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Emulating PC games on your non-Snapdragon device just got better
Emulating PC games on your non-Snapdragon device just got better

Android Authority

time28-07-2025

  • Android Authority

Emulating PC games on your non-Snapdragon device just got better

Hadlee Simons / Android Authority TL;DR GameSir has announced that its GameHub app now offers much better support for MediaTek chipsets with Mali GPUs. The company also revealed that it's working with MediaTek to launch custom Mali GPU drivers. GameHub lets people play PC games on their Android phones without streaming. There are a few ways to natively play PC games on your phone without streaming, with Winlator and GameSir's GameHub app being the most popular solutions. These apps traditionally offer better support for Qualcomm Snapdragon devices, but there's good news if you've got a MediaTek-powered device. GameSir announced via its app that the latest version of GameHub offers much better support for devices with Mali GPUs. It points to devices with MediaTek Dimensity chips, specifically mentioning the Dimensity 9000 to 9400 processors. It says these devices should support DirectX9 to DirectX11 PC games 'with performance comparable to Qualcomm Adreno, and even surpassing it in some scenarios.' The GameHub team delved into some technical challenges with Mali GPUs, starting with the unsatisfactory Vulkan implementation. It pointed to issues like 'unstable' shader compilers and missing driver capabilities. So how did GameSir address these problems? For one, the team said it invested time and resources in debugging/analyzing Dimensity devices and 'optimized' resource scheduling. Furthermore, it created a 'code conversion mechanism to optimize DirectX instructions into a format executable by Mali GPUs.' The team says it also made runtime optimizations in cases where the driver functionality wasn't adequate. Weirdly enough, the GameHub team also claimed that it offers 'native support' for 32-bit PC games. That sounds rather crazy, as compatibility layers like Wine or tools like Box can incur a performance penalty and technically don't offer native support. In some major news for mobile gamers, GameSir also said it's teaming up with MediaTek to eventually offer custom GPU drivers. We plan to jointly launch custom drivers with MediaTek, specifically designed for GameFusion, to address long-standing Mali GPU issues at the chip level, further enhancing the gaming performance of Dimensity devices. There's no release timeline for these drivers, though. This is still welcome news, as one major advantage of Snapdragon devices is the prevalence of open-source Adreno drivers (dubbed Turnip). These drivers can improve emulation/gaming performance and address bugs. MediaTek isn't the only chipmaker using Mali GPUs, though. Google Pixel phones with Tensor chips use Mali GPUs too. We've asked GameSir's representatives whether some of these improvements will filter down to Pixel phones. We've also asked the representatives for more details on 'native support' for 32-bit PC games. We'll update the article when the company gets back to us. Nevertheless, we hope a few of these improvements and optimizations come to Pixel devices. However, Pixel 10 rumors suggest that Google will switch to Imagination GPUs. So even if these upgrades apply to Pixel phones with Mali graphics, it won't apply to the Pixel 10 series. Got a tip? Talk to us! Email our staff at Email our staff at news@ . You can stay anonymous or get credit for the info, it's your choice. Follow

Nvidia teams up with Microsoft to put neural shading into DirectX, giving devs access to AI tensor cores
Nvidia teams up with Microsoft to put neural shading into DirectX, giving devs access to AI tensor cores

Yahoo

time16-03-2025

  • Yahoo

Nvidia teams up with Microsoft to put neural shading into DirectX, giving devs access to AI tensor cores

