News Posts matching #DirectX 12

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NVIDIA Will Stop Creating SLI Driver Profiles After January 2021

NVIDIA has been limiting SLI support recently with only the RTX 3090 featuring support for the feature and even then only through modern APIs such as DirectX 12 and Vulkan meaning that games must explicitly support SLI to work. NVIDIA will no longer be adding new SLI driver profiles on RTX 20 Series and earlier GPUs starting on January 1st, 2021. The only way to use SLI going forward will be through native game integrations which NVIDIA will focus on helping developers provide. NVIDIA also noted that various DirectX 12 and Vulkan games already feature native integrations such as; Shadow of the Tomb Raider, Civilization VI, Sniper Elite 4, Gears of War 4, and Red Dead Redemption 2. Creative and other non-gaming applications that support multi-GPU acceleration will continue to function across all supported GPUs.

AMD Radeon Software Adrenalin 20.8.3 Released as WHQL

AMD today posted the Radeon Software Adrenalin 20.8.3 WHQL drivers. This was earlier released as a beta in late-August. Besides the WHQL certification, nothing appears to have changed since 20.8.3 beta. The drivers come with optimization for "Marvel's Avengers" (the game), "Project CARS 3," and "Fortnite" (specific to DirectX 12 model in "Epic" setting). Other changes over the previous 20.8.2 drivers include new Vulkan API extensions, a number of game-specific fixes, improved compatibility of YouTube playback on certain browsers when paired with AMD Ryzen processors, and more. Grab the drivers from the link below.

DOWNLOAD: AMD Radeon Software Adrenalin 20.8.3 WHQL

Microsoft Rolls Out DirectX 12 Feature-level 12_2: Turing and RDNA2 Support it

Microsoft on Thursday rolled out the DirectX 12 feature-level 12_2 specification. This adds a set of new API-level features to DirectX 12 feature-level 12_1. It's important to understand that 12_2 is not DirectX 12 Ultimate, even though Microsoft explains in its developer blog that the four key features that make up DirectX 12 Ultimate logo requirements were important enough to be bundled into a new feature-level. At the same time, Ultimate isn't feature-level 12_1, either. The DirectX 12 Ultimate logo requirement consists of DirectX Raytracing, Mesh Shaders, Sampler Feedback, and Variable Rate Shading. These four, combined with an assortment of new features make up feature-level 12_2.

Among the updates introduced with feature-level 12_2 are DXR 1.1, Shader Model 6.5, Variable Rate Shading tier-2, Resource Binding tier-3, Tiled Resources tier-3, Conservative Rasterization tier-3, Root Signature tier-1.1, WriteBufferImmediateSupportFlags, GPU Virtual Address Bits resource expansion, among several other Direct3D raster rendering features. Feature-level 12_2 requires a WDDM 2.0 driver, and a compatible GPU. Currently, NVIDIA's "Turing" based GeForce RTX 20-series are the only GPUs capable of feature-level 12_2. Microsoft announced that AMD's upcoming RDNA2 architecture supports 12_2, too. NVIDIA's upcoming "Ampere" (RTX 20-series successors) may support it, too.

AMD Releases Radeon Software Adrenalin 20.8.3

AMD late Thursday released the latest Radeon Software Adrenalin software. Version 20.8.3 beta comes with optimization for "Marvel's Avengers" (the game), "Project CARS 3," and "Fortnite" (DirectX 12 mode in Epic setting now yields a 12% uplift as tested on an RX 5700 XT). The drivers also add four new Vulkan API extensions, VK_EXT_extended_dynamic_state, VK_EXT_private_data, VK_EXT_image_robustness, and VK_GOOGLE_user_type.

Among the fixed issues are an application crash with "Mortar Shell" when opening the inventory window in-game, issues with enabling HDR on FreeSync 2 displays, and application crash with "Surviving Mars" on RX 5000 series graphics, a start-up crash with "eFootball PES 2020," Radeon Overlay not being available in a hybrid graphics system when in-game with "Hyper Scape," a stuttering issue with CS:GO with certain applications running in the background; and compatibility issues with YouTube playback on Microsoft Edge player or Chrome on certain Ryzen 3000 and Ryzen 4000 machines.

