While GPU Technology Conference is focused on the leading edge research, the company isn’t slowing down in their build up of the GeForce family. From consumers to researchers, the most commonly used GPUs are ones from the GeForce family of products. In order to enhance the end user experience, NVIDIA released the latest version of GeForce Experience, bringing the handy companion tool up to version 3.6. In addition to optimizing the graphics settings for all the supported games installed on your system, this update adds gameplay recording and broadcasting support for games running on OpenGL and Vulkan APIs. This extended support means that all the screenshots,
AMD Launches Polaris Refresh, Wants to Make World VR Ready
After a series of leaks, AMD finally launched a refresh – or a rebrand – or their Polaris GPU product family. Some minor tweaks enabled Polaris 10 became Polaris 20, and so on, and so forth. The products launching today are Radeon RX 550, 560, 570 and 580. As AMD states, the new line-up is designed to further reduce the barrier of entry to VR capable i.e. “VR Ready” hardware, enable performance at higher resolutions such as 2560×1440 or 3440×1440 etc. Gamers should be able to stream their titles, and achieve great frame rate in the most played titles of today and hopefully tomorrow. According to AMD,
Futuremark Brings Vulkan API to 3DMark
Founded in 1997, Futuremark is a company that continuously develops one of the greatest benchmark tools for measuring performance of computer hardware and software. Formerly known as ORB (Online Result dataBase), Futuremark today owns the world’s largest and most comprehensive hardware performance database with over 50,000,000 available benchmark results, mixing thousands of different CPU’s, GPU’s and mobile devices. Until recently, it was impossible to offer apples-to-apples comparison between different devises as they all used different API (Application Programming Interface). Luckily, with the work of The KHRONOS Group, Vulkan API is now gaining in popularity. In order to keep with times, Futuremark added Vulkan support their 3DMark
After an update on CryEngine roadmap we are revealing some interesting tidbits about their plans for the future of the CryEngine or, more importantly now in 5.3 patch which is scheduled to become available in mid-November. Biggest features coming to this particular iteration of the engine is definitely support for Vulkan graphics and rendering as well as physics, and support for Deprecate Lua and LLVM generated code helpers (C++ reflection). Also nice thing that caught our eyes is support for mobile GPUs via Vulkan. However their roadmap of course doesn’t stop there, it also looks ahead to tweaks in CryEngine 5.4 which is planned in
Watch Six Minutes of DOOM Running on GeForce GTX 1080
In case you’ve missed it, there’s six minutes of your Friday that you should not miss. The idSoftware crew demonstrated their 2016 remake of legendary DOOM, a game that practically created the first person shooter (FPS) genre. The original daddy of FPS also came from the same team. Couple of months ago, we saw that DOOM Multiplayer achieves 60 fps with ease on anything faster than a three year old Radeon R9 290, I look forward to seeing a title that will bring me back to my childhood. 🙂 In meanwhile, enjoy in these five minutes and fifty-six seconds. The team demonstrated Full HD, 1920×1080 resolution in continuous 60 frames per second
Sony PlayStation NEO Console for VR Revealed?
According to multiple sources we managed to talk to during the last couple of industry conferences, and the story that just break today, Sony is rushing ahead towards introduction of “Playstation 4.5”, codenamed NEO. The company decided to update the console rather than performing a ‘simple’ die shrink, a tactic both Microsoft and Sony utilized over the lifetime of their Playstation 2 and 3, Xbox and 360 consoles. The original plan for NEO was to introduce a 14nm die-shrink of 8-core Jaguar processor and an update of a GCN-based graphics processor. However, a shift from 28nm to 14nm is significantly more complex due to the fact that 28nm process used
OTOY Ported CUDA to Non-NVIDIA Hardware
VentureBeat reports that Los Angeles-based OTOY managed to reverse engineer Nvidia’s CUDA language to run on chips other than Nvidia’s own GPUs. That means programs written in the CUDA language can now run on GPUs provided by Intel, AMD, and ARM. Thus, software built for NVIDIA GPUs will work on a multitude of devices ranging from an AMD-based console (PlayStaton 4, Xbox One) to an Apple iPad or iPhone. The cloud rendering company launched in January 2009, and has developed a technology that uses “clusters of GPUs” in the cloud to render cinema-quality graphics that’s streamed to a client within a web browser. The company also provides
NVIDIA Releases First WHQL-Certified Vulkan Driver
UPDATE March 8, 02:32AM GMT – We learned from NVIDIA that customers might experience issues when installing the drivers. Use ‘clean’ install option, rather than ‘Express’ one. Just a few weeks ago, The Khronos Group released Vulkan API. When the API (Application Program Interface) launched, leading hardware vendors released their beta versions of drivers which support Vulkan API. NVIDIA is first out the door with the WHQL-certified driver. We received word from Brian Burke (Senior PR Manager, NVIDIA) that new GeForce driver v364.47 passed Microsoft validation and is available for download. The driver brings the following features: Game Ready – built in game profiles for ideal performance on
Unreal Engine 4 Drives Insane Mobile Graphics
Recently, Nizar Romdan (Director, Developer Ecosystem ARM) made a somewhat spectacular, yet expected claim that graphics processor on mobile phones will overtake the current generation of consoles by 2017. He’s not the first – Jen-Hsun Huang often claims that NVIDIA Tegra processors rival desktop processors or graphics on gaming consoles. While theoretical statements based on numbers are all nice and dandy, realities are that we haven’t seen ‘console-level’ or ‘desktop-level’ performance on mobile parts. Coming to the fore is Tim Sweeney (CEO and Founder, Epic Games), whose code wizards created the ProtoStar demo for Samsung Galaxy S7 smartphone. ProtoStar is a demo based on Unreal Engine 4.10, and
Mantle Cycle is Complete as Khronos Releases Vulkan 1.0
AMD is a company well-known for designing and adopting standards which soon become ‘open’ and ultimately become industry standards. What makes their approach unique is that quite often, AMD did not benefit from that strategy as the standards would explode in markets where the company is not present. Still, the list of open standards created by a tiny giant from Sunnyvale / Austin is remarkable. Khronos Group just released a ‘final initial’ (v1.0) specification of Vulkan low-level API (Application Program Interface). Launched as Mantle, AMD’s in-house, low-level API became two snowballs: Microsoft reacted to Mantle by developing the DirectX 12 in as little as 17 months. Only four months prior to Mantle’s announcement, Microsoft informed