Cyberpunk 2077 is a technologically advanced game capable of generating marvelous visuals. It also boldly spearheads the future of real-time graphics by taking advantage of GeForce RTX 30 Series’ 2nd generation ray tracing and the advanced AI of NVIDIA DLSS. Simulated reflections, lifelike shadows, and true-to-form diffuse illumination and ambient occlusion — they all make my heart beat faster…
Check out our latest GeForce Community Showcase trailer created by the talented André Revolution featuring Cyberpunk 2077 with ray tracing and NVIDIA DLSS.
1 – Overview
This GTX 1080 TURBO is the simplest GTX 1080 I tested. By simplest, I mean the graphics card comes with a simple VGA cooler (nothing to see with the GTX 1080 Strix!), no factory overclocking and a minimal bundle.
The GTX 1080 TURBO is powered by a Pascal GP104 GPU clocked at 1607MHz (base clock) and 1733MHz (boost clock). Both clock speeds are the reference ones, no out of the box overclocking. The card has 8GB of GDDR5X graphics memory clocked at 10010MHz like NVIDIA reference model.
ASUS GTX 1080 TURBO homepage can be found HERE.
2 – Gallery
The bundle is minimal: the GTX 1080, a user’s guide, a CDROM with drivers + utilities and an invite code for World Warships:
The GTX 1080 TURBO:
No backplate… not enough expensive to deserve a backplate!
The GTX 1080 TURBO comes with one 8-pin power connector: the total power draw can reach 225W (150W + 75W). The TDP of the reference GTX 1080 is 180W. The diameter of the fan: 65mm.
Two DisplayPort 1.4, two HDMI 2.0 and one DVI connectors are present.
A LED is available to indicate a good power supply (white color=OK, red color=ERROR).
The GTX 1080 Turbo versus GTX 1080 Strix.
3 – GPU Data
4 – Benchmarks
– CPU: Intel Core i5 6600K @ 3.5GHz
– Motherboard: ASUS Z170 Pro Gaming
– Memory: 8GB DDR4 Corsair Vengeance LPX @ 2666MHz
– PSU: Corsair AX860i
– Software: Windows 10 64-bit + NVIDIA R376.09
4.1 – 3DMark Sky Diver
|29024 – ASUS GeForce GTX 1080 Strix – R368.51
|28328 – ASUS GeForce GTX 1080 TURBO – R376.09
|26828 – EVGA GeForce GTX 1070 FTW – R376.09
|25134 – ASUS GeForce GTX 980 Ti – R353.06
|23038 – ASUS GeForce GTX 980 Strix – R344.75
|21964 – MSI Radeon R9 290X Gaming – Catalyst 14.9 WHQL
|21811 – Gainward GeForce GTX 970 Phantom – R344.75
|20274 – EVGA GeForce GTX 780 – R344.75
|17570 – MSI Radeon HD 7970 – Catalyst 14.9 WHQL
|17533 – EVGA GeForce GTX 680 – R344.75
4.2 – 3DMark Fire Strike
Fire Strike is a Direct3D 11 benchmark for high-performance gaming PCs with serious graphics cards.
|15583 – ASUS GeForce GTX 1080 Strix – R368.51
|14810 – ASUS GeForce GTX 1080 TURBO – R376.09
|13438 – EVGA GeForce GTX 1070 FTW – R376.09
|12514 – ASUS GeForce GTX 980 Ti – R353.06
|10574 – ASUS GeForce GTX 980 Strix – R344.75
|9382 – MSI Radeon R9 290X Gaming – Catalyst 14.9 WHQL
|8870 – MSI GTX 970 CLASSIC 4GD5T OC – R344.75
|8203 – EVGA GeForce GTX 780 – R344.75
|6572 – MSI Radeon HD 7970 – Catalyst 14.9 WHQL
|6399 – ASUS Strix GTX 960 DC2 OC 4GB – R353.06
|6235 – EVGA GeForce GTX 680 – R344.75
4.3 – 3DMark Fire Strike Ultra
|5125 (Graphics score: 5330) – ASUS GeForce GTX 1080 Strix – R368.51
|4865 – ASUS GeForce GTX 1080 TURBO – R376.09
|4244 – EVGA GeForce GTX 1070 FTW – R376.09
|2617 (Graphics score: 2592) – MSI GTX 970 CLASSIC 4GD5T OC – R368.69
|2178 (Graphics score: 2134) – EVGA GeForce GTX 780 – R368.69
4.4 – 3DMark Time Spy
|6393 (Graphics score: 7449) – ASUS GeForce GTX 1080 Strix – R372.54
|6162 – ASUS GeForce GTX 1080 TURBO – R376.09
|5358 – EVGA GeForce GTX 1070 FTW – R376.09
|4177 (Graphics score: 4274) – EVGA GeForce GTX 1060 SC – R368.81
|3658 (Graphics score: 3640) – MSI Radeon RX 470 Gaming X – Crimson 16.8.2
|3410 (Graphics score: 3382) – MSI GTX 970 CLASSIC 4GD5T OC – R368.69
4.5 – FurMark 1.18
FurMark is an OpenGL 2 benchmark that renders a furry donut. This benchmark is known for its extreme GPU workload.
