Oh no. Thay can't use that name. Anvil is the name of the offical graphic editor for Marathon Infinity!
(iirc)
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AMD Open-Sources Vulkan "Anvil"
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Originally posted by Marc Driftmeyer View Post
They can call it whatever the hell they want. It's an open source project.
Originally posted by Marc Driftmeyer View Post
No one give's a rat's a$$ that Intel's code name for their Vulkan driver is Anvil.
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Originally posted by haagch View PostHell yea I'm going to blame the drivers. Here:
I'm always looking for ways to make the stutter visible in the GALLIUM_HUD. This time I hacked a low-fps graph together wich you can see in the same pane as the fps graph in that screenshot. It takes the slowest frame time in the period and displays that as 1/slowest_frametime in the graph. Here is the patch: https://github.com/ChristophHaag/mes...2b0c29aca910d7
As you can see, it drops below 60 fps constantly even when average fps aren't that bad.
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Originally posted by duby229 View PostI totally agree with the sentiment. People blame stuttering on the drivers, but really it's the retarded decisions like compiling GLSL on the fly that is squarely at fault here. There are things that drivers can do to reduce the impact of retarded engine designs, but drivers can't fix retarded engine designs.
I'm always looking for ways to make the stutter visible in the GALLIUM_HUD. This time I hacked a low-fps graph together wich you can see in the same pane as the fps graph in that screenshot. It takes the slowest frame time in the period and displays that as 1/slowest_frametime in the graph. Here is the patch: https://github.com/ChristophHaag/mes...2b0c29aca910d7
As you can see, it drops below 60 fps constantly even when average fps aren't that bad.
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Originally posted by triangle View PostWhy the "runtime GLSL to SPIR-V conversion"?
That should be done at compile time and not blot the runtime with compilers! Didn't we learn anything form OpenGL?
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Why the "runtime GLSL to SPIR-V conversion"?
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Why the "runtime GLSL to SPIR-V conversion"?
That should be done at compile time and not blot the runtime with compilers! Didn't we learn anything form OpenGL?
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