macs in the fall. https://www.inverse.com/tech/mac-directx-12-game-porting-toolkit-pc-games
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Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
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Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
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AMD GPU Services (AGS) 6.1 is now available!
AGS 6.1 adds:
- RDNA 3 GPU support
- VS2022 versions of the static libs
- a new sample showing you how to use AGS extensions from #DX12.Check it out on GitHub:
https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK/releases/tag/v6.1.0 -
digging into rendering architecture tonight with a great talk from Frostbite / EA that shows the growth of their render engine from 2007 (for #PS3) to the 2017 (for #PS4)
#GameDev #GraphicsProgramming #3D #Graphics #DirectX #DX12
https://www.gdcvault.com/play/1024612/FrameGraph-Extensible-Rendering-Architecture-in
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taking some serious notes today in Notion 😤 #DirectX12 #DX12
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making leaps today with the #DirectX12 renderer. got multiple CBVs setup and upgraded the triangle to a cube.
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diving into the MiniEngine codebase tonight to learn more about #DirectX12 and architecture for modern #CPP game engines
https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/MiniEngine
#GameDev #GraphicsProgramming #DX12 #DirectX #Graphics #3D #Learning
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With The Witcher 3's next-gen update now out, we were super excited to be able to dig into it and try out #FSR 2.1 on #SteamDeck!
Unfortunately, it seems launching with #DX12 currently crashes the game, which stops us from using some features like FSR 2.
https://steamdeckhq.com/news/witcher-3-next-gen-update-issues-with-dx12/
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VKD3D-Proton aims to tackle #DX12, canceled #Valve projects come to light, Nvidia drops support for their capture interface, and the #Linux powered Atari VCS gets a ship date. Then BE-A Walker faces, the CHAIRQASITION!
https://linuxgamecast.com/2020/07/linuxgamecast-weekly-412-nooks-grannies/
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Microsoft brings #DX12 to #Linux, Serious Sam 4 pulls the penguin, EA open-sources Command & Conquer, and #Denuvo Anti-Cheat promises to be Linux compatible going forward.
Show notes & podcast: https://bit.ly/LGCWEP405