|7151 points (119 FPS) – ASUS GeForce GTX 1080 Strix – R368.51
|7063 points (118 FPS) – ASUS GeForce GTX 1080 TURBO – R376.09
|6233 points (103 FPS) – ASUS GeForce GTX 980 Ti – R353.06
|6143 points (102 FPS) – EVGA GeForce GTX 1070 FTW – R376.09
|4660 points (77 FPS) – ASUS GeForce GTX 980 Strix – R344.75
|4592 points (76 FPS) – MSI Radeon R9 290X Gaming – Catalyst 14.9 WHQL
|4050 points (67 FPS) – EVGA GeForce GTX 780 – R344.75
|3335 points (55 FPS) – MSI GTX 970 CLASSIC 4GD5T OC – R344.75
|2951 points (49 FPS) – MSI Radeon HD 7970 – Catalyst 14.9 WHQL
|2733 points (45 FPS) – EVGA GeForce GTX 680 – R344.75
|2566 points (42 FPS) – ASUS Strix GTX 960 DC2 OC 4GB – R353.06
Settings: Preset:2160 (3840×2160)
|2715 points (45 FPS) – ASUS GeForce GTX 1080 Strix – R368.51
|2624 points (44 FPS) – ASUS GeForce GTX 1080 TURBO – R376.09
|2201 points (37 FPS) – EVGA GeForce GTX 1070 FTW – R376.09
|1385 points (23 FPS) – EVGA GeForce GTX 780 – R368.69
|1339 points (22 FPS) – MSI GTX 970 CLASSIC 4GD5T OC – R368.69
4.6 – Resident Evil 6 Benchmark
Resident Evil 6 (RE6) is a Direct3D 9 benchmark. RE6 benchmark can be downloaded from this page.
|21410 points – ASUS GeForce GTX 1080 Strix – R372.54
|21295 points – ASUS GeForce GTX 1080 TURBO – R376.09
|20869 points – EVGA GeForce GTX 1070 FTW ACX3.0 – R376.09
|18527 points – EVGA GeForce GTX 1060 SC – R372.54
|16332 points – MSI GTX 970 Classic – R353.06
|14522 points – MSI Radeon R9 290X Gaming 4GB – Crimson 16.8.2
|13789 points – MSI Radeon RX 470 Gaming X 8GB – Crimson 16.8.2
|13405 points – EVGA GTX 780 – R353.06
|11935 points – ASUS Strix GTX 960 DC2 OC 4GB – R353.06
|11442 points – EVGA GTX 680 – R353.06
|8794 points – MSI GTX 660 Hawk – R353.06
|5714 points – ASUS GTX 750 + R353.06
|4495 points – ASUS G551Jw notebook w/ GTX 960M 4GB + R353.06
4.7 – Unigine Valley 1.0
|102.0 FPS, Score: 4269 – ASUS GeForce GTX 1080 Strix – R372.54
|101.0 FPS, Score: 4227 – ASUS GeForce GTX 1080 TURBO – R376.09
|90.5 FPS, Score: 3788 – EVGA GeForce GTX 1070 FTW ACX3.0 – R376.09
|86.1 FPS, Score: 3602 – ASUS GeForce GTX 980 Ti – R353.06
|68.0 FPS, Score: 2846 – EVGA GeForce GTX 1060 SC – R372.54
|67.8 FPS, Score: 2837 – ASUS GeForce GTX 980 Strix – R344.75
|63.3 FPS, Score: 2648 – MSI Radeon R9 290X Gaming – Crimson 16.8.2
|58.7 FPS, Score: 2457 – Gainward GeForce GTX 970 Phantom – R344.75
|57.8 FPS, Score: 2418 – EVGA GeForce GTX 780 – R344.75
|56.0 FPS, Score: 2344 – MSI GTX 970 CLASSIC 4GD5T OC – R344.75
|46.4 FPS, Score: 1942 – MSI Radeon RX 470 Gaming X 8GB – Crimson 16.8.2
|42.9 FPS, Score: 1796 – EVGA GeForce GTX 680 – R344.75
|39.9 FPS, Score: 1668 – MSI Radeon HD 7970 – Catalyst 14.9 WHQL
|35.8 FPS, Score: 1500 – ASUS Strix GTX 960 DC2 OC 4GB – R353.06
|34.6 FPS, Score: 1446 – EVGA GeForce GTX 580 – R344.75
|32.4 FPS, Score: 1358 – MSI GTX 660 Hawk – R353.06
|29.3 FPS, Score: 1224 – Sapphire Radeon HD 6970 – Catalyst 14.9 WHQL
|25.6 FPS, Score: 1071 – EVGA GeForce GTX 480 – R344.75
|19.4 FPS, Score: 812 – ASUS GeForce GTX 750 – R344.75
|16.2 FPS, Score: 679 – ASUS Radeon HD 7770 DC – Catalyst 14.9 WHQL
5 – Burn-in Test
– CPU: Intel Core i5 6600K @ 3.5GHz
– Motherboard: ASUS Z170 Pro Gaming
– Memory: 8GB DDR4 Corsair Vengeance LPX @ 2666MHz
– PSU: Corsair AX860i