DOWNLOAD: AMD Radeon Software Adrenalin 20.8.3
The change-log follows.

NVIDIA Releases GeForce 452.06 Game Ready Drivers

NVIDIA today released the latest update to its GeForce Game Ready software. Version 452.06 WHQL comes with optimization for Microsoft Flight Simulator (2020), Tony Hawk's Pro Skater 1 and 2 (2020 remastered), Troy: A Total War Saga, and World of Warcraft: Shadowlands (beta). The drivers also add G-SYNC compatibility for eight new gaming monitors, spanning Acer, ASUS, Lenovo, and I-O Data brands.

Among the issues fixed are Shadow of the Tomb Raider crashing in DirectX 12 mode with Windows 10 GPU hardware scheduling enabled; a texture corruption issue with Death Stranding affecting GTX 16-series and RTX 20-series graphics cards; black square artifacts noticed in Path of Exile; a stuttering issue with Forza Motorsport 7, and several games randomly freezing during gameplay. Grab the drivers from the link below.
DOWNLOAD: NVIDIA GeForce 452.06 WHQL Game Ready

The change-log follows.

Matrox D1450 Graphics Card for High-Density Output Video Walls Now Shipping

Matrox is pleased to announce that the Matrox D-Series D1450 multi-display graphics card is now shipping. Purpose-built to power next-generation video walls, this new single-slot, quad-4K HDMI graphics card enables OEMs, system integrators, and AV installers to easily combine multiple D1450 boards to quickly deploy high-density-output video walls of up 16 synchronized 4K displays. Along with a rich assortment of video wall software and developer tools for advanced custom control and application development, D1450 is ideal for a broad range of commercial and critical 24/7 applications, including control rooms, enterprises, industries, government, military, digital signage, broadcast, and more.
Advanced capabilities

Backed by innovative technology and deep industry expertise, D1450 delivers exceptional video and graphics performance on up to four 4K HDMI monitors from a single-slot card. OEMs, system integrators, and AV professionals can easily add—and synchronize—displays by framelocking up to four D-Series cards via board-to-board framelock cables. In addition, D1450 offers HDCP support to display copy-protected content, as well as Microsoft DirectX 12 and OpenGL support to run the latest professional applications.

Intel "Tiger Lake" Gen12 Xe iGPU Compared with AMD "Renoir" Vega 8 in 3DMark "Night Raid"

Last week, reports of Intel's Gen12 Xe integrated graphics solution catching up with AMD's Radeon Vega 8 iGPU found in its latest Ryzen 4000U processors in higher-tier 3DMark tests sparked quite some intrigue. AMD's higher CPU core-count bailed the processor out in overall 3DMark 11 scores. Thanks to Thai PC enthusiast TUM_APISAK, we now have a face-off between the Core i7-1165G7 "Tiger Lake-U" processor (15 W), against AMD Ryzen 7 4800U (15 W), and the mainstream-segment Ryzen 7 4800HS (35 W), in 3DMark "Night Raid."

The "Night Raid" test is designed to evaluate iGPU performance, and takes advantage of DirectX 12. The Core i7-1165G7 falls behind both the Ryzen 7 4800U and the 4800HS in CPU score, owing to its lower CPU core count, despite higher IPC. The i7-1165G7 is a 4-core/8-thread chip featuring "Willow Cove" CPU cores, facing off against 8-core/16-thread "Zen 2" CPU setups on the two Ryzens. Things get interesting with graphics tests, where the Radeon Vega 8 solution aboard the 4800U scores 64.63 FPS in GT1, and 89.41 FPS in GT2; compared to just 27.79 FPS in GT1 and 32.05 FPS in GT2, by the Gen12 Xe iGPU in the i7-1165G7.

