Vulkan Texture Compression

Asset Import: Improved performance of DXT1/BC1 and DXT5/BC3 texture compression. Amplify Texture brings texture virtualization to Unity, a revolutionary technology that allows you to bypass common texture size, quantity, and video memory limitations without compromising quality, performance or build size. 122 Brings Extension Documenting Proprietary Imagination Tech Bits The VK_IMG_format_pvrtc Vulkan extension has been around but not publicly document. Optional support for things like ASTC based texture compression would also be nice. Support for the proprietary PowerSGL API was also dropped with this series. I have attached a link for a video that shows the issue. BC texture compression, which is the most common on PC and consoles. Small, but. There is also a Radeon EQAA anti-aliasing mode, ASTC texture compression support for RadeonSI, and OpenGL 4. Vulkan has the option to potentially alias memory and that seems to prevent the use of this compression scheme. 106 6 NVDEC to OpenGL to NVENC NVDEC NVENC OpenGL texture object OpenGL texture object OpenGL texture object Linux only for GL to NVENC For Windows, use OpenGL interop into Direct3D surfaces to encode from Direct3D surfaces Decode into Rendering to Framebuffer Objects Encode from 107. There are some optional flags for images that are related to sparse images. 16-bit output quality was excellent compared to most of its competitors, thanks to rendering to its internal 32-bit tile cache and downsampling to 16-bit. What’s in the Vulkan SDK. I really wish someone (maybe Mesa) would add a "shader language based compression" extension where conventional compression can be run through a GLSL routine. The soft Driver for virtual machines VIRGL is ready for OpenGL 4. ProtoStar is a demo based on Unreal Engine 4. 50) 2017/10/11 JeGX The latest Intel graphics driver v15. All iOS devices support the the PowerVR Texture Compression (PVRTC) format by implementing the GL_IMG_texture_compression_pvrtc extension. He has published in the areas of curve and surface modeling, rendering, texture mapping, video and image compression, and unmanned submarine control. It's quite likely a GL issue with your GPU. RADV developer Bas Nieuwenhuizen has wired in support for ETC2 texture compression to this Mesa-based, open-source Radeon Vulkan driver. There are some optional flags for images that are related to sparse images. 5, Vulkan 1. It's actually. He has published in the areas of curve and surface modeling, rendering, texture mapping, video and image compression, and unmanned submarine control. The compression algorithm zstd brings faster compression and decompression, while maintaining a compression ratio comparable with xz. This is similar to wrapping a present, in that a 2D sheet of wrapping paper (a texture) is made to conform to a 3D present (the mesh). See in Glossary format of the lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene. Texture Support - The OpenGL ES 3. I also want OpenGL 4. For Vulkan, OpenCL and CUDA, GPU Caps Viewer details the API support of each capable device available in the system. disabled GPU and all other performance settings. It does support Open GL (4. Available on some devices at this point and will be required for Vulkan Level 1. Arm Frame Buffer Compression (AFBC) Version 1. query the actual internal format with glGetTexLevelParameter. WebGL (Web Graphics Library) is a JavaScript API for rendering interactive 3D and 2D graphics within any compatible web browser without the use of plug-ins. These formats are a standard part of Direct3D, and are available in OpenGL via the ARB_texture_compression and GL_EXT_texture_compression_s3tc extensions. Hello, When running Doom or Doom II in GZDoom, the enemy, weapon, and pickup sprites are not appearing. Hi all, I'm looking to profile my Vulkan application on NVidia GPUs as we get horrible performance on them currently. The Khronos Group unveiled the successor of the OpenGL API a couple of days with much aplomb, this is our belated coverage of the same. txt from the Mesa repository. In development scenarios, we export out texture using common format (such as TGA, PNG, etc) to work with, as they are more convenient to use and widely supported by various software. This is a domain-specific compression that tries to take advantage of this data coherence to reduce the required bandwidth. One size fits all. 1 level hardware to GL 4. Call for Participation: glTF Creating a Compressed Texture Extension December 1, 2017 gltf , Binomial The glTF™ open standard format for transmitting 3D assets and scenes continues to gather strong momentum, with increasing adoption from tools, players and applications throughout the industry. Range and precision requirements during shader execution differ and are specified by the Precision and Operation of SPIR-V Instructions section. 0 API has the best support for texture compression because it guarantees availability of the ETC2 compression format, which supports transparency. i received a blank window. These changes likely affect over a hundred games. Small, but. 16-bit output quality was excellent compared to most of its competitors, thanks to rendering to its internal 32-bit tile cache and downsampling to 16-bit. I only use that SSD for the LR Catalog and Previews, so the rest of the machine was working fine. Epic Games is the first major games graphics engine maker to add support for Vulkan. PowerVR Developer Documentation. 