Happy Valentines! Here is some love from The Forge team:
- new cross-platform Ray Tracing interface in IRay.h, currently supporting DXR (Vulkan comes next) and Metal Ray Tracing on Windows, macOS and iOS. In other words you can now write Ray Tracing code that runs on Windows, macOS and iOS. You will need a RTX GPU to run this on Windows. On macOS / iOS only latest software update is needed.
PC Windows 10 RS5, DirectX12, GeForce RTX 2070, Driver version 418.81 with resolution 3440x1440:
Mac Mini with Intel Core i5 3GHz cpu with integrated graphics Intel UHD Graphics 630 (Part No. MRTT2RU/A) with resolution 3440x1440:
iPad 6th Generation iOS 12.1.3 (16D39) with a resolution of 2048x1536
- Rewrote the Light & Shadow Playground from scratch, thanks to Mateusz Kielan:
iMac with AMD RADEON 580 (Part No. MNED2xxA) with resolution of 5120x2880:
iPhone 7 iOS 12.1.4 (16D57) with a resolution of 1334x750:
Linux Ubuntu 18.04.1 LTS Vulkan 1.1.92 RADEON 480 Driver 18.30 with a resolution of 1920x1080:
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macOS / iOS:
- upgraded to
- macOS Mojave 10.14.4 beta (18E174f)
- iOS 12.2 beta (16E5181f)
- Xcode 10.2 beta (10P82s)
- a few months ago, we submitted a bug report for wave intrinsics to Apple and with the latest firmware beta (see above), wave intrinsics are working now in unit test 15
- support PVR texture compression (V3 header) on iOS
- upgraded to
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Improvements for all Platforms:
- 3D Texture mip maps for write
- Unified texture subresource updates across all APIs
- Memory optimizations: much less memory is used across all platforms
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All the unit tests are now in one folder unit test and they are in one solution file