GPUs


NVIDIA GeForce 340.52 WHQL Drivers Now Available

NVIDIA GeForce 340.52 WHQL Drivers Now Available

Joining today’s launch of the SHIELD Tablet is a new GeForce driver set from NVIDIA. After last month’s release of the first R340 beta driver, 340.43, NVIDIA is back again with 340.52, which sees R340 reach WHQL status.

Not surprisingly, SHIELD Tablet support is the headlining feature for 340.52, as NVIDIA needs to update their drivers in order for GameStream to support their latest gadget. This driver is also being released as another on one of NVIDIA’s Game Ready drivers, this time for the forthcoming Metro: Redux and the China launch of Final Fantasy XIV. Other than that however this is a fairly low-key driver launch for NVIDIA; compared to the 340.43 betas there is only a handful of bug fixes (including a Chrome bug), functionally making this a WHQL version of the earlier beta driver for most users.

Update: AT Forums user code65536 has noted that these drivers unexpectedly remove all mention of Miracast support, which was first added in 340.43. We’re currently chasing down NVIDIA to find out what happened.

As usual, you can grab the drivers for all current desktop and mobile NVIDIA GPUs over at NVIDIA’s driver download page.

NVIDIA GeForce 340.52 WHQL Drivers Now Available

NVIDIA GeForce 340.52 WHQL Drivers Now Available

Joining today’s launch of the SHIELD Tablet is a new GeForce driver set from NVIDIA. After last month’s release of the first R340 beta driver, 340.43, NVIDIA is back again with 340.52, which sees R340 reach WHQL status.

Not surprisingly, SHIELD Tablet support is the headlining feature for 340.52, as NVIDIA needs to update their drivers in order for GameStream to support their latest gadget. This driver is also being released as another on one of NVIDIA’s Game Ready drivers, this time for the forthcoming Metro: Redux and the China launch of Final Fantasy XIV. Other than that however this is a fairly low-key driver launch for NVIDIA; compared to the 340.43 betas there is only a handful of bug fixes (including a Chrome bug), functionally making this a WHQL version of the earlier beta driver for most users.

Update: AT Forums user code65536 has noted that these drivers unexpectedly remove all mention of Miracast support, which was first added in 340.43. We’re currently chasing down NVIDIA to find out what happened.

As usual, you can grab the drivers for all current desktop and mobile NVIDIA GPUs over at NVIDIA’s driver download page.

AMD Gaming Evolved Client 4.0 Released

AMD Gaming Evolved Client 4.0 Released

Just over a month ago, AMD and their partner Raptr pushed out the first version of their video recording Game DVR utility, which ships as a part of AMD’s second-party sourced Gaming Evolved Client. Last month’s release saw the initial take on this feature in beta form, which was a generally positive experience that proved the core technology worked, though not without some rough edges that remained to be cleaned up. Since then the Raptr team has been further working the Game DVR function as part of a broader client update, culminating in today’s release of version 4.0 of the Gaming Evolved Client.

Ahead of today’s client release Raptr gave us some time to spend with the forthcoming update, and while the Game DVR function is still officially in beta as version 4.0, we can briefly report that AMD and the Ratpr team have made good progress in just the last month. In the earlier beta of the Game DVR function – now dubbed Game Video Recorder, or GVR – we encountered both compatibility and image quality issues, and in the case of the latter the problem has been fully resolved in our test suite. The one game we were having a problem with on the previous client, Thief, now records with the correct gamma. All other games that we’ve had a chance to test (our complete benchmark suite and then some) are similarly correct.

Game compatibility however is still hit & miss. GEC will only enable recording for games it can detect – this essentially serving as a whitelist of sorts – and it needs to be able to both detect the installation of a game and its launch. Of the dozen games we’ve tried, all of these games are on the compatibility list and their installations are detected, but GEC stubbornly can’t detect the launch of Bioshock Infinite and hence can’t record it. The actual recording process itself is rather generic and Bioshock is supposed to be supported, so this would seem to expose some weaknesses in GEC’s launch detection process rather than a lack of (intended) support.