02 should be out this week; we’re down to one bug, whose fix I am verifying now. The textureCompressionETC2 device feature is now supported by the RADV driver with the latest patches. ATI2N_XY Two component compression format using the same technique as DXT5 alpha. This solution will create a build folder that contains DLL and Libs under Compressonator\Build\VS2015\(configuration)\(platform)\. This documentation is separated up into different sections to help you understand how to get started using the software, understand activities, and offer a reference on the user interface. Previous work includes view system technology and architecture, a graphics engine using Vulkan, gpu texture compression. From what I've read, they're using a really old version of UE4 (people were saying 4. The tech demo is called ProtoStar and, according to Epic, it features a suite of anti-aliasing effects, dynamic lighting, texture compression, shadows, chromatic aberrations, and a suite of other. Texture compression can save or allow better use of bandwidth, power, and memory without noticeably losing graphical quality and should be used as much as possible. Deferring shading with Multipass Introduces Vulkan Multipass, which enables highly efficient deferred shading on Mali GPUs. If you were using a 3D texture for a voxel terrain, for example, then you could use this to avoid allocating memory to store large volumes of "air" values. 4 compatibility profile supports for RadeonSI which should help in playing Wine/SteamPlay games on a Linux system. GL_COMPRESSED_RGB) as the internal format. Extension KHR_ texture_ compression_ astc_ sliced_ 3d for 3D textures. CLI will generate an output “process_results. Source for a sample that demonstrates the tradeoffs between the supported compression variants is under ISPC Texture Compressor/. Consider file compression to reduce package sizes. In this guide, you will find information on structuring and optimizing OpenGL* 4. Unreal Engine has supported Vulkan since version 4. Vulkan is a powerful graphics API which allows for complete control of your application, enhancing the visual fidelity and performance. Texture compression is an image compression applied to reduce texture data size, while keeping the visual quality impact minimal. This comprehensive SDK includes the Vulkan loader, Vulkan layers, debugging tools, SPIR‐V tools, the Vulkan run time installer, documentation, samples, and demos. disabled GPU and all other performance settings. 0 Has Been Officially Launched The Khronos Group announced today the immediate availability of the Vulkan 1. 4815 for HD Graphics 500 / 600 comes with the support of the 8th Intel Core processors as well as the support of the following videogames:. 5 and stopped working after 19. Mobile graphics really are getting a huge upgrade, and Vulkan is leading the charge to make those graphics that much more vivid and immersive. See here: https://ibb. Imagination PVRTexTool (PVRTC / ETC2 Compressor) Imagination's texture compression pack includes a GUI, a separate command line tool, a linkable library, and plugins for major DCC apps (Maya, Max, Photoshop). Compressonator. Demonstrated on the newly unveiled Samsung Galaxy S7, ProtoStar is the first application using Vulkan API to be shown at Samsung Galaxy Unpacked 2016. Epic mobile graphics showcase wows with Vulkan API help Much like AMD's Mantle API that Vulkan is built upon and DirectX12, a big improvement over traditional APIs, is that it massively. com Free shipping from €95,00 AT, EU & CH form €95,00. Crunch is a lossy compression format on top of ETC Texture compression. Texture compression can save or allow better use of bandwidth, power, and memory without noticeably losing graphical quality and should be used as much as possible. AND INTERNATIONAL EXPORT CONTROLLED INFORMATION 10 Lastly, with Vulkan's cross vendor immediate language, SPIR_V, precompiled shader support there is no need for compilation to be done in the driver. These formats are used by almost all realistic 3D games to reduce the memory footprint of their texture maps. Optional support for things like ASTC based texture compression would also be nice. RADV developer Bas Nieuwenhuizen has wired in support for ETC2 texture compression to this Mesa-based, open-source Radeon Vulkan driver. In the specification to my graphics card, there is a note about "HDR Texture Compression" - is this what I want (I need S3TC as you might have guessed)? If yes, then why it doesn't work in OpenGL? In any case, I want to know the essence of this problem: is it video card or is it OpenGL and why on earth could this happen?. The Best Of Both Worlds. Basis is unique among compression formats in that it emphasizes efficient transcoding between compressed formats. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. Arm Frame Buffer Compression (AFBC) Version 1. GTX 980 OpenGL/Vulkan specs. This documentation is separated up into different sections to help you understand how to get started using the software, understand activities, and offer a reference on the user interface. Epic Games has just revealed that Unreal Engine 4 is the first one to provide official support for the new Vulkan API, and a demo has been presented at the Mobile World Congress 2016, but only for. Available on some devices at this point and will be required for Vulkan Level 1. Texture compression usually provides the best balance of memory savings and quality. 