AMD & NV drivers - now with OpenGL 4.2 & OpenCL 1.1 support

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franpa
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by franpa »

Radeon 10.10c is out now.
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by kick »

10.10c is almost the same driver as 10.10a (there are no changes to the OpenGL part)
Last edited by kick on Sat Nov 13, 2010 1:03 am, edited 2 times in total.
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by grinvader »

NEED MOAR HEMORRHAGING EDGE
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by kick »

grinvader wrote:NEED MOAR HEMORRHAGING EDGE


AMD Catalyst 10.10e hotfix is out:

- The ATI branding is no more - replaced with a cool new black/silver AMD logo + splash screen

- All the bleeding-edge features of the HD 6000 series (MLAA and HTFQ) are finally available to HD 5000-series owners

- Moar OpenGL fixes

AMD's driver team is "on fire" :)
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by Gil_Hamilton »

kick wrote:
grinvader wrote:NEED MOAR HEMORRHAGING EDGE


AMD Catalyst 10.10e hotfix is out:

- The ATI branding is no more - replaced with a cool new black/silver AMD logo + splash screen

Texas: 1. Canada: 0.

EAT THAT!
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by kick »

Gil_Hamilton wrote:Texas: 1 Canada: 0

EAT THAT!


LOL
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by mudlord88 »

I noticed they still havent got a OpenGL extension limiter like Nvidia has....

Sigh.
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by I.S.T. »

mudlord88 wrote:I noticed they still havent got a OpenGL extension limiter like Nvidia has....

Sigh.


Extension limiter?
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by Deathlike2 »

I.S.T. wrote:
mudlord88 wrote:I noticed they still havent got a OpenGL extension limiter like Nvidia has....

Sigh.


Extension limiter?


For older games, they use a fixed buffer instead of parsing everything that is sent... given that OpenGL additions usually increase the # of extensions over time. When you have "too many" extensions, some games will crash or simply not operate properly.

The best example of the use of said feature is for the age old GLQuake.
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by paulguy »

Are you serious? That's the stupidest thing I've heard in a while. Also, there are much better ports around than glquake.
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by Deathlike2 »

I never said that that one should use GLQuake, but older apps do crash because they don't do a good enough job of the extension list.
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by mudlord88 »

Like:

* Jedi Knight series
* Soldier of Fortune series
* KOTOR series.


Sigh.
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Re: ATI and NVIDIA drivers - now with FULL OpenGL 4.1 suppor

Post by kick »

Moar bleeding-edge stuff in the upcoming driver:

- A few more OpenGL extensions and official (non-beta) OpenGL 4.1 support
- Yet another Anti-Aliasing mode (EQAA) - an answer to NVIDIA's CSAA
- Gets rid of the remaining ATI logos and references


In other news: Intel surprised everyone by releasing an official OpenCL 1.1 driver/SDK. Awesomesauce :)

What we need now is loads of OpenCL apps (video transcoders, raytracers, Folding@Home clients for OpenCL, photoshop plugins, spreadsheet number-crunching plugins, an open physics standard for all GPUs and much more)
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by I.S.T. »

EQAA is pointless given their MLAA... I'd rather run MLAA plus 4xMSAA than like CSAA/EQAA at 16x or some shit.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by Gil_Hamilton »

Fuck anti-aliasing. We just need ultra-high-res displays so it's not an issue.
Squall_Leonhart wrote:
You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.


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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by kick »

Gil_Hamilton wrote:Fuck anti-aliasing. We just need ultra-high-res displays so it's not an issue.


So now we have MSAA, SSAA, CFAA, CSAA and MLAA.

And guess which one is the best..... No AA :D


Ultra hi-res displays is *not* what we need (we already have huge-ass 30" 1600p and 50" 2160p screens).

What we need is smaller ultra high DPI displays (21.5" screens with at least 1600p) :)

The ideal display would be some 24" , true 120Hz , 16:9 screen with a razor-sharp 300 DPI OLED matrix and 1ms response time.

Eyefinity = running a single display at a print-quality resolution, not running huge 12-monitor arrays with those annoying as f*** bezels.
Last edited by kick on Mon Dec 06, 2010 3:21 pm, edited 1 time in total.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by I.S.T. »

Eyefinity was the dumbest goddamn thing ever, I swear.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by Gil_Hamilton »

kick wrote:
Gil_Hamilton wrote:Fuck anti-aliasing. We just need ultra-high-res displays so it's not an issue.


So now we have MSAA, SSAA, CFAA, CSAA and MLAA.

And guess which one is the best..... No AA :D


Ultra hi-res displays is *not* what we need (we already have huge-ass 30" 1600p and 50" 2160p screens).

What we need is smaller ultra high DPI displays (21.5" screens with at least 1600p) :)

The ideal display would be some 24" , 120Hz , 16:9 screen with a razor-sharp 300 DPI OLED matrix and 1ms response time.

Eyefinity = running a single display at a print-quality resolution, not running huge 12-monitor arrays with those annoying as f*** bezels.

Fiiiiiiiiiiiiiiine.
Ultra-high-res displays at reasonable sizes.
Happy now?
Squall_Leonhart wrote:
You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.


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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by sweener2001 »

why 120 Hz?

that frequency looks unnatural to me.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by Gil_Hamilton »

sweener2001 wrote:why 120 Hz?

that frequency looks unnatural to me.

In theory, more cycles per second is only a good thing. In practice, not all sources handle it well.

120 Hz is a magic number for 3D, though, since it enables 2 60Hz displays for "flicker-free" 3D.


This is all assuming it's a true 120Hz display and not 60Hz with interpolated in-between frames.
Squall_Leonhart wrote:
You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.


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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by DataPath »

120Hz is also important for dejuddering 24p content. At 60Hz, 24fps doesn't divide in evenly, so you have to have 5:4 pulldown. At 120Hz, you can display 24p content without extra processing.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by grinvader »

120 is a multiple of pretty much everything twice over, with 16 divisors that's a whoppy coeff 7.5. 60 only has coeff 5.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by sweener2001 »

my tv has a 1080p24 mode.

the frequency still looks unnatural to me, but i'm pretty sure it's like gil said and it's because of the interpolated frames.

the 240 Hz tv's i've seen at best buy seem to overcome that issue for me.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by paulguy »

The frame interpolation I see on those TVs looks rather bizarre. Stuff gets distorted weirdly... I guess it's similar to video decoding error masking, which is probably a similar process, except video decoding error has real motion vector data to work with.

If the TV doesn't actually accept a 120 or 240 FPS signal input, there is no benefit, as far as I'm concerned.
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Re: AMD & NV drivers - now with OpenGL 4.1 + OpenCL 1.1 supp

Post by kode54 »

I was under the impression that HDMI only supports up to 60Hz signals anyway, and that 3D signals just stack two frames next to each other or on top of each other or something.
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