– Software: Windows 10 64-bit + NVIDIA R376.09
At idle state, the total power consumption of the testbed is 38W. The GPU temperature is 30°C. The VGA cooler is barely audible but we can hear it (open case).
To stress test the GTX 1080 TURBO, I’m going to use the latest FurMark 1.18.2. A resolution of 1024×768 is enough to stress test the graphics card.
The first stress test is done with the default power target: 100%TDP. After 5 minutes, the total power consumption of the testbed was 233W and the GPU temperature was 79°C.
Before starting the second stress test, I quickly launched MSI Afterburner and set the power target to the maximal value. For this GTX 1080 TURBO, the max value is 120%TDP. Now results are a bit different: the total power consumption jumped to 267W and the GPU temperature reached 83°C. The VGA cooler was noisy…
An approximation of the graphics card power consumption is:
P = (267 – 38 – 20) x 0.9
P = 188W @ 120%TDP
where 0.9 the the power efficiency factor of the Corsair AX860i PSU, and 20W is the additional power draw of the CPU.
6 – Conclusion
This GTX 1080 TURBO is a basic GTX 1080. The performances are good and in the expected range for a GTX 1080 but that’s all. The card has a cheap VGA cooler: at idle the noise is barely audible (good!) but under heavy load, the cooler is noisy (not good!!). And the 0dB fan technology we can find on other models? Not present… This kind of VGA cooler should not be there: it’s a GTX 1080 and a high-end graphics card based on a GP104 GPU deserves a decent VGA cooler.
The GPU temperature at idle state is good (30°C) but can exceed 80°C on load. There is no backplate for mechanical protection and heat dissipation. Compared to other models like the GTX 1080 Strix, this card is cheaper. So if you really need a GTX 1080 for its graphics performances but you don’t want to spend too much money, this is your card.
Now if you hesitate, maybe a graphics card like the EVGA GTX 1070 FTW would be a better choice: very good performances, noiseless and cheaper…
A maintenance release of FurMark, the popular GPU stress test utility, is available.
1 – Release highlights
FurMark 1.19.0 adds the support of recent NVIDIA GPUs (GeForce GTX 1080 Ti, TITAN Xp) as well as AMD Radeon RX 500 series (RX 580 and RX 570). The GPU monitoring library has been updated with the latest iteration of the NVAPI and GPU Shark + GPU-Z have been updated to their latest versions.
2 – Download
You can download FurMark from the following link:
Researchers at the Harvard Biorobotics Laboratory are harnessing the power of GPUs to generate real-time volumetric renderings of patients’ hearts. The team has built a robotic system to autonomously steer commercially available cardiac catheters that can acquire ultrasound images from within the heart. They tested their system in the clinic and reported their results at the 2016 IEEE International Conference on Robotics and Automation (ICRA) in Stockholm, Sweden.
The team used an Intracardiac Echocardiography (ICE) catheter, which is equipped with an ultrasound transducer at the tip, to acquire 2D images from within a beating heart. Using NVIDIA GPUs, the team was able to reconstruct a 4D (3D + time) model of the heart from these ultrasound images.
