Fine Utilise Power of RadeonPRO Software & SweetFX

Discussion in 'Videocards - AMD Radeon' started by OnnA, Apr 17, 2015.

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  1. OnnA

    OnnA Ancient Guru

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    OnnA Ancient Guru

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    GMG

    Voucher codes for an extra 7% off Monster Hunter World:


    B27X6X-70RAG2-JRCGC2
    IL0Y6J-AXC5JH-HCJPF4
    IME2ML-IIC1U3-ZMI09R
    ILQSZX-PPKAH1-F0MNG6
    IK9G2F-RQ5FGZ-IWKT2L
    IL7M2Y-S03RA6-L8FU2N
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    ILAV14-QN5M0R-2H5520
    II2FIL-7LQX48-39JIKZ
    IN77M4-LH6ZZB-17HFZ4
     
  3. OnnA

    OnnA Ancient Guru

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    Yup, My invitation to MtG Arena is here :D
    It's been ~20 YAS im with Magic The Gathering (Yes DCI Player ;) )

    Not Playing Paper one anymore, but i have Magic Duels on Steam and playing from time to time.
    Also MTGO :D (7k Cards now)
     
  4. OnnA

    OnnA Ancient Guru

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    :p
    :D

     
    Last edited: Jul 21, 2018

  5. OnnA

    OnnA Ancient Guru

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  6. OnnA

    OnnA Ancient Guru

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    OnnA Ancient Guru

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    OnnA Ancient Guru

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    Frostbite usefull Tweaks:

    EntityFrustumCull.Enable 1

    -Frustum culling is for removing geometry that lies outside the field of view.-
    Fury? | Polaris | Vega feature.

    ===
    Some Read about "Primitive Discard Accelerators" and it's impact on Frustum :D

    Occlusion culling is trying to remove things based on whether or not there's something in front of it. Frustum culling is removing geometry that lies outside the field of view.

    The game engine does not attempt to do this on a per-vertex basis because that would require it to do half the rendering job on the CPU before even figuring out what needs to be drawn. That would be painfully slow, which is not a desirable attribute of an optimization technique. The best performance requires a balance between not sending the GPU work that will not affect the final image and not wasting too many CPU cycles on minutia. This usually means culling is done on a per-object basis, not per-vertex.

    Meanwhile, the GPU has no awareness of "objects", it's all just geometry. At some point in the rendering process (a step called "clipping", after vertex shaders are run and each vertex is in its final position), geometry that is outside the viewing frustum (field of view) is removed and new geometry is created in its place, but which lines up with the edge of the frustum.

    I would guess that a primitive discard accelerator uses some kind of heuristic to say more quickly that some vertex is outside of the frustum, or to determine that a vertex is so far outside the frustum that even the usual clipping process isn't necessary. Or maybe it means something else entirely.

    -> https://umbra3d.com/industries/gaming/

    ===
    Geometry throughput slide :
    Data base on AMD engineering design of Vega.Radeon R9 Fury X has 4 geometry engines and a peak of 4 polygons per clock.
    Vega uArch is designed to handle up to 11/12 polygons per clock with 4 geometry engines.This represents an increase of 2.75x
     
    Last edited: Jul 22, 2018
  9. OnnA

    OnnA Ancient Guru

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    OnnA Ancient Guru

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    Yes, also it is working when put into PROFSAVE_profile
     
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  11. OnnA

    OnnA Ancient Guru

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    Battlefield V AMA

    There are around three months remaining before Battlefield V releases worldwide for awaiting fans. Despite the same historical setting from the last installment, the new entry in the franchise is going to feature several changes that promise to uplift the core gameplay.
    These, having been mentioned by DICE before as well, still have a few details that are being revealed as the weeks go by.

    In a recent Ask Me Anything (AMA) session on Reddit last week, producer for engagement and core gameplay Ryan McArthur answered a wide assortment of questions pertaining to the upcoming first-person shooter.
    The main brunch of the discussion has conveniently been summarized by a fellow community member so that the important bits can be easily digested in one sitting.

    Starting with the Company, a new customization system that allows you to create multiple characters with various cosmetic and weapon options.
    This personal collection, so to speak, will open up more options to suit your play-style as you progress through the multiplayer module.

    You can have multiple weapons for each soldier, including duplicates, that specialize in different arrays based on “choices” made.
    This hints an in-game skill tree that will possibly branch towards different roles for each class. The same goes for vehicles as well, covering both planes and tanks.

    When it comes to visual customization, soldiers can have their faces, helmets, face paints, jackets, and pants tweaked.
    On the same note, weapons have half-a-dozen customization slots to add emblems and such.

    However, do note that customization (of any kind) is specific to the two factions in the game. There will be no way to make a British soldier look like a German one, for example.
    This is to ensure that players do not confuse enemies as allies.

    Elsewhere, the developer reiterated that there will be no loot boxes in the game and the monetization model will be completely reliant on cosmetics.
    This needs bit of clarification but it may be that there will still be loot boxes, the difference being that they will only contain cosmetics and nothing pay-to-win.

    In line with the new live service approach, DICE has promised to support Battlefield V for as long as players are still playing. In other words, expect new content to continue arriving for at least the next two years.

    Finally, levels for vehicles and weapons are attached to their respective types. You will only be required to grind points for the tank category, for example, and not for every tank type in that category.
    This will bypass the frustration for picking up a new vehicle or weapon because you will still have the level advantage.

    Battlefield V is scheduled to release on October 19, 2018, for PlayStation 4, Xbox One, and PC. Those interested can start placing their pre-orders but you might want to hold back on that for the time being.
     
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