When you buy through links on our articles, Future and its syndication partners may earn a commission. Nvidia and Microsoft announced on Thursday that they would be adding neural shading support to the Microsoft DirectX preview this April. Neural shading will use cooperative vectors and Nvidia's Tensor cores (matrix operations units) to speed up graphics rendering in games that support the technology. It will better allow for the generic use, via HLSL (high level shading language) of traditional rendering techniques alongside AI enhancements. While real-time computer graphics and graphics processing units (GPUs) have come a long way, the graphics rendering pipeline itself has evolved slower than hardware. In particular, while Nvidia's GPUs have featured Tensor cores (primarily aimed at AI compute) for over seven years now, they have only been used so far for things like upscaling (Nvidia's DLSS), ray reconstruction (DLSS 3.5) and denoising, and frame generation (at least for DLSS 4). This is going to change with the so-called neural rendering — a broad term that describes a real-time graphics rendering pipeline enhanced with new methods and capabilities enabled by AI. A specific subset of neural rendering focused on enhancing the shading process in graphics is called neural shading. Its main purpose is to improve the appearance of materials, lighting, shadows, and textures by integrating AI into the shading stage of the graphics pipeline. The addition of cooperative vectors — which allow small neural networks to run in different shader stages, like within a pixel shader, without monopolizing the GPU — is a key enabler for neural shading. Cooperative vectors rely on matrix-vector multiplication, so they need specialized hardware, such as Nvidia's Tensor cores, to operate. To that end, they can potentially work on Intel's XMX hardware as long as they meet Microsoft's requirements. They may also work on AMD's RDNA 4 AI accelerators, though RDNA 3 seems more doubtful (as it lacks AI compute throughput compared to the competition). Still, Microsoft is working with AMD, Intel, Nvidia, and Qualcomm to ensure cross-vendor support for cooperative vectors over time. "Microsoft is adding cooperative vector support to DirectX and HLSL, starting with a preview this April," said Shawn Hargreaves, Direct3D development manager at Microsoft. "This will advance the future of graphics programming by enabling neural rendering across the gaming industry. Unlocking Tensor Cores on Nvidia RTX GPUs will allow developers to fully leverage RTX Neural Shaders for richer, more immersive experiences on Windows." Our understanding — we've reached out to AMD, Intel, and Nvidia for additional comment but haven't heard back — is that the upcoming DirectX preview with cooperative vectors will start as an Nvidia exclusive. Once driver support is available from AMD and Intel, it should work on their GPUs as well. But we'll need to wait to find out not only whether it works, but how well it works — both in terms of image fidelity as well as performance.

NVIDIA Announces Neural Rendering and RTX Technology Updates ahead of GDC 2025
NVIDIA Announces Neural Rendering and RTX Technology Updates ahead of GDC 2025