Generating a 4D volume begins with co-registering ultrasound images that are acquired at different imaging angles but at the same phase of the cardiac cycle. The position and rotation of each image with respect to the world coordinate frame is measured using electromagnetic (EM) trackers that are attached to the catheter body. This point cloud is then discretized to lie on a 3D grid. Next, infilling is performed to fill the gaps between the slices, generating a dense volumetric representation of the heart. Finally, the volumes are displayed to the surgeon using volume rendering via raycasting, leveraging the CUDA – OpenGL interoperability. The team accelerated the volume reconstruction and rendering algorithms using two NVIDIA TITAN GPUs.
“ICE catheters are currently seldom used due to the difficulty in manual steering,” said principal investigator Prof. Robert D. Howe, Abbott and James Lawrence Professor of Engineering at Harvard University. “Our robotic system frees the clinicians of this burden, and presents them with a new method of real-time visualization that is safer and higher quality than the X-ray imaging that is used in the clinic. This is an enabling technology that can lead to new procedures that were not possible before, as well as improving the efficacy of the current ones.”
Providing real-time procedure guidance requires the use of efficient algorithms combined with a high-performance computing platform. Images are acquired at up to 60 frames per second from the ultrasound machine. Generating volumetric renderings from these images in real-time is only possible using GPUs.
Operator fatigue can potentially be a fatal problem for Caterpillar employees driving the massive mine trucks on long, repetitive shifts throughout the night.
Caterpillar recognized this and joined forces with Seeing Machines to install their fatigue detection software in thousands of mining trucks worldwide. Using NVIDIA TITAN X and GTX 1080 GPUs along with the cuDNN-accelerated Theano, TensorFlow and Caffe deep learning frameworks, the Australian-based tech company trained their software for face tracking, gaze tracking, driver attention region estimation, facial recognition, and fatigue detection.
On-board the truck, a camera, speaker and light system are used to monitor the driver and once a potential “fatigue event” is detected, an alarm sounds in the truck and a video clip of the driver is sent to a 24-hour “sleep fatigue center” at the Caterpillar headquarters.
“This system automatically scans for the characteristics of microsleep in a driver,” Sal Angelone, a fatigue consultant at the company, told The Huffington Post, referencing the brief, involuntary pockets of unconsciousness that are highly dangerous to drivers. “But this is verified by a human working at our headquarters in Peoria.”
In the past year, Caterpillar referenced two instances – in one, a driver had three fatique events within four hours and he was contacted onsite and forced to take a nap. In another, a night shift truck driver who experienced a fatique event realized it was a sign of sleep disorder and asked his management for medical assistance.
It’s a matter of time before this technology is incorporated into every car on the road.
With our planet getting warmer and warmer, and carbon dioxide levels steadily creeping up, companies are using deep learning to help cope with the effects that climate change is having on their crops.
An article on MIT Technology Review highlights PEAT, a German company using CUDA, TITAN X GPUs and the cuDNN-accelerated Caffe deep learning framework to provide farmers with a plant disease and diagnostics management tool. Farmers are able to take a picture of their affected plants, upload it to PEAT’s “Plantix” mobile app and get treatment recommendations within seconds. The database currently contains information on 52 crops worldwide and the ability to detect 160 plant diseases, pests and nutrient deficiencies with 95% accuracy.
As mobile phones are now ubiquitous throughout the developing world, this solution provides the last-mile connectivity that farmers need to deal with the impact of a changing climate.
The Tampa Bay Buccaneers unveiled a state-of-the-art experience to provide fans with the ability to virtually sample the new gameday enhancements that will debut beginning with the team’s 2016 season.
While the new Raymond James Stadium is under construction, current and prospective ticket holders can use a virtual reality headset to experience the new stadium before it opens in September. The realistic preview is also valuable in attracting potential sponsors by helping executives visualize their company’s logo inside the stadium.
Brian Killingsworth, chief marketing officer of the Buccaneers, said the Bucs are the first professional sports team to integrate video and a “three-dimensional environment with full freedom of motion touring capabilities.”
“We’re seeing a massive opportunity to leverage the technology to give a view from the seats from a season-ticket perspective, and of course corporate sponsors are really important to the finances of a particular team. When folks have their first opportunity to experience virtual reality, that alone helps qualify a sales pitch,” MVP Interactive CEO James Giglio said.
A new project by Carnegie Mellon University researchers provides journalists, citizen scientists, and other researchers with the ability to quickly scan large geographical regions for specific visual features.
