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In computing, hardware overlay, a type of video overlay, provides a method of rendering an image to a display screen with a dedicated memory buffer inside computer video hardware. The technique aims to improve the display of a fast-moving video image — such as a computer game , a DVD , or the signal from a TV card .
AMDgpu is an open source device driver for the Linux operating system developed by AMD to support its Radeon lineup of graphics cards (GPUs). It was announced in 2014 as the successor to the previous radeon device driver as part of AMD's new "unified" driver strategy, [3] and was released on April 20, 2015.
AMD Fluid Motion Frames 2 (AFMF2) generates additional frames using AI. It is a driver-level solution that works with all games. [11] HYPR-RX enables Radeon Anti-Lag, Boost, Super Resolution, and AFMF2. In supported games, this is done automatically according to a user's AMD Software settings; otherwise, it requires some configuration in-game.
The Nuclear Dawn HUD (largely in yellow) displays the character's health, weapon ammunition, and compass heading, while also including a map of the area in the top-right corner, and a circular marker pointing to the player's destination.
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Video Code Engine (VCE, was earlier referred to as Video Coding Engine, [1] Video Compression Engine [2] or Video Codec Engine [3] in official AMD documentation) is AMD's video encoding application-specific integrated circuit implementing the video codec H.264/MPEG-4 AVC. Since 2012 it was integrated into all of their GPUs and APUs except Oland.
Doom was one of the first major commercial games to be released for Linux.. The beginning of Linux as a gaming platform for commercial video games is widely credited to have begun in 1994 when Dave D. Taylor ported the game Doom to Linux, as well as many other systems, during his spare time.
SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.
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