Web Release

time15-03-2025

  • Web Release

NVIDIA Announces Neural Rendering and RTX Technology Updates ahead of GDC 2025

Ahead of the Game Developers Conference (GDC), NVIDIA announced enhancements to its NVIDIA RTX neural rendering technologies, including that neural shaders are coming to Microsoft DirectX preview in April, DLSS 4 hits a major milestone with over 100 games and apps now available, RTX Remix is officially releasing alongside a new playable Half-Life 2 RTX demo, the NVIDIA RTX Kit is receiving major updates with Unreal Engine 5 support for RTX Mega Geometry and RTX Hair, and NVIDIA ACE autonomous game characters are debuting in two titles. NVIDIA and Microsoft Open Next Era of Gaming With Groundbreaking Neural Shading Technology NVIDIA and Microsoft revealed that neural shading support will come to DirectX preview in April, unlocking the power of AI Tensor Cores in NVIDIA GeForce RTX GPUs inside of graphics shaders used to program video games. 'Neural rendering is the future of graphics and we are happy to partner with Microsoft to bring AI to programmable shaders in DirectX. All game developers can use Tensor Cores built into GeForce RTX GPUs to deliver next-gen realism and performance to Windows gaming,' said John Spitzer, NVIDIA VP of Developer Technology. Neural rendering represents a revolution in graphics programming, using AI alongside traditional rendering techniques to dramatically boost frame rates, enhance image quality, and reduce system resource usage. NVIDIA RTX Neural Shaders SDK enables developers to train their game data and shader code on an RTX AI PC and accelerate their neural representations and model weights with NVIDIA Tensor Cores at runtime. This significantly enhances the performance of neural rendering techniques, allowing for faster and more efficient real-time rendering with Tensor Cores. 'Microsoft is adding Cooperative Vectors support to DirectX and HLSL, starting with a preview this April. This will advance the future of graphics programming by enabling neural rendering across the gaming industry. Unlocking Tensor Cores on NVIDIA RTX will allow developers to fully leverage RTX Neural Shading for richer, more immersive experiences on Windows,' said Shawn Hargreaves, Direct3D Dev Manager at Microsoft. RTX Kit Arrives in Unreal Engine 5 NVIDIA also released Unreal Engine 5 support for RTX Mega Geometry and RTX Hair through NVIDIA RTX Branch of Unreal Engine. NVIDIA RTX Kit is a suite of neural rendering technologies to ray-trace games with AI, render scenes with immense geometry, and create game characters with photorealistic visuals. NVIDIA's new GeForce RTX 50 Series GPUs feature a major advancement in the acceleration of ray tracing for hair and fur – a new linear swept sphere (LSS) primitive. The new primitive is a step toward rendering high-quality digital humans in real time by replacing typical triangle primitives with spheres that can represent individual strands of hair with better accuracy and performance. At CES, NVIDIA showcased what's possible with neural rendering through a stunning technology demo, Zorah. At GDC, an updated Zorah demo , built in Unreal Engine 5, will showcase the latest advancements in neural rendering, featuring RTX Mega Geometry, RTX Hair, ReSTIR Path Tracing, and ReSTIR Direct Illumination. NVIDIA RTX Remix Officially Released with DLSS 4 and RTX Neural Shaders, Half-Life 2 RTX Playable Demo Available March 18th A year ago, NVIDIA released RTX Remix in Open Beta, a revolutionary modding platform that enables classic games to be remastered with RTX. Today, NVIDIA is officially releasing an enhanced version of RTX Remix, featuring DLSS 4 with Multi Frame Generation, a host of new RTX Neural Rendering technologies, and numerous community-requested updates, enabling modders to deliver stunning remasters with even better image quality and higher frame rates. To demonstrate RTX Remix's capabilities, and the power of the latest RTX innovations, Half-Life 2 owners can download a free Half-Life 2 RTX demo from Steam on March 18th. Showcasing their work in Ravenholm and Nova Prospekt, Half-Life 2 RTX is being developed by four of Half-Life 2 's top mod teams, working together under the banner of Orbifold Studios. Half-Life 2 RTX features full ray tracing, remastered assets, DLSS 4, Reflex, RTX Neural Radiance Cache, RTX Skin and RTX Volumetrics. Over 100 DLSS 4 with Multi Frame Generation Games & Apps Out Now, More Coming Soon, Including The Half-Life 2 RTX Demo DLSS 4 was introduced with the release of GeForce RTX 50 Series GPUs, and now over 100 games and apps now feature support for DLSS 4 due to the rapid adoption by game developers. This milestone is hitting 2 years quicker than DLSS 3, making it the most rapidly adopted NVIDIA game technology of all time. DLSS 4 debuted Multi Frame Generation, which uses AI to generate up to three additional frames per traditionally rendered frame, working in unison with the complete suite of DLSS technologies to multiply frame rates by up to 8X over traditional brute-force rendering. This massive performance improvement on GeForce RTX 50 Series graphics cards and laptops enables gamers to max out visuals at the highest resolutions, and play at incredible frame rates. In addition to the 100 games and apps available now , Lost Soul Aside , Mecha BREAK , Phantom Blade Zero , Stellar Blade , Tides of Annihilation , and Wild Assault will all launch with DLSS 4, giving GeForce RTX gamers the definitive PC experience in each title. NVIDIA ACE Autonomous Game Characters Debut This Month In inZOI & NARAKA: BLADEPOINT MOBILE PC VERSION Earlier this year, NVIDIA unveiled AI-powered NVIDIA ACE autonomous game characters, adding autonomous teammates, NPCs, and enemies to games, unlocking a whole new set of gameplay possibilities. Now, these ACE autonomous game characters are making their debut later this month in two title s – inZOI and NARAKA: BLADEPOINT MOBILE PC VERSION. In the life simulator inZOI , players can customize 'Smart Zoi' NPCs with life goals that in turn use AI to guide behavior and interactions with other NPCs. In NARAKA: BLADEPOINT MOBILE PC VERSION , NVIDIA ACE-powered teammates help players battle enemies, hunt for loot, and fight for victory. 'NVIDIA enables game developers to push past expected boundaries with AI technology. NVIDIA ACE in NARAKA: BLADEPOINT MOBILE PC VERSION allows us to create AI autonomous teammates running on the device locally that naturally assist the player in their epic battles,' said Zhipeng Hu, Head of Thunder Fire BU, SVP of NetEase corp. NVIDIA ACE technologies are continuing to advance, incorporating new vision and audio language models, enhancing facial animation with new model architectures, and accelerating game development with updated ACE plugins for Maya and Unreal Engine for offline authoring. Two upcoming games are leveraging these advancements with Black Vultures: Prey of Greed adding NVIDIA ACE speech and language models and Fate Trigger adding NVIDIA ACE Audio2Face-3D.

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