Matrox Now Shipping D-Series D1480 Graphics Card

Matrox is pleased to announce that the Matrox D-Series D1480 multi-display graphics card is now shipping. Purpose-built to power next-generation video walls, this new single-slot graphics card supports up to four 4Kp60 DisplayPort monitors and can be combined to drive a high-density-output video wall of up 16 synchronized 4K displays. Along with a rich assortment of video wall software and developer tools, the D1480 card enables OEMs, system integrators, and AV installers to deploy high-performance display walls for a broad range of commercial and critical 24/7 applications, including control rooms, enterprises, industries, government, military, digital signage, broadcast, and more.

Backed by innovative technology and deep industry expertise, D1480 delivers exceptional video and graphics performance on up to four 4K DisplayPort monitors from a single-slot card. OEMs, system integrators, and AV professionals can easily add—and synchronize—displays by framelocking up to four D-Series cards via board-to-board framelock cables. In addition, D1480 offers HDCP support to display copy-protected content, as well as Microsoft DirectX 12, OpenGL 4.5, and OpenCL 1.2 support to run the latest professional applications.

Nintendo Takes Legal Action Against Unofficial Super Mario 64 PC Port

An unofficial port of Super Mario 64 for PC was released on various online forums last week, this port was made possible through reverse engineering of the game's source code obtained by fans over the past few years. This PC port differed from existing options such as N64 emulation as it allows the game to run at far greater resolutions than its native resolution of 240p with resolutions such as 4K, 4K ultra-wide or even 8K now possible at uncapped frame rates. The DirectX 12 powered port came with other features such as controller support and the ability to add modern visual effects including ray tracing through third-party tools such as Reshade.

As expected Nintendo is not pleased with the port and has taken steps to get it removed from various sites, Nintendo has reportedly contracted US law firm Wildwood Law Group LLC who refer to the unofficial Super Mario 64 PC port as an "unauthorized derivative work based on Nintendo's copyrighted work." In addition to the download link takedowns, several YouTube videos featuring gameplay of the port have also been removed. Nintendo will want to get this port removed from the internet as soon as possible, especially given their plans to release new and remastered Mario games for the Nintendo Switch this year.

Intel iGPU+dGPU Multi-Adapter Tech Shows Promise Thanks to its Realistic Goals

Intel is revisiting the concept of asymmetric multi-GPU introduced with DirectX 12. The company posted an elaborate technical slide-deck it originally planned to present to game developers at the now-cancelled GDC 2020. The technology shows promise because the company isn't insulting developers' intelligence by proposing that the iGPU lying dormant be made to shoulder the game's entire rendering pipeline for a single-digit percentage performance boost. Rather, it has come up with innovating augments to the rendering path such that only certain lightweight compute aspects of the game's rendering be passed on to the iGPU's execution units, so it has a more meaningful contribution to overall performance. To that effect, Intel is on the path of coming up with SDK that can be integrated with existing game engines.

Microsoft DirectX 12 introduced the holy grail of multi-GPU technology, under its Explicit Multi-Adapter specification. This allows game engines to send rendering traffic to any combinations or makes of GPUs that support the API, to achieve a performance uplift over single GPU. This was met with lukewarm reception from AMD and NVIDIA, and far too few DirectX 12 games actually support it. Intel proposes a specialization of explicit multi-adapter approach, in which the iGPU's execution units are made to process various low-bandwidth elements both during the rendering and post-processing stages, such as Occlusion Culling, AI, game physics, etc. Intel's method leverages cross-adapter shared resources sitting in system memory (main memory), and D3D12 asynchronous compute, which creates separate processing queues for rendering and compute.

AMD RDNA 2 GPUs to Support the DirectX 12 Ultimate API

AMD today announced in the form of a blog post that its upcoming graphics cards based on RDNA 2 architecture will feature support for Microsoft's latest DirectX 12 Ultimate API. "With this architecture powering both the next generation of AMD Radeon graphics cards and the forthcoming Xbox Series X gaming console, we've been working very closely with Microsoft to help move gaming graphics to a new level of photorealism and smoothness thanks to the four key DirectX 12 Ultimate graphics features -- DirectX Raytracing (DXR), Variable Rate Shading (VRS), Mesh Shaders, and Sampler Feedback." - said AMD in the blog.