Simply click on a feature in the satellite imagery – a baseball diamond, cul-de-sac, tennis court – and Terrapattern will find other things that look similar in the area and pinpoint them on the map.
Using a deep learning neural network trained for five days on an NVIDIA GeForce GPU, their model will look at small squares of the landscape and, comparing those patterns to a huge database of tagged map features from OpenStreetMap, it learned to associate them with certain concepts.
NVIDIA has published a new set of Windows certified graphics drivers that bring various optimizations for for Tom Clancy’s The Division, Hitman, Need for Speed, Ashes of the Singularity, and Rise of the Tomb Raider.
R364.47 is also the first WHQL driver with Vulkan support.
More information about R364.47 can be found HERE.
R364.47 WHQL cause crashes on some systems with multiple monitors and have been replaced by R364.51 BETA. More information available HERE.
R364.51 Desktop Downloads
R364.51 Notebook Downloads
R364.47 is an OpenGL 4.5, OpenCL 1.2 and Vulkan 1.0.4 driver and exposes 381 OpenGL extensions including two new ones:
The complete list of all OpenGL extensions exposed for a GeForce GTX 960 on Win10 64-bit
- OpenGL vendor: NVIDIA Corporation - OpenGL renderer: GeForce GTX 960/PCIe/SSE2 - OpenGL Version: 4.5.0 NVIDIA 364.47 - GLSL (OpenGL Shading Language) Version: 4.50 NVIDIA
- GL_ARB_arrays_of_arrays (OpenGL 4.3)
- GL_ARB_base_instance (OpenGL 4.2)
- GL_ARB_bindless_texture (OpenGL 4.4)
- GL_ARB_blend_func_extended (OpenGL 3.3)
- GL_ARB_buffer_storage (OpenGL 4.4)
- GL_ARB_clear_buffer_object (OpenGL 4.3)
- GL_ARB_clear_texture (OpenGL 4.4)
- GL_ARB_clip_control (OpenGL 4.5)
- GL_ARB_color_buffer_float (OpenGL 3.0)
- GL_ARB_compatibility (OpenGL 3.2)
- GL_ARB_compressed_texture_pixel_storage (OpenGL 4.2)
- GL_ARB_conservative_depth (OpenGL 4.2)
- GL_ARB_compute_shader (OpenGL 4.3)
- GL_ARB_compute_variable_group_size (OpenGL 4.3)
- GL_ARB_conditional_render_inverted (OpenGL 4.5)
- GL_ARB_copy_buffer (OpenGL 3.1)
- GL_ARB_copy_image (OpenGL 4.3)
- GL_ARB_cull_distance (OpenGL 4.5)
- GL_ARB_debug_output (OpenGL 3.0)
- GL_ARB_depth_buffer_float (OpenGL 3.0)
- GL_ARB_depth_clamp (OpenGL 3.2)
- GL_ARB_depth_texture (OpenGL 1.4)
- GL_ARB_derivative_control (OpenGL 4.5)
- GL_ARB_direct_state_access (OpenGL 4.5)
- GL_ARB_draw_buffers (OpenGL 2.0)
- GL_ARB_draw_buffers_blend (OpenGL 4.0)
- GL_ARB_draw_indirect (OpenGL 4.0)
- GL_ARB_draw_elements_base_vertex (OpenGL 3.2)
- GL_ARB_draw_instanced (OpenGL 3.1)
- GL_ARB_enhanced_layouts (OpenGL 4.4)
- GL_ARB_ES2_compatibility (OpenGL 4.1)
- GL_ARB_ES3_compatibility (OpenGL 4.3)
- GL_ARB_ES3_1_compatibility (OpenGL 4.5)
- GL_ARB_ES3_2_compatibility (OpenGL 4.5)
- GL_ARB_explicit_attrib_location (OpenGL 3.3)
- GL_ARB_explicit_uniform_location (OpenGL 4.3)
- GL_ARB_fragment_coord_conventions (OpenGL 3.2)
- GL_ARB_fragment_layer_viewport (OpenGL 4.3)
- GL_ARB_fragment_program (OpenGL 1.3)
- GL_ARB_fragment_program_shadow (OpenGL 1.3)
- GL_ARB_fragment_shader (OpenGL 2.0)
