だからといって安定してるVulkan RHIを使うとなると、アンチエイリアス方式がTSR/TAAだったときの兼ね合いでものっすごい残像が出てしまうのが惜しいところ
グラボも古いんかもしれんね
だからといって安定してるVulkan RHIを使うとなると、アンチエイリアス方式がTSR/TAAだったときの兼ね合いでものっすごい残像が出てしまうのが惜しいところ
グラボも古いんかもしれんね
𝓖𝓸𝓭𝓸𝓽𝓔𝓷𝓰𝓲𝓷𝓮 : @godotengine.org
ok, now recompiled with:
"scons platform=windows d3d12=yes vsproj=yes"😁
𝓖𝓸𝓭𝓸𝓽𝓔𝓷𝓰𝓲𝓷𝓮 : @godotengine.org
ok, now recompiled with:
"scons platform=windows d3d12=yes vsproj=yes"😁
𝓖𝓸𝓭𝓸𝓽𝓔𝓷𝓰𝓲𝓷𝓮 : @godotengine.org
Today, December 13th, the last GitHub update was compiled.
"scons platform=windows d3d12=no vsproj=yes"
The Mixamo model has been brought back to light!😁
𝓖𝓸𝓭𝓸𝓽𝓔𝓷𝓰𝓲𝓷𝓮 : @godotengine.org
Today, December 13th, the last GitHub update was compiled.
"scons platform=windows d3d12=no vsproj=yes"
The Mixamo model has been brought back to light!😁
d3d12=no
をつければいつも通り、VulkanとOpenGLになる模様です。
例えば、
scons platform=windows target=template_release bits=64 tools=no production=yes optimize=size_extra d3d12=no
のようにすればいけます。文字通り、DirectXは無効ですが
d3d12=no
をつければいつも通り、VulkanとOpenGLになる模様です。
例えば、
scons platform=windows target=template_release bits=64 tools=no production=yes optimize=size_extra d3d12=no
のようにすればいけます。文字通り、DirectXは無効ですが
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- I can use an NVIDIA stats HUD to show dynamic changes to the GPU clock rate (which are very large).
- A D3D12 method, SetStablePowerState, is available to disable these dynamic changes.
Some numbers below!
1/
- I can use an NVIDIA stats HUD to show dynamic changes to the GPU clock rate (which are very large).
- A D3D12 method, SetStablePowerState, is available to disable these dynamic changes.
Some numbers below!
1/
✅ API agnostic (Vulkan/D3D12)
✅ Instruction-level validation
✅ Real-time GPU→CPU messaging
✅ Cross-platform UI
Professional graphics debugging powered by .NET & Avalonia.
github.com/GPUOpen-Too...
✅ API agnostic (Vulkan/D3D12)
✅ Instruction-level validation
✅ Real-time GPU→CPU messaging
✅ Cross-platform UI
Professional graphics debugging powered by .NET & Avalonia.
github.com/GPUOpen-Too...
Moved it to my extra SSD, and trying it out now.
Moved it to my extra SSD, and trying it out now.
maybe shipping with the d3d12 renderer on windows by default will serve better
maybe shipping with the d3d12 renderer on windows by default will serve better
Interest | Match | Feed
Interest | Match | Feed