So, as a workaround for now, the old pre-BCR method is currently in place. Fermi era GPUs (mostly 400 and 500 series) had to skip assembly shaders due to Nvidia never adding Vulkan support.A known problem that was never fixed during the lifetime of this now discontinued operating system. Windows 7 was unstable due to broken memory management.While the results in Windows 10 and Linux were satisfactory, this had some limitations: In this particular case, he used the new memory allocator of Vulkan from within an OpenGL context. A problem faced during the BCR development is keeping compatibility with them while offering their advantage in shader build times to Nvidia users.Īt release, the first implementation Rodrigo tried made use of interops, a feature that allows calling functions of one graphics API from another. Preliminary work was done to have the compute accelerated texture decoders working in the near future.Īssembly shaders are very limited and hard to work with due to their ancient origins. In particular, its memory allocator got a complete overhaul, improving its functionality.Ī performance bottleneck affecting Intel GPUs in Vulkan was fixed by using timeline semaphores instead of spin waits. Vulkan needed some improvements to be compatible with the BCR. The BCR offers performance and rendering improvements (Xenoblade Chronicles Definitive Edition)
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