-
Recent Posts
Recent Comments
Archives
- May 2023
- April 2023
- February 2023
- January 2023
- December 2022
- November 2022
- September 2022
- August 2022
- June 2022
- May 2022
- March 2022
- January 2022
- December 2021
- December 2020
- November 2020
- October 2020
- August 2020
- June 2020
- May 2020
- February 2020
- December 2019
- October 2019
- September 2019
- August 2019
- July 2019
- May 2019
- March 2019
- January 2019
- May 2018
- April 2018
- March 2018
- February 2018
- January 2018
- November 2017
- October 2017
- May 2017
- March 2017
- February 2017
- January 2017
- December 2016
- August 2016
- July 2016
- June 2016
- May 2016
- April 2016
- March 2016
- February 2016
- January 2016
- December 2015
- November 2015
- September 2015
- August 2015
- June 2015
- April 2015
- January 2015
- December 2014
- November 2014
- October 2014
- September 2014
- August 2014
- July 2014
- June 2014
- April 2014
- March 2014
- February 2014
- December 2013
- November 2013
- October 2013
- September 2013
- August 2013
- July 2013
- June 2013
- May 2013
- April 2013
- March 2013
- February 2013
- January 2013
- December 2012
- November 2012
- October 2012
- September 2012
- August 2012
- July 2012
- June 2012
- May 2012
- April 2012
- March 2012
- February 2012
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- March 2011
- February 2011
- January 2011
- December 2010
- November 2010
- October 2010
- September 2010
- August 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- January 2009
Categories
Meta
Tag Archives: gaming
DirectX 12 and Vulkan: what it is, and what it isn’t
I often read comments in the vein of: “… but vendor A’s hardware is designed more for DX12/Vulkan than vendor B’s”. It’s a bit more complicated than that, because it is somewhat of a chicken-and-egg problem. So I thought I’d … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news, Vulkan
Tagged AMD, assembler, Async compute, Code, compiler, Direct3D, DirectX 12, driver, DX11, DX12, DX12_1, Engine, FL12_1, gaming, graphics, Intel, Mantle, nvidia, OpenGL, optimize, performance
11 Comments
GeForce GTX1060: nVidia brings Pascal to the masses
Right, we can be short about the GTX1060… It does exactly what you’d expect: it scales down Pascal as we know it from the GTX1080 and GTX1070 to a smaller, cheaper chip, aiming at the mainstream market. The card is … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Vulkan
Tagged 3DMark, AMD, FutureMark, gaming, geforce, GPU, GTX1060, nvidia, performance, Radeon RX480, Time Spy
21 Comments
AMD’s Polaris debuts in Radeon RX480: I told you so
In a recent blogpost, after dealing with the nasty antics of a deluded AMD fanboy, I already discussed what we should and should not expect from AMD’s upcoming Radeon RX480. Today, the NDA was lifted, and reviews appear everywhere on the … Continue reading
Posted in Hardware news
Tagged AMD, gaming, geforce, GPU, GTX1060, GTX1070, GTX970, nvidia, performance, Radeon RX480
52 Comments
GameWorks vs GPUOpen: closed vs open does not work the way you think it does
I often read people claiming that GameWorks is unfair to AMD, because they don’t get access to the sourcecode, and therefore they cannot optimize for it. I cringe everytime I read this, because it is wrong on so many levels. … Continue reading
Posted in Direct3D, OpenGL, Software development, Software news
Tagged AMD, D3D, Direct3D, DirectX, driver cheats, GameWorks, gaming, Gaming Evolved, GPUOPen, nvidia, OpenGL, optimization, The Way It's Meant To Be Played
21 Comments
Rise of the Tomb Raider: DX12 update
An update for Rise of the Tomb Raider was released yesterday, adding support for the DX12 API: http://steamcommunity.com/games/391220/announcements/detail/870690772757808963 And: http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb As you can see: Adds NVIDIA VXAO Ambient Occlusion technology. This is the world’s most advanced real-time AO solution, specifically developed for … Continue reading
Posted in Direct3D
Tagged Conservative Rasterization, DirectX 12, DX12, FEATURELEVEL_12_1, gaming, GPU, graphics, Maxwell, nvidia, Tomb Raider, VXAO
1 Comment
The myth of HBM
It’s amazing, but AMD has done it again… They have managed to trick their customer base into believing yet another bit of nonsense about AMD’s hardware. This time it is about HBM. As we all know, AMD has traded in … Continue reading
Posted in Hardware news
Tagged AMD, Direct3D, framerate, Fury, gaming, HBM, jitter, myth, OpenGL, performance, Radeon, stutter
22 Comments
Alex St. John: The Evolution of Direct3D
I just stumbled upon this blog by Alex St. John, one of the creators of DirectX at Microsoft: http://www.alexstjohn.com/WP/2013/07/22/the-evolution-of-direct3d/ It gives a very interesting view on how OpenGL and Direct3D related to each other in the early days, within Microsoft. … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development, Software news
Tagged Alex St. John, Direct3D, DirectX, evolution, games, gaming, graphics, history, Microsoft, OpenGL
2 Comments
Linux, the Dunning-Kruger OS
Over the years, I’ve seen a pattern emerge. I have documented this on various occasions. Such as the time when Jed Smith thought he knew about Windows security features such as ACLs. Or that time when Linus thought he had … Continue reading
Posted in Direct3D, OpenGL, Software development, Software news
Tagged computer, desktop, Direct3D, Dunning-Kruger, gaming, linus torvalds, linux, OpenGL, OS X, priority boost, responsiveness, software, technology, Windows
13 Comments
Haswell Hasarrived
Intel has launched its new generation of Core i5/i7 processors, codenamed Haswell. If you are familiar with Intel’s tick-tock strategy, this is a ‘tock’: a microarchitecture update on existing process technology. In this case the 22 nm process which is … Continue reading
Posted in Hardware news
Tagged AMD, anandtech, APU, computer, Core i7, cpu internals, gaming, Haswell, iGPU, Intel, Iris Pro, Ivy Bridge, performance, technology
4 Comments
Latency and stuttering with 3D acceleration
The other day, I read this interesting article on Anandtech about the GPU stuttering issues that were recently discovered with AMD cards. I wanted to do a quick write-up about that, since it relates to what I am doing. As … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development
Tagged AMD, computer, Direct3D, FRAPS, gaming, GPU, Intel, latency, latency issues, nvidia, OpenGL, technology
2 Comments