Reportedly, Microsoft and AMD have worked closely to enable this feature set and provide the best possible support for RDNA 2 based hardware, meaning that future GPUs and consoles are getting the best possible integration of the new API standard.
AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate

Microsoft DirectX 12 Ultimate: Why it Helps Gamers Pick Future Proof Graphics Cards

Microsoft Thursday released the DirectX 12 Ultimate logo. This is not a new API with any new features, but rather a differentiator for graphics cards and game consoles that support four key modern features of DirectX 12. This helps consumers recognize the newer and upcoming GPUs, and tell them apart from some older DirectX 12 capable GPUs that were released in the mid-2010s. For a GPU to be eligible for the DirectX 12 Ultimate logo, it must feature hardware acceleration for ray-tracing with the DXR API; must support Mesh Shaders, Variable Rate Shading (VRS), and Sampler Feedback (all of the four). The upcoming Xbox Series X console features this logo by default. Microsoft made it absolutely clear that the DirectX 12 Ultimate logo isn't meant as a compatibility barrier, and that these games will work on older hardware, too.

As it stands, the "Navi"-based Radeon RX 5000 series are "obsolete", just like some Turing cards from the GeForce GTX 16-series. At this time, the only shipping product which features the logo is NVIDIA's GeForce RTX 20-series and the TITAN RTX, as they support all the above features.

NVIDIA GeForce RTX GPUs to Support the DirectX 12 Ultimate API

NVIDIA graphics cards, starting from the current generation GeForce RTX "Turing" lineup, will support the upcoming DirectX 12 Ultimate API. Thanks to a slide obtained by our friends over at VideoCardz, we have some information about the upcoming iteration of the DirectX 12 API made by Microsoft. In the new API revision, called "DirectX 12 Ultimate", it looks like there are some enhancements made to the standard DirectX 12 API. From the leaked slide we can see the improvements coming in the form of a few additions.

The GeForce RTX lineup will support the updated version of API with features such as ray tracing, variable-rate shading, mesh shader, and sampler feedback. While we do not know why Microsoft decided to call this the "Ultimate" version, it is possibly used to convey clearer information about which features are supported by the hardware. In the leaked slide there is a mention of consoles as well, so it is coming to that platform as well.

TechPowerUp GPU-Z 2.30.0 Released

TechPowerUp today released the latest version of GPU-Z, the popular graphics subsystem information and diagnostic utility. Version 2.30.0 introduces several new feature- and stability updates, and adds support for new GPUs. To begin with, support is added for AMD Radeon RX 590 GME, Radeon Pro W5500, Pro V7350x2, FirePro 2260, and Instinct MI25 MxGPU; Intel UHD (Core i5-10210Y), and a rare GeForce GTS 450 Rev 2. TechPowerUp GPU-Z 2.30.0 introduces support for reporting hardware-accelerated GPU scheduling in Windows 10 20H1 in the Advanced tab. The tab now also has the ability to show WDDM 2.7, Shader Model 6.6, DirectX Mesh Shaders, and DXR tier 1.1. A workaround for the DirectML detection on Windows 10 19041 built has been added. Graphics driver registry path is now displayed in the General section of the Advanced tab.

In the Sensors tab, the NVIDIA VDDC sensor has been renamed to "GPU voltage," and AMD's "GPU only power draw" sensor to "GPU chip-only power draw" to clarify that the sensor only measures the power draw of the GPU package and not the whole graphics card. AMD "Renoir" based processors and their iGPUs now show up as 7 nm. Windows Basic Display driver now no longer reports its status as WHQL or Beta. A crash during DirectX 12 detection has been fixed.
TechPowerUp GPU-Z 2.23.0 main window
DOWNLOAD: TechPowerUp GPU-Z 2.30.0

The change-log follows.

