Download: AMD Radeon Adrenalin Edition 18.2.3 Drivers
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JonasBeckman
Feature levels have mandatory and optional support components. 🙂
(To put it simply.)
https://en.wikipedia.org/wiki/Feature_levels_in_Direct3D
You can see the red and yellow bits in the charts a bit further down although how overall important these are and how well utilized the feature levels and backwards compatibility actually is in the games themselves I can't really say. Not too well I would imagine unless the game was built ground up for supporting DX12 or on the other side Vulkan over OpenGL with DOOM and Wolfenstein standing as showcases for this API.
(And little by little CroEngine and Serious Sam Fusion having features such as swapping from one API to another from in-game which well that's unusual and then there's Ashes of the Singularity showing mixes multi-GPU support as also something pretty rare.)
EDIT: For Windows 10 they've also updated WDDM for the device driver model a few times to I think it's at 2.3 now and then there's DXGI as well up to I think it's 1.6 now? (Some smaller features in RS3 was it?) in addition to D3D itself which is at 11.4 and 12.1 for now for D3D11 and D3D12 respectively as both are actively updated.
(MSDN and Technet has more in-depth articles including changes but it's fairly technical and nothing really too important for regular users and more for developers.)
I'm pretty much a amateur if even that myself so I have a lot more to learn too but I'm trying to stay somewhat up to date although it's a pretty broad subject with years of development and that's just the D3D thing itself as one part of DirectX and then a part of Windows which also has changed since XP, Vista, 7, 8 and now 10 😀
(The little numbered notes on that wikipedia article should link to some more in-depth info too for each respective component or part of 12_0 and 12_1 support and feature levels in general.)
Might help a little bit, unless I misunderstood the question entirely, if so I'm sorry about that. 🙂
Doesn't really help when they (EDIT: AMD, NVIDIA.) divide up games between themselves too and you get various levels of support both pre and post release to just name one thing.
S3r1ous
I believe in the idea that pretty much all problems center around the implementation.
You can get near everything to work even with older APIs/Shader Models/Feature Levels
as long its not hardware dependent.
Then again sometimes its deemed not worth the effort to redesign from scratch/do huge overhaul and developers simply go with just supporting whats easier at first. They may take up the effort later for larger patches or when they are creating something new thou, etc.
If the people working on it are really passionate and care, they probably
will address all or most of the issues over time.
Eastcoasthandle
RamMap to empty both Standby list and Modified Page List.
2. Search for AMD's DxCache and GLCache Folders. Delete the contents in them. Should be the 1st 2 entries in your Explorer Search. 2 or so entries might not be deleted.
3. Start 3DMark and run the API Overhead test.
Tip: When using api overhead...
1. Use JonasBeckman
Shouldn't the benchmark be run twice since the first would be caching the shaders again? If the user has enabled DirectX shader caching of course or overriden it per profile or on a global level.
I had to disable it since after a few drivers it started caching Windows processes which wasn't entirely stable (Start menu, explorer and a few others.) though the drivers will still cache OpenGL data and that can't be overriden.
(Steam for example, not a fan of it but they have two OGL test executable files that run on start now since a few versions back of that client.)
Per-profile might work though, not all overrides might so it could be a bit buggy but shader caching should work last I tried, helps smooth things out a little bit for older games that don't have a cache of their own though it's mostly for loading times from what I've tested although very shader heavy games might see a reduction in stutter too depending on how these are compiled.
Call of Duty and it's extremely lengthy initial load times ha ha, it does store the cache data though but patches and driver updates will invalidate that requiring another lengthy wait for it to compile again.
Dishonored 2 is a interesting one as well, ships with a pre-compiled shader cache but if AMD's is enabled it'll take minutes for it to boot to the main menu as the driver is now caching the shaders too though this is a one time thing and might be faster on a modern system with decent RAM and instead of a HDD a SSD giving some speed boosts to writing and reading data.
(And more I guess, I could see benchmarks having a decent set of shaders that needed to be compiled or cached.)
JonasBeckman
Also the driver and some of the previous ones have been even more unstable in regards to fan speed settings than older ones, minor issue overall though but another cold week here, doors open and the GPU is idling at 22 degrees barely pushing into the low 60's for very demanding games and the fan is ramping up to 100% ha ha, it's a known issue for Wattman though since a long time back with some GPU models just being very sensitive and prone to incorrect values and bursts of running at full speed even at low temps or workloads. 😀
(Just trying to lock a speed in in Wattman should see the reported value being off by a few hundred rpm and features like zero speed is mostly non-functional although I prefer having the fan spin at a constant min value myself.)
Eastcoasthandle
waltc3
ninja750
just installed this drivers, i can't have the overlay working on Assetto Corsa (in others game i can see it) anyone else? i have tryed to change the keyboard shortcut with no luck
AlleyViper
Have you tried to alt enter before pressing the shortcut? It might not work in true fullscreen.
Edit: Nvm, just tested it and it's the opposite. On my 7870 it'll only show if in true fullscreen by pressing ctrl+shift+o (beware that control+o will also throw you to the pits). When it's not in true fullscreen, only the radeon overlay (alt+r) works.
KissSh0t
Why does this file get left behind and why is it in use?
I've only noticed this with 18.2.2 & 18.2.3, I don't recall this happening before, I have uninstalled drivers and cleaned using ddu.
https://i.imgur.com/0z6ofcS.png
KissSh0t
OldMX
Lurk
font has to be uninstalled from within the font folder, then system restarted and folder can be deleted. no need to fiddle with registry, it's the way fonts work.
LocoDiceGR
18.3.1 SoonTM
https://twitter.com/CatalystMaker/status/970761984563142656
@JonasBeckman
Rambo
Rich_Guy
Now re-released with Vulkan 1.1.
https://support.amd.com/en-us/kb-articles/Pages/Radeon-Software-Adrenalin-Edition-18.2.3-with-Vulkan-1.1-Support-Release-Notes.aspx
JonasBeckman
Updates the Vulkan driver component from 9.2.10.14 to 9.2.10.18 and the .JSON files though the only difference here is the reported API version from 1.0.65.0 to 1.1.70.0 🙂
The other components from 18.3.1 are likely going to be newer. (Version 23.20.15027.x against 23.20.15025.x)
(Also includes the new 1.1.70.0 Vulkan runtime of course.)
dsbig
did they make a mistake and bundled the newer vulkan with older drivers??
olymind1
LocoDiceGR