- GL_ARB_fragment_shader_interlock (OpenGL 4.5)
- GL_ARB_framebuffer_no_attachments (OpenGL 4.3)
- GL_ARB_framebuffer_object (OpenGL 3.0)
- GL_ARB_framebuffer_sRGB (OpenGL 3.0)
- GL_ARB_geometry_shader4 (OpenGL 3.2)
- GL_ARB_get_program_binary (OpenGL 4.1)
- GL_ARB_get_texture_sub_image (OpenGL 4.5)
- GL_ARB_gpu_shader5 (OpenGL 4.0)
- GL_ARB_gpu_shader_fp64 (OpenGL 4.0)
- GL_ARB_gpu_shader_int64 (OpenGL 4.5)
- GL_ARB_half_float_pixel (OpenGL 3.0)
- GL_ARB_half_float_vertex (OpenGL 2.1)
- GL_ARB_indirect_parameters (OpenGL 4.3)
- GL_ARB_instanced_arrays (OpenGL 3.3)
- GL_ARB_internalformat_query (OpenGL 4.2)
- GL_ARB_internalformat_query2 (OpenGL 4.3)
- GL_ARB_invalidate_subdata (OpenGL 4.3)
- GL_ARB_map_buffer_alignment (OpenGL 4.2)
- GL_ARB_map_buffer_range (OpenGL 2.1)
- GL_ARB_multi_bind (OpenGL 4.4)
- GL_ARB_multi_draw_indirect (OpenGL 4.3)
- GL_ARB_multisample (OpenGL 1.3)
- GL_ARB_multitexture (OpenGL 1.3)
- GL_ARB_occlusion_query (OpenGL 1.5)
- GL_ARB_occlusion_query2 (OpenGL 3.3)
- GL_ARB_parallel_shader_compile (OpenGL 4.5)
- GL_ARB_pipeline_statistics_query (OpenGL 4.5)
- GL_ARB_pixel_buffer_object (OpenGL 2.1)
- GL_ARB_point_parameters (OpenGL 1.4)
- GL_ARB_point_sprite (OpenGL 2.0)
- GL_ARB_post_depth_coverage (OpenGL 4.5)
- GL_ARB_program_interface_query (OpenGL 4.3)
- GL_ARB_provoking_vertex (OpenGL 3.2)
- GL_ARB_query_buffer_object (OpenGL 4.4)
- GL_ARB_robust_buffer_access_behavior (OpenGL 4.3)
- GL_ARB_robustness (OpenGL 4.1)
- GL_ARB_sample_locations (OpenGL 4.5)
- GL_ARB_sample_shading (OpenGL 4.0)
- GL_ARB_sampler_objects (OpenGL 3.3)
- GL_ARB_seamless_cube_map (OpenGL 3.2)
- GL_ARB_seamless_cubemap_per_texture (OpenGL 4.3)
- GL_ARB_separate_shader_objects (OpenGL 4.1)
- GL_ARB_shader_atomic_counter_ops (OpenGL 4.5)
- GL_ARB_shader_atomic_counters (OpenGL 4.2)
- GL_ARB_shader_ballot (OpenGL 4.5)
- GL_ARB_shader_bit_encoding (OpenGL 3.3)
- GL_ARB_shader_clock (OpenGL 4.5)
- GL_ARB_shader_draw_parameters (OpenGL 4.3)
- GL_ARB_shader_group_vote (OpenGL 4.3)
- GL_ARB_shader_image_load_store (OpenGL 4.2)
- GL_ARB_shader_image_size (OpenGL 4.3)
- GL_ARB_shader_objects (OpenGL 2.0)
- GL_ARB_shader_precision (OpenGL 4.1)
- GL_ARB_shader_storage_buffer_object (OpenGL 4.3)
- GL_ARB_shader_subroutine (OpenGL 4.0)
- GL_ARB_shader_texture_image_samples (OpenGL 4.5)
- GL_ARB_shader_texture_lod (OpenGL 2.0)
- GL_ARB_shading_language_100 (OpenGL 2.0)
- GL_ARB_shader_viewport_layer_array (OpenGL 4.5)
- GL_ARB_shading_language_420pack (OpenGL 4.2)
- GL_ARB_shading_language_include (OpenGL 3.2)
- GL_ARB_shading_language_packing (OpenGL 4.1)
- GL_ARB_shadow (OpenGL 1.4)
- GL_ARB_sparse_buffer (OpenGL 4.5)
- GL_ARB_sparse_texture (OpenGL 4.3)
- GL_ARB_sparse_texture2 (OpenGL 4.5)
- GL_ARB_sparse_texture_clamp (OpenGL 4.5)
- GL_ARB_stencil_texturing (OpenGL 4.3)
- GL_ARB_sync (OpenGL 3.2)
- GL_ARB_tessellation_shader (OpenGL 4.0)
- GL_ARB_texture_barrier (OpenGL 4.5)
- GL_ARB_texture_border_clamp (OpenGL 1.3)
- GL_ARB_texture_buffer_object (OpenGL 3.1)