AMD RDNA2 Graphics Architecture Detailed, Offers +50% Perf-per-Watt over RDNA

With its 7 nm RDNA architecture that debuted in July 2019, AMD achieved a nearly 50% gain in performance/Watt over the previous "Vega" architecture. At its 2020 Financial Analyst Day event, AMD made a big disclosure: that its upcoming RDNA2 architecture will offer a similar 50% performance/Watt jump over RDNA. The new RDNA2 graphics architecture is expected to leverage 7 nm+ (7 nm EUV), which offers up to 18% transistor-density increase over 7 nm DUV, among other process-level improvements. AMD could tap into this to increase price-performance by serving up more compute units at existing price-points, running at higher clock speeds.

AMD has two key design goals with RDNA2 that helps it close the feature-set gap with NVIDIA: real-time ray-tracing, and variable-rate shading, both of which have been standardized by Microsoft under DirectX 12 DXR and VRS APIs. AMD announced that RDNA2 will feature dedicated ray-tracing hardware on die. On the software side, the hardware will leverage industry-standard DXR 1.1 API. The company is supplying RDNA2 to next-generation game console manufacturers such as Sony and Microsoft, so it's highly likely that AMD's approach to standardized ray-tracing will have more takers than NVIDIA's RTX ecosystem that tops up DXR feature-sets with its own RTX feature-set.
AMD GPU Architecture Roadmap RDNA2 RDNA3 AMD RDNA2 Efficiency Roadmap AMD RDNA2 Performance per Watt AMD RDNA2 Raytracing

AMD Releases Radeon Software Adrenalin 20.2.1 Beta

AMD today released the latest version of Radeon Software Adrenalin 2020 Edition. Version 20.2.1 beta adds optimization for "Zombie Army 4: Dead War." A handful issues have also been fixed. To begin with, unusually high memory usage with ReLive has been fixed. HDR content becoming excessively dark or bright with DirectX 12 games on RX 5000-series graphics cards, has been fixed. Camera element experiencing stutter with ReLive has been fixed. A missing scroll bar in the "compatibility" tab of Radeon Software application has been fixed. Also addressed is Radeon Software failing to detect VR games when SteamVR is running. Radeon Anti-Lag toggle audible alerts falsely sounding has been fixed. Grab the software from the link below.

DOWNLOAD: AMD Radeon Software Adrenalin 20.2.1 beta

Matrox Introduces D-Series Graphics Cards for High-Density-Output Video Walls

Matrox is pleased to announce Matrox D-Series, a new family of next-generation, multi-display graphics cards designed to power video walls in commercial and critical 24/7 environments. These new single-slot graphics cards drive up to four 4Kp60 displays and can be easily combined to output up to 16 x 4K monitors for high-density video walls in control rooms, enterprises, industries, government, military, pro A/V, digital signage, security, and more. Matrox D-Series graphics cards will be in action at ISE 2020 (booth 11-D120).

Leveraging a custom-built NVIDIA Quadro embedded GPU, D-Series delivers smooth video playback and graphics performance on up to four high-resolution HDMI or DisplayPort displays. OEMs, system integrators, and AV installers can also combine up to four D-Series cards via board-to-board framelock cables, to drive up to sixteen synchronized 4K displays. In addition, D-Series offers HDCP support for playback of protected audio and video content, as well as Microsoft DirectX 12, OpenGL 4.5, and OpenCL 1.2 support to run the latest professional applications.

Ray Tracing and Variable-Rate Shading Design Goals for AMD RDNA2

Hardware-accelerated ray tracing and variable-rate shading will be the design focal points for AMD's next-generation RDNA2 graphics architecture. Microsoft's reveal of its Xbox Series X console attributed both features to AMD's "next generation RDNA" architecture (which logically happens to be RDNA2). The Xbox Series X uses a semi-custom SoC that features CPU cores based on the "Zen 2" microarchitecture and a GPU based on RDNA2. It's highly likely that the SoC could be fabricated on TSMC's 7 nm EUV node, as the RDNA2 graphics architecture is optimized for that. This would mean an optical shrink of "Zen 2" to 7 nm EUV. Besides the SoC that powers Xbox Series X, AMD is expected to leverage 7 nm EUV for its RDNA2 discrete GPUs and CPU chiplets based on its "Zen 3" microarchitecture in 2020.