5 and beyond Tile-based [deferred] hardware - Mobile Feed-forward rasterizing hadware - Desktop. ASTC Texture Compression Support and Compatibility Modus Support for OpenGL 4. This is a best practices guide to learn the in's and out's of Vulkan on Mobile. BC texture compression, which is the most common on PC and consoles. Qualcomm® Adreno™ Vulkan Developer Guide Overview 80-NB295-7 A MAY CONTAIN U. upgraded to 8. change "Texture Compression" to "ASTC" and press the "Switch Platform" button. Specifically, it does not generate OpCapability MinLod, even though it does add OpSourceExtension "GL_ARB_sparse_texture_clamp", and it uses OpExecutionMode %4 OriginLowerLeft, which is invalid according to the Vulkan spec (the driver is ignoring this and uses upper left regardless). ASTC Latest Texture compression format allowing more quality control by specifying block size and supports alpha compression. By Pawel L. The slides below outline the benefits of Vulkan on Radeon graphics cards and this blog post explains AMD's involvement in this comprehensive industry alliance. Intel HD Graphics Driver v4944 (OpenGL 4. Get the best deals on VULKAN Knee Orthotics, VULKAN Texture: Vulkan Knee Compression Neoprene Support Relieves Pain & Discomfort - X-Small. Available on some devices at this point and will be required for Vulkan Level 1. 5 and beyond Tile-based [deferred] hardware - Mobile Feed-forward rasterizing hadware - Desktop. started with fresh catalog. 1, and the Windows 10 April 2018 Update SDK (17134). Vulkan for all GPUs Vulkan is one API for all GPUs Vulkan supports optional fine-grained features and extensions Platforms may define feature sets of their choosing Supports multiple vendors and hardware From ES 3. I co-own Binomial, a software company in Seattle that makes Basis, a popular image/texture compression product. f range and treat it as the YUY2 texture. 02 should be out this week; we're down to one bug, whose fix I am verifying now. ProtoStar introduces a slew of new Unreal Engine 4 rendering achievements on mobile, including dynamic planar reflections; full GPU particle support on mobile, including vector fields; temporal anti-aliasing (TAA); high-quality ASTC texture compression; full scene dynamic cascaded shadows; chromatic aberration; mobile dynamic light. Adaptative Scalable Texture Compression (ASTC) produces high quality compressed textures at very low bit rates and in many different types of image format configurations. Small, but. 3, there the problem occurs, too. Lossy compression algorithm developed in 2005 to compress textures for GPU tasks that is used primarily by the OpenGL Standard. Optional support for things like ASTC based texture compression would also be nice. Hi all, I'm looking to profile my Vulkan application on NVidia GPUs as we get horrible performance on them currently. The following is a brief selection of tools available on the internet to help developers deal with texture compression. There is also a Radeon EQAA anti-aliasing mode, ASTC texture compression support for RadeonSI, and OpenGL 4. Its primary focus is the PVRTC format, but also has ETC2 support as well. I have attached a link for a video that shows the issue. "Godot" wrote: "BASIS UNIVERSAL While not strictly Vulkan based, Basis Universal was added to Godot as an optional import format. Vulkan Programming Guide: The Official Guide to Learning Vulkan - Ebook written by Graham Sellers, John Kessenich. co/8YC4cPK I tried upgrading to the latest nightly build of 1. Qualcomm® Adreno™ Vulkan Developer Guide Overview 80-NB295-7 A MAY CONTAIN U. It is designed to facilitate the handling of large media environments with physical interfaces, real-time motion graphics, audio and video that can interact with many users simultaneously. Animation compression is a trade off between saving on memory and image quality. This resulted in fixed text in Tales of Vesperia. 10, and uses recently introduced Vulkan API. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. PowerVR hardware offers a specific proprietary form of texture compression called PVRTC. Lossless image compression - PowerVR's frame buffer compression and decompression (FBCDC) algorithm PVRGC Geometry Compression Lossless data compression - PowerVR's geometry compression, which is performed in the Geometry Processing phase of the 3D graphics workload. Consider splitting assets into APK or OBB bundles that are specific to texture format. 4815 for HD Graphics 500 / 600 comes with the support of the 8th Intel Core processors as well as the support of the following videogames:. 0 API implementations usually include support for ETC1, however this texture format does not support transparency and so you must typically provide. Extension KHR_ texture_ compression_ astc_ sliced_ 3d. Hi there, I upgraded to the latest 1. Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. See in Glossary format of the lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene. txt” when -log is added to the compression command line options, users can change the default log file using the command -logfile, the log captures details of the source and destination files along with statistical data on performance and quality. GPU compressed texture formats are lossy, meaning that texture details are lost when compressed. Arm Frame Buffer Compression (AFBC) Version 1. Hi all, I'm looking to profile my Vulkan application on NVidia GPUs as we get horrible performance on them currently. Our extensive documentation takes you from the very basics of graphics development right up to helping you get the best possible performance out of your application. [16] [17] [18] Inicialmente, fue presentada por Khronos como "la iniciativa OpenGL de próxima generación", pero luego el nombre fue descartado, quedando Vulkan como definitivo. Dota 2 worked fine on Vulkan until 19. 80 are in WIP. Introduces Vulkan Multipass, which enables highly efficient deferred shading on Mali GPUs. 5 and beyond Tile-based [deferred] hardware - Mobile Feed-forward rasterizing hadware - Desktop. Basis is developed by Binomial, LLC, a company founded by Rich Geldreich (of crunch fame) and Stephanie Hurlburt. Vulkan as we already know is a low-level API for multiplayer platforms, having been referred to as agnostic in that aspect. All iOS devices support the the PowerVR Texture Compression (PVRTC) format by implementing the GL_IMG_texture_compression_pvrtc extension. These changes likely affect over a hundred games. I have attached a link for a video that shows the issue. [16] [17] [18] Inicialmente, fue presentada por Khronos como "la iniciativa OpenGL de próxima generación", pero luego el nombre fue descartado, quedando Vulkan como definitivo. Previous work includes view system technology and architecture, a graphics engine using Vulkan, gpu texture compression. More info See in Glossary, Audio Compression, Build Compression. Under the Android settings, make sure the Text Compression is set to ETC2 (GLES 3. Eight bits per pixel ATI2N_DXT5 An ATI2N like format using DXT5. Introduces Vulkan Multipass, which enables highly efficient deferred shading on Mali GPUs. 2 stable version yesterday. Consider splitting assets into APK or OBB bundles that are specific to texture format. Call for Participation: glTF Creating a Compressed Texture Extension December 1, 2017 gltf , Binomial The glTF™ open standard format for transmitting 3D assets and scenes continues to gather strong momentum, with increasing adoption from tools, players and applications throughout the industry. With Direct3D 11, all formats that are supported for 2D textures and texture arrays are supported by 3D textures too, and Vulkan, OpenGL Core and Metal should also all support the same formats for all texture types too. Vulkan Neoprene Tennis Elbow Strap Supports are neoprene forearm supports with an adjustable compression strap and buttress to help 'tennis' and 'golfers' elbow. AND INTERNATIONAL EXPORT CONTROLLED INFORMATION 10 Lastly, with Vulkan's cross vendor immediate language, SPIR_V, precompiled shader support there is no need for compilation to be done in the driver. OpenGL ES 3. Web generator for the Glad tool. WebGL does so by introducing an API that closely conforms to OpenGL ES 2. NVIDIA Texture Tools (DXT / BCn Compressor) Location: /gpu-accelerated-texture-compression. Modifiers "modify" the framebuffer's pixel layout. RadeonSI is also ready for OpenGL ES 3. The build projects use Visual Studio 2017, Windows Tools 1. 117 还有另一些更新,详情见 Git commit。. Hi all, I'm looking to profile my Vulkan application on NVidia GPUs as we get horrible performance on them currently. reinstalled. After looking for a Vulkan profiler for older NVidia GPUs (9xx series), I'm left wondering what I can do other than provide a terrible experience on NVidia cards? That said, are there any profiling tools available?. The GPU is a quite new Nvidia Geforce GTX 960 and I really thought it should support Open GL. This means that Vulkan has the potential to reduce the overall power consumption and thermal output of the entire SoC. This guide expands on previous guides and tutorials. Thanks to texture compression, you can explore those beautiful huge high-resolution open worlds with the best performance possible within the capacities of your hardware. The primary features of the library are mipmap and normal map generation, format conversion and DXT compression. Modifiers “modify” the framebuffer’s pixel layout. Our extensive documentation takes you from the very basics of graphics development right up to helping you get the best possible performance out of your application. Shorts-Vulkan anti-cellulite-hose with Micromassage bluee blue Size 80 -95 cm L nonheb1965-no minimum - www. Enabling clamping or wrapping does not. 80 are in WIP. 3, there the problem occurs, too. 02 should be out this week; we’re down to one bug, whose fix I am verifying now. 8-bit Water. 1) are other highlights in RadeonSI for AMD GCN Cards. Our extensive documentation takes you from the very basics of graphics development right up to helping you get the best possible performance out of your application. This solution will create a build folder that contains DLL and Libs under Compressonator\Build\VS2015\(configuration)\(platform)\. 