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AMD Radeon Software Adrenalin 2019 Edition 19.3.2 has performance gains and new Vulkan features

Posted on Friday, March 15 2019 @ 11:05:50 CET by


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AMD just published the Radeon Software Adrenalin 2019 Edition 19.3.2 drivers, you can grab them over here. This release adds support for Tom Clancy’s The Division 2 and DirectX 12 on Windows 7 for supported game titles. You also get performance gains of up to 4 percent in Sid Meier’s Civilization VI: Gathering Storm, some bug fixes, and new Vulkan extensions.
Support for:
  • Tom Clancy’s The Division® 2
  • Sid Meier’s Civilization® VI: Gathering Storm: Up to 4% average performance gains on AMD Radeon VII with Radeon™ Software Adrenalin 2019 Edition 19.3.2 vs 19.2.3. RS-288
  • DirectX® 12 on Windows®7 for supported game titles: AMD is thrilled to help expand DirectX® 12 adoption across a broader range of Windows operating systems with Radeon Software Adrenalin 2019 Edition 18.12.2 and onward, which enables consumers to experience exceptional levels of detail and performance in their games.

    Fixed Issues:
  • Radeon ReLive for VR may sometimes fail to install during Radeon Software installation.
  • Fan curve may fail to switch to manual mode after the manual toggle is switched when fan curve is still set to default behavior.
  • Changes made in Radeon WattMan settings via Radeon Overlay may sometimes not save or take effect once Radeon Overlay is closed.

    Known Issues
  • Rainbow Six Siege™ may experience intermittent corruption or flickering on some game textures during gameplay.
  • DOTA™2 VR may experience stutter on some HMD devices when using the Vulkan® API.
  • Mouse cursors may disappear or move out of the boundary of the top of a display on AMD Ryzen Mobile Processors with Radeon Vega Graphics.
  • Performance metrics overlay and Radeon WattMan gauges may experience inaccurate fluctuating readings on AMD Radeon VII..

    Added Vulkan® Support:
  • VK_EXT_depth_clip_enable: This extension allows the depth clipping operation, that is normally implicitly controlled by the driver to be controlled explicitly by the application instead. This is useful for translating Direct3D content, which assumes depth clamping is always enabled, but depth clip can be controlled by the DepthClipEnable rasterization state.
  • VK_EXT_memory_priority: This extension allows applications to set a priority value at memory allocation time, which could be used to determine which allocations are more likely to remain in device local memory if heap limits are reached.
  • VK_EXT_memory_budget: This extension adds support for querying the amount of memory used and the total memory budget for a memory heap.
  • VK_KHR_vulkan_memory_model: This extension formally defines how to synchronize memory accesses to the same memory locations performed by multiple shader invocations.
  • VK_EXT_debug_utils: This extension allows developers to obtain more debug information. When combined with validation layers, more detailed feedback on the application's use of Vulkan can be further obtained.
  • VK_KHR_depth_stencil_resolve: This extension adds support for automatically resolving multisampled depth/stencil attachments in a subpass in a similar manner as for color attachments.
  • VK_KHR_shader_float16_int8: This extension allows use of 16-bit floating-point types and 8-bit integer types in shaders for arithmetic operations and improves usability of those types by adding implicit conversions.
  • VK_EXT_transform_feedback: This extension adds transform feedback to the Vulkan API by exposing the SPIR-V TransformFeedback and GeometryStreams capabilities to capture vertex, tessellation or geometry shader outputs to one or more buffers.




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