Variable-rate shading (VRS) is an API-level feature that lets GPUs conserve resources by shading certain areas of a scene at a lower rate than the other, without perceptible difference to the viewer. Microsoft developed two tiers of VRS for its DirectX 12 API, tier-1 is currently supported by NVIDIA "Turing" and Intel Gen11 architectures, while tier-2 is supported by "Turing." The current RDNA architecture doesn't support either tiers. Hardware-accelerated ray-tracing is the cornerstone of NVIDIA's "Turing" RTX 20-series graphics cards, and AMD is catching up to it. Microsoft already standardized it on the software-side with the DXR (DirectX Raytracing) API. A combination of VRS and dynamic render-resolution will be crucial for next-gen consoles to achieve playability at 4K, and to even boast of being 8K-capable.

UL Benchmarks Outs 3DMark Feature Test for Variable-Rate Shading Tier-2

UL Benchmarks today announced an update to 3DMark, with the expansion of the Variable-Rate Shading (VRS) feature-test with support for VRS Tier-2. A component of DirectX 12, VRS Tier 1 is supported by NVIDIA "Turing" and Intel Gen11 graphics architectures (Ice Lake's iGPU). VRS Tier-2 is currently supported only by NVIDIA "Turing" GPUs. VRS Tier-2 adds a few performance enhancements such as lower levels of shading for areas of the scene with low contrast to their surroundings (think areas under shadow), yielding performance gains. The 3DMark VRS test runs in two passes, pass-1 runs with VRS-off to provide a point of reference; and pass-2 with VRS-on, to test performance gained. The 3DMark update with VRS Tier-2 test will apply for the Advanced and Professional editions.

DOWNLOAD: 3DMark v2.11.6846

NVIDIA Develops Tile-based Multi-GPU Rendering Technique Called CFR

NVIDIA is invested in the development of multi-GPU, specifically SLI over NVLink, and has developed a new multi-GPU rendering technique that appears to be inspired by tile-based rendering. Implemented at a single-GPU level, tile-based rendering has been one of NVIDIA's many secret sauces that improved performance since its "Maxwell" family of GPUs. 3DCenter.org discovered that NVIDIA is working on its multi-GPU avatar, called CFR, which could be short for "checkerboard frame rendering," or "checkered frame rendering." The method is already secretly deployed on current NVIDIA drivers, although not documented for developers to implement.

In CFR, the frame is divided into tiny square tiles, like a checkerboard. Odd-numbered tiles are rendered by one GPU, and even-numbered ones by the other. Unlike AFR (alternate frame rendering), in which each GPU's dedicated memory has a copy of all of the resources needed to render the frame, methods like CFR and SFR (split frame rendering) optimize resource allocation. CFR also purportedly offers lesser micro-stutter than AFR. 3DCenter also detailed the features and requirements of CFR. To begin with, the method is only compatible with DirectX (including DirectX 12, 11, and 10), and not OpenGL or Vulkan. For now it's "Turing" exclusive, since NVLink is required (probably its bandwidth is needed to virtualize the tile buffer). Tools like NVIDIA Profile Inspector allow you to force CFR on provided the other hardware and API requirements are met. It still has many compatibility problems, and remains practically undocumented by NVIDIA.

NVIDIA Releases GeForce Hotfix Driver Version 441.34

NVIDIA late Tuesday pushed out a Hotfix to its GeForce Software against glaring bugs that can't wait for the next driver release to be fixed. Hotfix 441.34 fixes a bug with "Red Dead Redemption 2" stalling on machines with 4-core and 6-core CPUs, when the Vulkan API is used. The drivers also fix a game crash with "Shadow of the Tomb Raider" launching in DirectX 12 mode. The rest of the driver's change-log is identical to that of the recent 441.20 WHQL drivers. Grab the hotfix from the link below.