- GL_ARB_texture_buffer_object_rgb32 (OpenGL 4.0)
- GL_ARB_texture_buffer_range (OpenGL 4.3)
- GL_ARB_texture_compression (OpenGL 1.3)
- GL_ARB_texture_compression_bptc (OpenGL 4.2)
- GL_ARB_texture_compression_rgtc (OpenGL 3.0)
- GL_ARB_texture_cube_map (OpenGL 1.3)
- GL_ARB_texture_cube_map_array (OpenGL 4.0)
- GL_ARB_texture_env_add (OpenGL 1.3)
- GL_ARB_texture_env_combine (OpenGL 1.3)
- GL_ARB_texture_env_crossbar (OpenGL 1.4)
- GL_ARB_texture_env_dot3 (OpenGL 1.3)
- GL_ARB_texture_filter_minmax (OpenGL 4.5)
- GL_ARB_texture_float (OpenGL 3.0)
- GL_ARB_texture_gather (OpenGL 4.0)
- GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4)
- GL_ARB_texture_mirrored_repeat (OpenGL 1.4)
- GL_ARB_texture_multisample (OpenGL 3.2)
- GL_ARB_texture_query_levels (OpenGL 4.3)
- GL_ARB_texture_query_lod (OpenGL 4.0)
- GL_ARB_texture_rectangle (OpenGL 3.1)
- GL_ARB_texture_rg (OpenGL 3.0)
- GL_ARB_texture_rgb10_a2ui (OpenGL 3.3)
- GL_ARB_texture_stencil8 (OpenGL 4.4)
- GL_ARB_texture_storage (OpenGL 4.2)
- GL_ARB_texture_storage_multisample (OpenGL 4.3)
- GL_ARB_texture_swizzle (OpenGL 3.3)
- GL_ARB_texture_view (OpenGL 4.3)
- GL_ARB_timer_query (OpenGL 3.3)
- GL_ARB_transform_feedback2 (OpenGL 4.0)
- GL_ARB_transform_feedback3 (OpenGL 4.0)
- GL_ARB_transform_feedback_instanced (OpenGL 4.2)
- GL_ARB_transform_feedback_overflow_query (OpenGL 4.5)
- GL_ARB_transpose_matrix (OpenGL 1.3)
- GL_ARB_uniform_buffer_object (OpenGL 3.1)
- GL_ARB_vertex_array_bgra (OpenGL 3.2)
- GL_ARB_vertex_array_object (OpenGL 2.1)
- GL_ARB_vertex_attrib_64bit (OpenGL 4.1)
- GL_ARB_vertex_attrib_binding (OpenGL 4.3)
- GL_ARB_vertex_buffer_object (OpenGL 1.5)
- GL_ARB_vertex_program (Requires OpenGL 1.3)
- GL_ARB_vertex_shader (OpenGL 2.0)
- GL_ARB_vertex_type_10f_11f_11f_rev (OpenGL 4.4)
- GL_ARB_vertex_type_2_10_10_10_rev (OpenGL 3.3)
- GL_ARB_viewport_array (OpenGL 4.1)
- GL_ARB_window_pos (OpenGL 1.4)
- GL_ATI_draw_buffers (Requires OpenGL 1.3)
- GL_ATI_texture_float (Requires OpenGL 1.3)
- GL_ATI_texture_mirror_once (Requires OpenGL 1.2.1)
- GL_EXT_bgra (OpenGL 1.2)
- GL_EXT_bindable_uniform (OpenGL 2.0)
- GL_EXT_blend_color (OpenGL 1.4 OpenGL 1.4)
- GL_EXT_blend_func_separate (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
- GL_EXT_blend_minmax (Requires OpenGL 1.2)
- GL_EXT_blend_subtract (Requires OpenGL 1.2)
- GL_EXT_compiled_vertex_array (Requires OpenGL 1.1)
- GL_EXT_draw_buffers2 (OpenGL 3.0)
- GL_EXT_draw_instanced (Requires OpenGL 2.0)
- GL_EXT_draw_range_elements (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
- GL_EXT_fog_coord (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
- GL_EXT_framebuffer_blit (OpenGL 3.0)
- GL_EXT_framebuffer_multisample (OpenGL 3.0)
- GL_EXT_framebuffer_object (Requires OpenGL 3.0)
- GL_EXT_framebuffer_sRGB (OpenGL 3.0)
- GL_EXT_geometry_shader4 (Requires OpenGL 2.0)
- GL_EXT_gpu_program_parameters (Requires OpenGL 2.0)
- GL_EXT_gpu_shader4 (OpenGL 3.0)
- GL_EXT_multi_draw_arrays (OpenGL 1.2 / Core Feature of OpenGL 1.4)
- GL_EXT_packed_depth_stencil (OpenGL 3.0)
