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The draw call improvements of Mantle help alleviate cases where the CPU is the bottleneck. The design goals of Mantle are to allow games and applications to utilize the CPUs and GPUs more efficiently, eliminate CPU bottlenecks by reducing API validation overhead and allowing more effective scaling on multiple CPU cores, provide faster draw routines, and allow greater control over the graphics ...
The aim is to reduce latency between hardware so that the hardware can keep up with the user's head movement, eliminating the motion sickness. A particular focus is on dual GPU setups where each GPU will now render for one eye individually of the display Radeon Machine Learning (RML) SDK GitHub: DirectX 12, Metal, OpenCL: Linux, OS X, Windows
Vulkan targets high-performance real-time 3D-graphics applications, such as video games and interactive media, and highly parallelized computing.Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to the older OpenGL and Direct3D 11 APIs.
The overlay is a dedicated buffer into which one app can render (typically video), without incurring the significant performance cost of checking for clipping and overlapping rendering by other apps. The framebuffer has hardware support for importing and rendering the buffer contents without going through the GPU.
RivaTuner is a freeware overclocking and hardware monitoring program that was first developed by Alexey Nicolaychuk in 1997 [1] for the Nvidia video cards.It was a pioneering application that influenced (and in some cases was integrated into) the design of subsequent freeware graphics card overclocking and monitoring utilities.
DirectX Video Acceleration (DXVA) is a Microsoft API specification for the Microsoft Windows and Xbox 360 platforms that allows video decoding to be hardware-accelerated.The pipeline allows certain CPU-intensive operations such as iDCT, motion compensation and deinterlacing to be offloaded to the GPU.
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The GPU uses those instructions to compute the rasterized results and the results are bit blitted to the framebuffer. The framebuffer's signal is then produced in combination with built-in video overlay devices (usually used to produce the mouse cursor without modifying the framebuffer's data) and any final special effects that are produced by ...