DOWNLOAD: NVIDIA GeForce Hotfix 441.34

AMD Releases Radeon Software Adrenalin 19.11.3

AMD late Monday posted Radeon Software Adrenalin 19.11.3 beta graphics drivers. The drivers add optimization for "Fortnite" in DirectX 12 mode introduced through patch v11.20, which is the only item in the change-log. Besides this, the company has acknowledged just like in the 19.11.2 changelog, that it's firefighting the issue of intermittent display signal loss when gaming with Radeon RX 5700-series graphics cards. Grab the driver from the link below.

DOWNLOAD: AMD Radeon Software Adrenalin 19.11.3

Microsoft Details DirectX Raytracing Tier 1.1, New DirectX 12 Features

Microsoft detailed feature additions to the DirectX 12 3D graphics API, and an expansion of its DirectX Ray-tracing (DXR) API to Tier 1.1. The updated APIs will be included with the Windows 10 major update that's scheduled for the first half of 2020 — the features are accessible already for developers in Windows Insider preview builds. DXR 1.1 is the first major update to the API since its Q4-2018 launch, and adds three major features. To begin with, it brings support for extra shaders to an existing ray-tracing PSO (pipeline-state object), increasing the efficiency of dynamic PSO additions. Next up, is ExecuteIndirect for Raytracing support, described by Microsoft as "enabling adaptive algorithms where the number of rays is decided on the GPU execution timeline." This could be a hint what to expect from NVIDIA's next-generation GPUs that are expected for next year. Lastly, the API introduces support for Inline Raytracing, which gives developers more control over ray traversal and scheduling.

Over in the main DirectX 12 API, Microsoft is introducing support for Mesh Shaders, which brings about systemic changes to the graphics pipeline. "Mesh shaders and amplification shaders are the next generation of GPU geometry processing capability, replacing the current input assembler, vertex shader, hull shader, tessellator, domain shader, and geometry shader stages," writes Microsoft in its blog post. DirectX Sampler Feedback contributes toward memory management by allowing games to better understand which texture assets are more frequently accessed and need to remain resident.

NVIDIA Releases GeForce 440.97 WHQL Game Ready Drivers

NVIDIA today released the latest version of its GeForce Software suite. Version 440.97 WHQL comes game-ready for "Call of Duty: Modern Warfare," and "The Outer Worlds," including SLI support for the latter on "Turing" GPUs. SLI support is also added for "The Darwin Project." The drivers also introduce G-SYNC support for OpenGL and Vulkan games and applications.

Among the bugs fixed are crash-to-desktop (CTD) on FIFA 19 and FIFA 20; random flickering in "Apex Legends," CTD on "Star Wars: Battlefront II," an application crash with "Growtopia," missing objects in "Tradesmen," flickering in the character-selection screen in "World of Warcraft," a ghosting effect when moving the brush tool in Cinema 4D; a game crash with "Shadow of the Tomb Raider" in DirectX 12 mode, color corruption in "Forza 4," and problems with boosting GeForce GTX 970M. Grab the drivers from the link below.

DOWNLOAD: NVIDIA GeForce 440.97 WHQL
The change-log follows.

System Requirements for Call of Duty: Modern Warfare Released

The official system requirements for the Call of Duty: modern Warfare Beta have been outed, and these should remain pretty close to the final release version requirements. If you want to enjoy the game's implemented NVIDIA RTX features, you know you'll have to have an NVIDIA RTX graphics card - that part is pretty straightforward.

Luckily, the system requirements for non-RTX gameplay aren't too steep; this is a Call of Duty game we're talking about, after all. Even though these games usually offer more than adequate graphics, this is a twitch shooter; the better frame rates players can have, the better and more fluid the action is; and hence, an optimized game engine is key. For the minimum system requirements, a Core i5 2500K "or AMD equivalent" is required, paired with an NVIDIA GeForce 670 2 GB (jeez, they really went into their dust bin for this one) or, puzzlingly, a GTX 1650 4 GB; for the AMD camp, a Radeon HD 7950 is all that's necessary. The recommended specs call for an Intel Core i7 4770K "or AMD equivalent" paired with an NVIDIA GeForce GTX 970 4 GB / GTX 1660 6 GB or an AMD Radeon R9 390 / RX 580. The games' beta will be available for all players tomorrow, September 21st.
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