- GL_EXT_packed_float (OpenGL 3.0)
- GL_EXT_packed_pixels (Requires OpenGL 1.2)
- GL_EXT_rescale_normal (Requires OpenGL 1.2)
- GL_EXT_secondary_color (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
- GL_EXT_separate_specular_color (Requires OpenGL 1.2)
- GL_EXT_shadow_funcs (Requires OpenGL 1.3 / Core Feature of OpenGL 1.5)
- GL_EXT_stencil_wrap (Requires OpenGL 1.4)
- GL_EXT_texture3D (Requires OpenGL 1.2)
- GL_EXT_texture_array (OpenGL 3.0)
- GL_EXT_texture_buffer_object (Requires OpenGL 2.0)
- GL_EXT_texture_compression_rgtc (OpenGL 3.0)
- GL_EXT_texture_compression_s3tc (Requires OpenGL 1.2.1)
- GL_EXT_texture_cube_map (See GL_ARB_texture_cube_map)
- GL_EXT_texture_filter_anisotropic (Requires OpenGL 1.2)
- GL_EXT_texture_integer (OpenGL 3.0)
- GL_EXT_texture_lod_bias (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)
- GL_EXT_texture_mirror_clamp (Requires OpenGL 1.4)
- GL_EXT_texture_object (Requires OpenGL 1.1)
- GL_EXT_texture_shared_exponent (OpenGL 3.0)
- GL_EXT_texture_swizzle (OpenGL 2.1)
- GL_EXT_timer_query (Requires OpenGL 1.5)
- GL_EXT_vertex_array (Requires OpenGL 1.1)
- GL_KHR_context_flush_control (OpenGL 4.5)
- GL_KHR_debug (OpenGL 4.3)
- GL_KHR_robustness (OpenGL 4.5)
- GL_NV_bindless_texture (OpenGL 4.0)
- GL_NV_blend_square (Requires OpenGL 1.2.1 / Core Feature of OpenGL 1.4)
- GL_NV_conditional_render (OpenGL 3.0)
- GL_NV_depth_buffer_float (OpenGL 3.0)
- GL_NV_half_float (OpenGL 3.0)
- GL_NV_occlusion_query (Requires OpenGL 1.3)
- GL_NV_primitive_restart (OpenGL 3.1)
- GL_NV_texgen_reflection (Requires OpenGL 1.3)
- GL_KHR_blend_equation_advanced (OpenGL 4.5)
- GL_SGIS_generate_mipmap (Requires OpenGL 1.4)
- GL_SGIS_texture_lod (Requires OpenGL 1.2)
- WGL_EXT_swap_control (Requires OpenGL 1.2)
- WGL_ARB_create_context (OpenGL 3.0)
- WGL_ARB_create_context_robustness (OpenGL 4.1)
- WGL_ARB_context_flush_control (OpenGL 4.5)
- WGL_ARB_render_texture (Requires OpenGL 1.1)
- WGL_ATI_pixel_format_float (Requires OpenGL 1.3)
- WGL_EXT_framebuffer_sRGB (OpenGL 2.0)
- WGL_EXT_pixel_format_packed_float (OpenGL 2.0)
HTC today announced the consumer version of its Vive virtual reality headset. HTC Vive brings “room-scale” VR that enables new ways for gamers and professionals to walk around and interact with their virtual environments.
It will also bring a host of exciting new content that will be available from the Steam platform — such as Tilt Brush (which lets you paint on a virtual canvas), Everest VR (which lets you grapple your way up the world’s tallest peak) and Job Simulator (a fun take on modern work life).
All these VR-ready GPUs support GameWorks VR and DesignWorks VR technologies, which help reduce latency and improve performance for VR games and apps. In fact, HTC Vive takes advantage of NVIDIA Direct Mode, a GameWorks VR feature that provides plug-and-play compatibility between NVIDIA GPUs and the headset.
Stay tuned for Feb. 29 when HTC Vive goes up for pre-order.
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