Otherwise our other 11 games were detected just fine. And indeed the Raptr team is claiming that they now support 5000 games, versus what Raptr claims is 169 for NVIDIA’s GeForce Experience (a claim NVIDIA strongly disagrees with since they don’t even use whitelists). In any case, at 5000 games we have no way to fully validate this claim – and meanwhile we’d note that GeForce Experience worked with all 12 of our test games out of the box – but it’s worth pointing out that for technical reasons it’s important for GEC to support so many games. Since GEC lacks a fallback measure equivalent to GeForce Experience’s desktop capture mode and doesn’t officially support adding unsupported games, a large supported games list is necessary in this case to enable recording of as many games as possible.

Along with the under the hood updates to the GVR function, Raptr has also given the feature a UI tweak from the beta. Of particular note, the always-on (Replay) and on-demand (Record) functions have been separated from each other, allowing them to be easily enabled and disabled separately from each other. GVR’s settings pane has also been tweaked for 4.0, with image quality settings being excised to their own tab for space. Finally the in-game overlay HUD icons for the GVR functionality has also been overhauled to make it clearer when the Record and Replay functions are in use and how to use them, with the HUD being hideable when not in use.

Finally, with the release of the 4.0 client the Raptr team is looking to parlay the GVR functionality into their larger social networking ambitions, with the final feature addition of the new client being a dedicated community replay showcase. The replay share feature allows for replays to be uploaded to YouTube and simultaneously listed in the Raptr community showcase, complete with comments and hashtags. The built-in video uploading is fairly clever – many, if not most of these recordings will be destined for YouTube – though I’m not sure how frequently gameplay videos are uploaded directly to YouTube without editing (something that notably Sony included as part of their replay sharing package on the PS4).

The Gaming Evolved Client 4.0 update will be released later today, and should be available both as an automatic client update and as a download from AMD’s Gaming Evolved Client website.

AMD Gaming Evolved Client 4.0 Released

AMD Gaming Evolved Client 4.0 Released

Just over a month ago, AMD and their partner Raptr pushed out the first version of their video recording Game DVR utility, which ships as a part of AMD’s second-party sourced Gaming Evolved Client. Last month’s release saw the initial take on this feature in beta form, which was a generally positive experience that proved the core technology worked, though not without some rough edges that remained to be cleaned up. Since then the Raptr team has been further working the Game DVR function as part of a broader client update, culminating in today’s release of version 4.0 of the Gaming Evolved Client.

Ahead of today’s client release Raptr gave us some time to spend with the forthcoming update, and while the Game DVR function is still officially in beta as version 4.0, we can briefly report that AMD and the Ratpr team have made good progress in just the last month. In the earlier beta of the Game DVR function – now dubbed Game Video Recorder, or GVR – we encountered both compatibility and image quality issues, and in the case of the latter the problem has been fully resolved in our test suite. The one game we were having a problem with on the previous client, Thief, now records with the correct gamma. All other games that we’ve had a chance to test (our complete benchmark suite and then some) are similarly correct.

Game compatibility however is still hit & miss. GEC will only enable recording for games it can detect – this essentially serving as a whitelist of sorts – and it needs to be able to both detect the installation of a game and its launch. Of the dozen games we’ve tried, all of these games are on the compatibility list and their installations are detected, but GEC stubbornly can’t detect the launch of Bioshock Infinite and hence can’t record it. The actual recording process itself is rather generic and Bioshock is supposed to be supported, so this would seem to expose some weaknesses in GEC’s launch detection process rather than a lack of (intended) support.