02 faster than 11. By understanding how graphics affect your application frame by frame, you can optimize your Unreal creation for more devices and maximize the user experience. Selecting a physical device. There is also a Radeon EQAA anti-aliasing mode, ASTC texture compression support for RadeonSI, and OpenGL 4. Nsight Graphics supports applications built with DirectCompute, Direct3D (11, 12), OpenGL, Vulkan, Oculus SDK, and OpenVR. Enabling clamping or wrapping does not. It's quite likely a GL issue with your GPU. started with fresh catalog. With processing power being the one draw-back. This is true for all programmable pixel shader models. ARB_texture_compression_bptc and ARB_copy_buffer constants Linux needs to define GLEW_STATIC for static library builds Custom code generation problem resolved. Texture compression usually provides the best balance of memory savings and quality. 00 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). [French] Voici la liste des extensions OpenGL supportées par les pilotes Catalyst 8. Texture compression is an image compression applied to reduce texture data size, while keeping the visual quality impact minimal. 02 should be out this week; we're down to one bug, whose fix I am verifying now. Queue families. I also want OpenGL 4. I have that card installed in my backup Win10 system, and it's always worked. Range and precision requirements during shader execution differ and are specified by the Precision and Operation of SPIR-V Instructions section. Deferring shading with Multipass Introduces Vulkan Multipass, which enables highly efficient deferred shading on Mali GPUs. Latest Texture compression format allowing more quality control by specifying block size and supports alpha compression. Typically, using texture compression yields a 20% increase in. I really wish someone (maybe Mesa) would add a "shader language based compression" extension where conventional compression can be run through a GLSL routine. When it's off, i don't notice any visual differences from when it was on. It is possible to select ETC format in texture settings for iOS, but it decompresses when the Xcode project is built. Extension KHR_ texture_ compression_ astc_ hdr for 3D textures and HDR profile. Google goes with Vulkan as Android’s low-overhead graphics API ASTC compression to reduce the memory footprint and bandwidth used to process textures Advanced texture targets such as. 5 and beyond Tile-based [deferred] hardware - Mobile Feed-forward rasterizing hadware - Desktop. The same as ATI2N but with the channels swizzled. 0 As of the prior AMD driver AMD's own VLK version bundled with the driver installation was also updated from 1. Currently implementing a point cloud compression decoder for mobile devices. Animation compression is a trade off between saving on memory and image quality. The only thing that may work is angrylion but then again your CPU is probably too slow for that. Source for the ISPC Texture Compressor library is under ispc_texcomp/. ASTC is a new standard in texture compression technology developed collaboratively at The Khronos Group. Hello, When running Doom or Doom II in GZDoom, the enemy, weapon, and pickup sprites are not appearing. 66) 2018/02/17 JeGX Intel has released a new graphics driver for GPUs integrated in Intel 6th Gen (Skylake), 7th Gen (Kaby Lake), 8th Gen (Kaby Lake R, Coffee Lake) and Apollo Lake Core processors. The initial patch-set was sent the the Mesa-dev mailing list and a day later a bunch of it landed in Mesa-git. Not only can Unity Scenes now use several gigabytes of textures without running into any issues, individual texture size. Intended for use on GPUs that do not natively support ATI2N. 0 API implementations usually include support for ETC1, however this texture format does not support transparency and so you must typically provide. Intel HD Graphics Driver v4815 (OpenGL 4. 0 and it's mostly SDK related but this new version does include a few changes to the loader itself. When I opened it, the grid on the viewport is a mess of lines, and if I move the camera around, the viewport just becomes one big glob of white lines. There are some optional flags for images that are related to sparse images. Whereas most block based texture compression methods have a single xed block size, ASTC can store an image with a regular grid of blocks of any size from 4x4 to 12x12 (including non square block sizes). Vulkan takes a different approach: Vulkan is an object-based API with no global state All state concepts are localized to a command buffer WSI is an extension of Vulkan, not the other way round. Select "Vulkan" by clicking it and then press "-" to remove it from the list. I have that card installed in my backup Win10 system, and it's always worked. entitled "Adaptive Scalable Texture Compression". Textures are decompressed to ETC2_RGBA8 on the CPU and then uploaded to the GPU at runtime. There are some optional flags for images that are related to sparse images. 1) are other highlights in RadeonSI for AMD GCN Cards. 2D- set texture compression to ETC (default). Started with 8. com] since 4. 