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 , , , , , , , , , , , , , , , , , , , , | 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 , , , , , , , , , , | 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 , , , , , , , , , | 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 , , , , , , , , , , , , | 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 , , , , , , , , , , | 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 , , , , , , , , , , , | 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 , , , , , , , , , | 2 Comments