Otherwise our other 11 games were detected just fine. And indeed the Raptr team is claiming that they now support 5000 games, versus what Raptr claims is 169 for NVIDIA’s GeForce Experience (a claim NVIDIA strongly disagrees with since they don’t even use whitelists). In any case, at 5000 games we have no way to fully validate this claim – and meanwhile we’d note that GeForce Experience worked with all 12 of our test games out of the box – but it’s worth pointing out that for technical reasons it’s important for GEC to support so many games. Since GEC lacks a fallback measure equivalent to GeForce Experience’s desktop capture mode and doesn’t officially support adding unsupported games, a large supported games list is necessary in this case to enable recording of as many games as possible.

Along with the under the hood updates to the GVR function, Raptr has also given the feature a UI tweak from the beta. Of particular note, the always-on (Replay) and on-demand (Record) functions have been separated from each other, allowing them to be easily enabled and disabled separately from each other. GVR’s settings pane has also been tweaked for 4.0, with image quality settings being excised to their own tab for space. Finally the in-game overlay HUD icons for the GVR functionality has also been overhauled to make it clearer when the Record and Replay functions are in use and how to use them, with the HUD being hideable when not in use.

Finally, with the release of the 4.0 client the Raptr team is looking to parlay the GVR functionality into their larger social networking ambitions, with the final feature addition of the new client being a dedicated community replay showcase. The replay share feature allows for replays to be uploaded to YouTube and simultaneously listed in the Raptr community showcase, complete with comments and hashtags. The built-in video uploading is fairly clever – many, if not most of these recordings will be destined for YouTube – though I’m not sure how frequently gameplay videos are uploaded directly to YouTube without editing (something that notably Sony included as part of their replay sharing package on the PS4).

The Gaming Evolved Client 4.0 update will be released later today, and should be available both as an automatic client update and as a download from AMD’s Gaming Evolved Client website.

Imagination Posts PowerVR Rogue Specification Summary

Imagination Posts PowerVR Rogue Specification Summary

Being in the business of licensing out GPUs rather than building them directly, Imagination’s PowerVR group has always walked a fine line in how they communicate with their direct customers (SoC integrators) who build their products, the developers who program for their products, and the end users who use their products. The end result is that most of Imagination’s public-facing information is either geared towards their direct customers or geared towards developers, fulfilling Imagination’s immediate needs but leaving out other details in the process. A quick look at the PowerVR section of Imagination’s website further backs that point, as it contains only a very high level overview of their products that makes it more useful to SoC integrators than end users or even developers.

With that lack of detail in mind and as part of their continuing efforts to reach out to end users this year, Imagination has sent word this afternoon that they are setting up a new Rogue GPU specification summary page for end users and developers alike. With the Rogue architecture spanning over a dozen different GPU designs and being trifurcated over 3 product lines – Series6 (original), Series6XT, and Series6XE – there are subtle but important feature differences between the 3 product lines that Imagination wants to more clearly communicate, along with the more obvious performance implications of larger and smaller GPU designs.

Meanwhile Imagination also notes that this summary page will be kept up to date with information on newer GPUs. This is a not-so-subtle hint about the current in-development Series 7 GPUs, which although haven’t been announced are clearly illustrated in Imagination’s graphics IP roadmaps. And though not specifically announced here, Imagination’s specification summary also serves to confirm that all Rogue GPUs will support OpenGL 3.1, so long as the underlying OS and drivers have that functionality enabled.

Finally, while it’s not posted on Imagination’s summary page, in the press announcement Imagination also included a current list of publicly announced SoCs that are utilizing Rogue GPUs. Like the specification summary this isn’t secret information but isn’t normally information that Imagination keeps in one location, so it’s handy to have.

  • Allwinner UltraOcta A80 (PowerVR G6230) for tablets, set-top boxes, portable game consoles and many more
  • Intel Atom™ Z3460/Z3480 Merrifield (PowerVR G6400) and Z3560/Z3580 Moorefield (PowerVR G6430) for smartphones and tablets
  • LG H13 (PowerVR G6200) for smart TVs
  • MediaTek MT8135 (PowerVR G6200) for tablets and MT6595 (PowerVR G6200) for smartphones
  • Renesas R-Car H2 (PowerVR G6400) for automotive