02 faster than 11. These changes likely affect over a hundred games. Extension KHR_ texture_ compression_ astc_ hdr for 3D textures and HDR profile. Probably dropped as it was replaced by something more efficient and modern but none that I am aware of currently. Understanding BCn Texture Compression Formats. Available on some devices at this point and will be required for Vulkan Level 1. While the chip supported S3TC/DXTC texture compression, only the (most commonly used) DXT1 format was supported. Metal: ETC texture format is not supported, decompressing texture. Fast ISPC Texture Compressor. Adaptive Scalable Texture Compression (ASTC) with ARM Mali Introduces how to use the ASTC compression standard for textures in Vulkan. When it's on, my system stutters. Eight bits per pixel ATI2N_DXT5 An ATI2N like format using DXT5. co/8YC4cPK I tried upgrading to the latest nightly build of 1. Consider file compression to reduce package sizes. Eight bits per pixel BC1 Four component opaque (or 1-bit alpha) compressed texture format. As the press release reads, Vulkan provides high-efficiency, cross-platform access to graphics and compute on modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. 2 4x4 pixel block size AFBC is a lossless image compression format that provides random access to pixel data to a 4x4 pixel block granularity. 8-bit Water. When looking up into a pixel shader, the texture sampler does not normalize the colors; they remain in the range of 0. Some compressed texture formats in "core"? Hi, I'm not a computer graphics professional, I learned about compressed texture format some weeks ago and, I am curious about what are your thoughts on it for Vulkan, while waiting for Vulkan specs :). Hi there, I upgraded to the latest 1. For Vulkan, OpenCL and CUDA, GPU Caps Viewer details the API support of each capable device available in the system. I have just checked system information in Lightroom and found that Open GL support seems to fail. One of the primary advantages of the Vulkan API if used correctly is that it can reduce CPU workload. ProtoStar is a demo based on Unreal Engine 4. This is in part due to Vulkan drivers being very efficient and lightweight, which reduces overheads when using the API. Whenever calling texture() in a shader, it will uncompress it on-the-fly. RadeonSI is also ready for OpenGL ES 3. GPU Caps Viewer is a graphics card information utility focused on the OpenGL, Vulkan, OpenCL and CUDA API level support of the main (primary) graphics card. MAGNUM_ TARGET_ GLES3 Member Magnum:: DebugTools:: bufferData (GL::Buffer&buffer) Extension EXT_ map_ buffer_ range in OpenGL ES 2. ARB_texture_compression_bptc and ARB_copy_buffer constants Linux needs to define GLEW_STATIC for static library builds Custom code generation problem resolved. Vulkan high performance API, which was previously known as. OpenGL ES for iOS supports multiple compressed texture formats. The NVIDIA Texture Tools is a collection of image processing and texture manipulation tools, designed to be integrated in game tools and asset conditioning pipelines. Intel HD Graphics Driver v4944 (OpenGL 4. As the press release reads, Vulkan provides high-efficiency, cross-platform access to graphics and compute on modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. Hi there, I upgraded to the latest 1. There is also a Radeon EQAA anti-aliasing mode, ASTC texture compression support for RadeonSI, and OpenGL 4. The imminent release of pacman 5. Remove Volume Texture Compression (VTC) tiling for Vulkan, DX12 and A… #4320 kd-11 merged 7 commits into RPCS3 : master from pauls-gh : master Mar 23, 2018 Conversation 23 Commits 7 Checks 0 Files changed. In Madden there is a option for turning texture compression on or off. It enables deep reductions in GPU memory bandwidth and application memory footprint. To demonstrate its prowess on portable and mobile devices Epic was at the Samsung Galaxy Unpacked event. Hardware that exposes this format must have the Caps. Google goes with Vulkan as Android’s low-overhead graphics API ASTC compression to reduce the memory footprint and bandwidth used to process textures Advanced texture targets such as. VULKAN ON NVIDIA GPUS Fully featured Vulkan is one API for all GPUs Vulkan API supports optional features and extensions Supports multiple vendors and hardware From ES 3. Adaptive Scalable Texture Compression (ASTC) with ARM Mali Introduces how to use the ASTC compression standard for textures in Vulkan. The textureCompressionETC2 device feature is now supported by the RADV driver with the latest patches. Usually, this implies that the R session is stuck executing some code in the background. The compression algorithm zstd brings faster compression and decompression, while maintaining a compression ratio comparable with xz. Dxt1: MakeFourCC('D', 'X', 'T', '1') DXT1 compression texture format. It does support Open GL (4. The current state of the art in GPU-supported texture compression is a set of seven formats called BC1 through BC7. All iOS devices support the the PowerVR Texture Compression (PVRTC) format by implementing the GL_IMG_texture_compression_pvrtc extension. Animation compression is a trade off between saving on memory and image quality. Consider splitting assets into APK or OBB bundles that are specific to texture format. It is designed to facilitate the handling of large media environments with physical interfaces, real-time motion graphics, audio and video that can interact with many users simultaneously. Hi there, I upgraded to the latest 1. , published on April 5, 2016. txt” when -log is added to the compression command line options, users can change the default log file using the command -logfile, the log captures details of the source and destination files along with statistical data on performance and quality. [Vulkan] Wrong aspect ratio in fullscreen of Standalone build. The primary features of the library are mipmap and normal map generation, format conversion and DXT compression. Adaptive Scalable Texture Compression (ASTC) with ARM Mali Introduces how to use the ASTC compression standard for textures in Vulkan. 