- Gtx 970 opengl 4.3 1080p#
- Gtx 970 opengl 4.3 full#
- Gtx 970 opengl 4.3 software#
- Gtx 970 opengl 4.3 code#
Code: Select all Expand view Collapse view OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: NVIDIA GeForce GTX 970 OpenGL Engine OpenGL version string: 2.1 NVIDIA-10.11.14 346.03.
GlFramebufferParameteri(GL_FRAMEBUFFER_EXT,GL_FRAM EBUFFER_DEFAULT_WIDTH, w) Having no advanced/3d graphics support is quite disappointing (when I have a perfectly good GeForce GTX 970 installed). GlBindFramebuffer(GL_FRAMEBUFFER_EXT,noat) Related altough no_attachments extension is not adversited new entry points are present so I played with it using default and seems a simple test works on 79xx but not on 58xx Other new like GL_MAX_COMPUTE_ATOMIC_COUNTERS seem to work. GlGetIntegerv parameter has an invalid enum '0x91be' (GL_INVALID_ENUM)
Gtx 970 opengl 4.3 code#
*getting GL_MAX_COMPUTE_WORK_GROUP_COUNT and GL_MAX_COMPUTE_WORK_GROUP_SIZE I get using debug_output bug: Release 4.3 brings the cross platform API more or less up to parity with Direct X 11.1 in terms of what it can and cant do for 3D games, and improves the ability of developers to port code from. *using sbo on non compute shaders (like fragment shaders seems no be not correct)
Gtx 970 opengl 4.3 full#
Seems to compile so please fix to be able to use not only 32767 bytes of shared mem but full 32768 bytes. I verify this issue is on shared mem size usage as using something like Size (GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: 32768). Isn't a issue so 32 should work as for this conf each of this two shared arrays is size 8192 (sizeof(double)*32*32) so total shared mem usage is 2*8192 and is equal to reported max Layout (local_size_x = 32, local_size_y = 32) in Layout (local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE) in ĭiminishing BLOCK_SIZE to less than 32 seems to work. *using a compute shader with following launch size and shared arrays usage: *using atomicMax and atomicMin on shared variables hang the GLSL compiler others like atomicOr are OK!
(please note all the samples I use for testing this work correctly on Nvidia OGL 4.3 cards) The inclusion of Adaptive and half-rate adaptive v-sync in the Nvidia settings is a very nice feature which I use in GTA V for a smooth experience.I have been testing new OGL compute shader and storage buffer objects extension and found following bugs (13.4 on 7950):
Shadow play records games without a performance hit (unlike AMDs "" app) and the auto optimisation features are light years ahead of AMD.
Gtx 970 opengl 4.3 software#
The features of Nvidia's Geforce Experience software was a good enough excuse to buy this card. However not as cheap as the 480 4gb models, sitting at about £180 at this time, however, third party coolers have not come out yet (for some reason) so i though of giving Nvidia a try over my last card (AMD R9 280.) I bought this card for £200, which is cheaper than all 1060s at this time and cheaper than all RX 480 8gb models. Without changing the temp target or power target, I was able to over clock +200 mhz on the core and +500 mhz on the memory. And at 100% load it never goes above 80, ever. The card has a thermal target of 80 Degrees Celsius. The card is cooled, its not amazingly quiet or efficient, but it gets the job done. However low CPU games like DOOM (2016) and Rainbow Six: Siege work like a treat. At 1440p you may need to turn down AA and Texture Quality because of that 3.5gb VRAM will hurt performance (But when games go into the 3.6gb territory I found no issues.) This card was so good I found myself bottle necked in The Witcher 3 and GTA V with my i5 4460.
Gtx 970 opengl 4.3 1080p#
In terms of performance you are looking at max settings 1080p 60fps in 95% of games. Yes you need to turn the settings down for 1440p but its playable. Not only does it perform amazingly in AAA titles at 1080p, but can also be a pretty decent 1440p card as well.