FordGT90Concept
"I go fast!1!11!1!"
- Joined
- Oct 13, 2008
- Messages
- 26,259 (4.63/day)
- Location
- IA, USA
System Name | BY-2021 |
---|---|
Processor | AMD Ryzen 7 5800X (65w eco profile) |
Motherboard | MSI B550 Gaming Plus |
Cooling | Scythe Mugen (rev 5) |
Memory | 2 x Kingston HyperX DDR4-3200 32 GiB |
Video Card(s) | AMD Radeon RX 7900 XT |
Storage | Samsung 980 Pro, Seagate Exos X20 TB 7200 RPM |
Display(s) | Nixeus NX-EDG274K (3840x2160@144 DP) + Samsung SyncMaster 906BW (1440x900@60 HDMI-DVI) |
Case | Coolermaster HAF 932 w/ USB 3.0 5.25" bay + USB 3.2 (A+C) 3.5" bay |
Audio Device(s) | Realtek ALC1150, Micca OriGen+ |
Power Supply | Enermax Platimax 850w |
Mouse | Nixeus REVEL-X |
Keyboard | Tesoro Excalibur |
Software | Windows 10 Home 64-bit |
Benchmark Scores | Faster than the tortoise; slower than the hare. |
Most large studios have a variety of hardware for QA testing. Bulk of dev is done on NVIDA. In other words, they code for NVIDIA and patch for AMD.
id Software on DOOM:
http://www.dsogaming.com/interviews...n-mega-textures-pbr-global-illumination-more/
https://www.khronos.org/registry/vulkan/specs/1.0/styleguide.html#extensions
Vendor docs:
https://github.com/KhronosGroup/Vulkan-Docs/tree/1.0/doc/specs/vulkan/appendices
GCN specific details:
http://gpuopen.com/gcn-shader-extensions-for-direct3d-and-vulkan/
id Software on DOOM:
http://www.dsogaming.com/interviews...n-mega-textures-pbr-global-illumination-more/
Vulkan reference:We choose Vulkan, because it allows us to support Windows 7 and 8, which still have significant market share and would be excluded with DirectX 12. On top of that Vulkan has an extension mechanism that allows us to work very closely with AMD, NVIDIA and Intel to do very specific optimizations for each hardware.
https://www.khronos.org/registry/vulkan/specs/1.0/styleguide.html#extensions
Vendor docs:
https://github.com/KhronosGroup/Vulkan-Docs/tree/1.0/doc/specs/vulkan/appendices
GCN specific details:
http://gpuopen.com/gcn-shader-extensions-for-direct3d-and-vulkan/
The GCN architecture contains a lot of functionality in the shader cores which is not currently exposed in current APIs like Vulkan™ or Direct3D® 12. One of the mandates of GPUOpen is to give developers better access to the hardware, and today we’re releasing extensions for these APIs to expose additional GCN features to developers.
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