0 As of the prior AMD driver AMD's own VLK version bundled with the driver installation was also updated from 1. S3TC (S3 Texture Compression) support is now baked into Mesa, since the patent has expired. Not only can Unity Scenes now use several gigabytes of textures without running into any issues, individual texture size. After initializing the Vulkan library through a VkInstance we need to look for and select a graphics card in the system that supports the features we need. Over the next few months we will be adding more developer resources and documentation for all the products and technologies that ARM provides. 40 is out of beta, and it will feature Vulkan and Metal support. Its primary focus is the PVRTC format, but also has ETC2 support as well. Avoid redundancy in assets. When it's on, my system stutters. Adaptive Scalable Texture Compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. Selecting a physical device. People who are concerned with stability and reliability should stick with a previous release or wait for Mesa 18. 0 and it's mostly SDK related but this new version does include a few changes to the loader itself. When looking up into a pixel shader, the texture sampler does not normalize the colors; they remain in the range of 0. Anything else show promise? Vulkan is a big win for Linux but I'm waiting to have good desktop. Previous work includes view system technology and architecture, a graphics engine using Vulkan, gpu texture compression. By understanding how graphics affect your application frame by frame, you can optimize your Unreal creation for more devices and maximize the user experience. Vulkan Summary Vulkan is not low level just a better abstraction of modern hardware Vulkan is very low overhead - Reduced CPU utilization means more cycles for your application - Explicit threading support means you can go wide without worrying about graphics APIs - Building command buffers once and submitting many times means low amortized cost Cross-platform, cross-vendor - Not tied to single OS (or OS version) - Not tied to single GPU family or vendor - Not tied to single architecture. The slides below outline the benefits of Vulkan on Radeon graphics cards and this blog post explains AMD's involvement in this comprehensive industry alliance. 0 royalty-free, open standard API specification. It was originally developed under the name iPACKMAN and based on an earlier compression scheme called PACKMAN. [/French] [English] Here is the list of OpenGL extensions supported by Catalyst 8. Currently implementing a point cloud compression decoder for mobile devices. or additional texture compression formats. This resulted in fixed text in Tales of Vesperia. i received a blank window. [19] Vulkan está basado en Mantle , otra API de la empresa AMD , cuyo código fue cedido a Khronos con la intención de generar un estándar abierto similar a OpenGL. Introduces Vulkan Multipass, which enables highly efficient deferred shading on Mali GPUs. Texture compression is an image compression applied to reduce texture data size, while keeping the visual quality impact minimal. ProtoStar is the latest tech demo developed by Epic Games in conjunction with Samsung. OK, I Understand. Users should also notice some small performance improvements, and faster LLVM shader compilation in RADV. a guest Feb 19th, 2016 61 Never Not a member of Pastebin yet? Sign Up, it GL_NV_texture_compression_s3tc_update Not Supported. Vulkan for all GPUs Vulkan is one API for all GPUs Vulkan supports optional fine-grained features and extensions Platforms may define feature sets of their choosing Supports multiple vendors and hardware From ES 3. CLI will generate an output "process_results. For Vulkan, OpenCL and CUDA, GPU Caps Viewer details the API support of each capable device available in the system. These requirements only apply to computations performed in Vulkan operations outside of shader execution, such as texture image specification and sampling, and per-fragment operations. The fact-checkers, whose work is more and more important for those who prefer facts over lies, police the line between fact and falsehood on a day-to-day basis, and do a great job. Today, my small contribution is to pass along a very good overview that reflects on one of Trump’s favorite overarching falsehoods. Namely: Trump describes an America in which everything was going down the tubes under  Obama, which is why we needed Trump to make America great again. And he claims that this project has come to fruition, with America setting records for prosperity under his leadership and guidance. “Obama bad; Trump good” is pretty much his analysis in all areas and measurement of U.S. activity, especially economically. Even if this were true, it would reflect poorly on Trump’s character, but it has the added problem of being false, a big lie made up of many small ones. Personally, I don’t assume that all economic measurements directly reflect the leadership