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Skate 3 has been 100% recompiled for PC. It's reached it's 2.0 update which introduces a fully native renderer enabling 2x+ the FPS at 1/4 the GPU power, and Apple Silicon went from 25 to 250 FPS at 4K. Originally starting with rexglue, progression has advanced far enough to...

826,042 次观看 • 1 天前 •via X (Twitter)

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#Battlefield6 NVIDIA DLSS 4 Reveal Trailer 📽️ The game includes support for DLSS 4 with Multi Frame Generation, DLSS Frame Generation, DLSS Super Resolution, DLAA, and NVIDIA Reflex. Desktop GPUs Performance At 4K, Ultra settings, DLSS 4 with Multi Frame Generation and DLSS Super Resolution multiply Battlefield 6's GeForce RTX 50 Series frame rates by an average of 3.8X. ▪️ GeForce RTX 5090 performance rockets to over 470 FPS. ▪️ GeForce RTX 5080 exceeds 330 FPS. ▪️ GeForce RTX 5070 Ti is in touching distance of 300 FPS. ▪️ GeForce RTX 5070 surpasses 230 FPS. At 2560x1440, Ultra settings, DLSS 4 with Multi Frame Generation and DLSS Super Resolution increase Battlefield 6 frame rates by an average of 3X. ▪️ GeForce RTX 5090 runs at almost 600 FPS. ▪️ GeForce RTX 5060 Ti over 240 FPS. At 1920x1080, Ultra settings, the combination of DLSS 4 with Multi Frame Generation and DLSS Super Resolution boost Battlefield 6’s GeForce RTX 50 Series frame rates by an average of 2.9X. ▪️ Allowing every GPU in NVIDIA's line-up to play at over 230 FPS, maxing out at over 740 FPS on the GeForce RTX 5090. Laptop GPUs Performance GeForce RTX 50 Series Laptop GPUs benefit similarly from DLSS 4 with Multi Frame Generation and DLSS Super Resolution, with Battlefield 6 frame rates multiplied by 3X on average at 2560x1600, with Ultra settings, enabling performance of up to 360 FPS. At 1920x1080, Ultra settings, GeForce RTX 50 Series Laptop GPU performance increases by 2.8X on average, enabling Battlefield 6 frame rates to surpass 480 FPS, and the range to run at over 200 frames per second.

Battlefield Bulletin

30,559 次观看 • 9 个月前

Hey everyone, today I want to introduce a project that’s aiming to redefine how we access compute for AI — it’s called GPUAI. 🔶 GPUAI: Unlocking Global GPU Power for the AI Era GPUAI isn’t just another GPU marketplace or leasing service. It’s a fully decentralized protocol that connects idle GPU resources around the world — from gaming PCs to data center clusters — and transforms them into a high-performance compute network for AI workloads. 🧠 Why does it matter? Right now, the biggest bottleneck in AI isn’t algorithms — it’s access to compute. Training and running models requires massive GPU power, but it’s locked up in centralized cloud platforms, expensive and hard to access for smaller teams. With GPUAI, anyone can tap into a global GPU pool that’s: ✅ Fully decentralized ✅ Reputation-based and smart contract coordinated ✅ Encrypted and secure ✅ Token-incentivized — meaning contributors get rewarded in $GPUAI 📈 For developers, it’s a flexible way to access GPU compute for training, inference, and more — without cloud lock-in. 💰 For GPU owners, it’s a chance to monetize idle hardware that would otherwise go unused. The protocol is live, the apps are active, and the ecosystem is growing fast. 🌐 Try it yourself at 📖 Learn more on 🎮 Play our community games at This is real infrastructure for the future of AI, not hype. Follow them and explore their mission of decentralized computing at Tell me what you think - if you have a GPU, you can start profiting now. #GPUAI #Web3Infrastructure #AIComputing #DePIN #Decentralization

The Crypto GEMs

69,984 次观看 • 1 年前

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 次观看 • 2 年前