Recent content by oscarbg

  1. O

    Direct3D feature levels discussion

    @DmitryKo sorry, don't have a device with NPU.. just was thinking if you could post the tool somebody in this forum will run it and report results..
  2. O

    Direct3D feature levels discussion

    many thanks for detailed information.. sad to hear (and didn't know) it requires WinRT APIs and not available as a Win32 API like DXGI.. in that case I wouldn't touch your original app and perhaps "fork" as an another one, dxcore_capsviewer or something else.. anyway no pressure!, understand...
  3. O

    Direct3D feature levels discussion

    Hi, just a question for Dimitrko and NPU people: seeing https://forum.beyond3d.com/threads/direct3d-feature-levels-discussion.56575/page-70#post-2331017 and also seeing in https://learn.microsoft.com/en-us/windows/win32/direct3d12/core-feature-levels: "The overall driver model for compute-only...
  4. O

    Direct3D feature levels discussion

    Sadly 545.37 nvidia driver still doesn’t enable/support work graphs or wmma..
  5. O

    Direct3D feature levels discussion

    Vega with Agility driver: "Radeon RX Vega" VEN_1002, DEV_687F, SUBSYS_6B761002, REV_C1 Dedicated video memory : 8119.2 MB (8513564672 bytes) Total video memory : 24481.6 MB (25670813696 bytes) Video driver version : 30.0.21023.5005 WDDM version : KMT_DRIVERVERSION_WDDM_3_0 (3000) Virtual memory...
  6. O

    Direct3D feature levels discussion

    seems 525.26 provide full Agility support.. ADAPTER 0 "NVIDIA GeForce GTX 970" VEN_10DE, DEV_13C2, SUBSYS_31601462, REV_A1 Dedicated video memory : 4043.4 MB (4239785984 bytes) Total video memory : 20405.8 MB (21397035008 bytes) Video driver version : 31.0.15.2526 WDDM version ...
  7. O

    Direct3D feature levels discussion

    Hi, I'm attaching new DmitryKo d3d12 caps checker updated to latest agility SDK 1.706.3 in case one wants to provide reports using this updated checker with up to D3D12_FEATURE_DATA_D3D12_OPTIONS15 info.. included is RX vega report using AMD preview driver...
  8. O

    Direct3D feature levels discussion

    hoping to see some Intel Xe (gen12) report.. also next week some AMD RDNA2 6800/6900 report..
  9. O

    Direct3D feature levels discussion

    just posting first ARM64 report of Adreno 680! interesting it supports Maxwell end 2014 era features like: ROVs and conservative raster.. Qualcomm doesn't expose these Adreno features on his Android Vulkan driver yet.. or are "desktop" features of Adreno 680 vs current 650.. also exposes depth...
  10. O

    Direct3D feature levels discussion

    DXDIAG: Driver File Version: 26.21.0014.4023 (English) Driver Version: 26.21.14.4023 DDI Version: 12 Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1 Driver Model: WDDM 2.7 Hardware Scheduling: Supported:True Enabled:True
  11. O

    Direct3D feature levels discussion

    mi might be an oversight as dxdiag reports 2.7.. big driver as lots of VK exts, also exposes atomic int64 on OpenCL for first time.. also dxc on github now supports compiling mesh/AS shaders.. and api has dispatch mesh shaders.. so might be enough to test.. also forgot to say 18965 SDK adds...
  12. O

    Direct3D Mesh Shaders

    Test new NV 440.23 driver on Turing on Windows insider 18970 with D3D12CheckFeatureSupport maybe it's enabled already?
  13. O

    Direct3D feature levels discussion

    Nvidia 440.23 driver is WDDM2.7 big driver! enables D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT also on DX11 should be good for Far Cry 5 and Dawn.. dxdiag reports for first time: (GPU) "Hardware Scheduling: Supported:True" anybody with a Turing card to see if enables Mesh shading on DX12...
  14. O

    Direct3D feature levels discussion

    Hi, reports of both Titan V and Vega 56 on Windows Insider 18252 (RS6 preview but dxdiag reports WDDM2.5 drivers enabled for both Vega and Titan V).. report using 416.34 and amd 18.10.1 in experimental mode (checks also for RS6 features!).. without exp mode only changes...
  15. O

    Direct3D feature levels discussion

    No it's already available in Vulkan and using D3D11/12 using min16float (see gpuopen lastest blog posts)
Back
Top