of whoever occupies the Oval Office, nor am I smart enough to figure out what causes what in the economy. But the idea that presidents get the credit or the blame for the economy during their tenure is a political fact of life. Trump, in his adorable, immodest mendacity, not only claims credit for everything good that happens in the economy, but tells people, literally and specifically, that they have to vote for him even if they hate him, because without his guidance, their 401(k) accounts “will go down the tubes.” That would be offensive even if it were true, but it is utterly false. The stock market has been on a 10-year run of steady gains that began in 2009, the year Barack Obama was inaugurated. But why would anyone care about that? It’s only an unarguable, stubborn fact. Still, speaking of facts, there are so many measurements and indicators of how the economy is doing, that those not committed to an honest investigation can find evidence for whatever they want to believe. Trump and his most committed followers want to believe that everything was terrible under Barack Obama and great under Trump. That’s baloney. Anyone who believes that believes something false. And a series of charts and graphs published Monday in the Washington Post and explained by Economics Correspondent Heather Long provides the data that tells the tale. The details are complicated. Click through to the link above and you’ll learn much. But the overview is pretty simply this: The U.S. economy had a major meltdown in the last year of the George W. Bush presidency. Again, I’m not smart enough to know how much of this was Bush’s “fault.” But he had been in office for six years when the trouble started. So, if it’s ever reasonable to hold a president accountable for the performance of the economy, the timeline is bad for Bush. GDP growth went negative. Job growth fell sharply and then went negative. Median household income shrank. The Dow Jones Industrial Average dropped by more than 5,000 points! U.S. manufacturing output plunged, as did average home values, as did average hourly wages, as did measures of consumer confidence and most other indicators of economic health. (Backup for that is contained in the Post piece I linked to above.) Barack Obama inherited that mess of falling numbers, which continued during his first year in office, 2009, as he put in place policies designed to turn it around. By 2010, Obama’s second year, pretty much all of the negative numbers had turned positive. By the time Obama was up for reelection in 2012, all of them were headed in the right direction, which is certainly among the reasons voters gave him a second term by a solid (not landslide) margin. Basically, all of those good numbers continued throughout the second Obama term. The U.S. GDP, probably the single best measure of how the economy is doing, grew by 2.9 percent in 2015, which was Obama’s seventh year in office and was the best GDP growth number since before the crash of the late Bush years. GDP growth slowed to 1.6 percent in 2016, which may have been among the indicators that supported Trump’s campaign-year argument that everything was going to hell and only he could fix it. During the first year of Trump, GDP growth grew to 2.4 percent, which is decent but not great and anyway, a reasonable person would acknowledge that — to the degree that economic performance is to the credit or blame of the president — the performance in the first year of a new president is a mixture of the old and new policies. In Trump’s second year, 2018, the GDP grew 2.9 percent, equaling Obama’s best year, and so far in 2019, the growth rate has fallen to 2.1 percent, a mediocre number and a decline for which Trump presumably accepts no responsibility and blames either Nancy Pelosi, Ilhan Omar or, if he can swing it, Barack Obama. I suppose it’s natural for a president to want to take credit for everything good that happens on his (or someday her) watch, but not the blame for anything bad. Trump is more blatant about this than most. If we judge by his bad but remarkably steady approval ratings (today, according to the average maintained by 538.com, it’s 41.9 approval/ 53.7 disapproval) the pretty-good economy is not winning him new supporters, nor is his constant exaggeration of his accomplishments costing him many old ones). I already offered it above, but the full Washington Post workup of these numbers, and commentary/explanation by economics correspondent Heather Long, are here. On a related matter, if you care about what used to be called fiscal conservatism, which is the belief that federal debt and deficit matter, here’s a New York Times analysis, based on Congressional Budget Office data, suggesting that the annual budget deficit (that’s the amount the government borrows every year reflecting that amount by which federal spending exceeds revenues) which fell steadily during the Obama years, from a peak of $1.4 trillion at the beginning of the Obama administration, to $585 billion in 2016 (Obama’s last year in office), will be back up to $960 billion this fiscal year, and back over $1 trillion in 2020. (Here’s the New York Times piece detailing those numbers.) Trump is currently floating various tax cuts for the rich and the poor that will presumably worsen those projections, if passed. As the Times piece reported: