When installing drivers for the NVIDIA GeForce RTX 3060 Ti graphics card on Windows 11, OpenCL version 3.0 is installed.
How can I install OpenCL version 2.0?
Tried installing older versions of NVIDIA drivers but they don't install on Windows 11.
As far as I know, an older driver is the only way. But you will always get only OpenCL 1.2 with Nvidia. Officially it's 3.0, but 3.0 is just a renaming of 1.2, and the supported OpenCL C language standard is still 1.2. OpenCL 2.0/2.1/2.2 would have extra functionality (more than 1.2/3.0), but that was never supported by Nvidia.
However, Nvidia recently (somewhere between drivers 511 and 525) upgraded the OpenCL compiler from LLVM 3.4 to NVVM 7. The new NVVM 7 has a couple really bad bugs - I have already reported these and they are working on a fix.
Related
I am porting my Windows directX application from X86 device to ARM in VS2017. But I could not find some DirectX library files(d3dx9.lib) for ARM in VS built-in Windows 10 SDK. The offical DirectX SDK (https://www.microsoft.com/en-us/download/details.aspx?id=6812) does not support ARM. Where can i find ARM version of these library files?
So d3dx is deprecated, thanks to Simon and Jake.
How do i update the OpenCL version to 1.2 on mac.
clinfo is complaining as below. I'm running mac os Big Sur 11.1
and also have updated to the latest xcode.
NOTE: your OpenCL library only supports OpenCL 1.0,
but some installed platforms support OpenCL 1.2.
Programs using 1.2 features may crash
or behave unexpectedly
There is a project I need to build using Qt. I am running macOS 10.12.6 and I have installed XCode 9.2 along with its command line tools. But after installing Qt 5.12.2 (the oldest 5.12 available through its online installer). It will not launch Qt. When I look into the ~/Qt directory, the "Qt Creator" App is showing that it is for macOS 10.13. But Qt's site says 10.12 is supported.
https://doc.qt.io/qt-5.12/supported-platforms.html
It has a footnote of: Note: Xcode 9 is only supported for application development (to be able to opt out of features such as layer-backing and dark mode), not for development of Qt itself.
Am I misunderstanding the requirement? I don't want to upgrade my OS at this points as I don't want to destabilize my other development.
While the Qt online installer ships various Qt versions, it only ships the latest Qt Creator, which is currently Qt Creator 4.11.0, based on Qt 5.14.0. Thus it is too new, as Qt 5.14.0 only supports macOS 10.13 and later.
You'll have to install Qt Creator 4.9.2, which is using Qt 5.12.4 (Qt Creator 4.10 might also work, as Qt 5.13 is supposed to still run on macOS 10.12, but I find the documentation a bit unclear - give it a try).
Install the Qt Creator simply to /Applications, to avoid any clashes with the online installer-based Qt installation. You might have to configure the installed Qt versions and kits manually then, as the alternate Qt Creator probably won't auto-detect them.
G'day.
As a new research project, I just started VR development with unity on mac machine.
I successfully developed with Gear VR but I am curious if I would be able to develop for HTC vive on my macbook pro.
It seems that SteamVR, which is development plugin for HTC vive, is now supported.
However, I'm not sure if my macbook GPU would be "sufficient" for Vive development.
Currently, my mac has 16GB RAM with Radeon pro 555.
Would this GPU sufficient? or would I be needing Windows machine with much higher GPU specs?
Unity program that I will be developing does not include complicated graphical randering : program that runs on Galaxy note 8 mounted Gear VR
Thanks in advance.
Unity's system requirements can be found on their website at https://unity3d.com/unity/system-requirements
For development:
OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.11+
Server versions of Windows & OS X are not tested. CPU: SSE2
instruction set support.
GPU: Graphics card with DX10 (shader model 4.0) capabilities.
The rest mostly depends on the complexity of your projects.
Additional platform development requirements:
iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.0 or
higher. Android: Android SDK and Java Development Kit (JDK); IL2CPP
scripting backend requires Android NDK. Universal Windows Platform:
Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or
later and Windows 10 SDK
My Windows7 has DirectX 11 as default.
But I have trouble with DirectX 11 when I use SDL2.0
The solution is downgrading DirectX 11 to 9.0c (googling result)
Is there any method for downgrading?
I couldn't find DirectX 11 in 'program add/remove'
So I can't remove DirectX 11 in 'program add/remove'
If you use SDL 2.0 library to develop your application, you have three steps to config it.
Include SDL.h at the beginning of you program
Link sdl2.lib and SDL2main.lib in your project settings
Put SDL2.dll in your project directory(or put it in you System32 directory, so every project can
use it)
please take a look at the tutorial on this page for details. although it is for SDL 1.2, you can easily apply it for SDL 2.0.
If you want to build SDL 2.0 source code, you should install the DirectX SDK, since SDL 2.0 has a renderer based on DirectX 9.0
My Windows7 has DirectX 11 as default.
Your Windows7 also have DirectX 9.0 runtime library d3d9.dll, the DirectXruntime libraries was shipped with Windows7 in System32 folder.
I couldn't find DirectX 11 in 'program add/remove'
You can only find it after you install the DirectX SDK
In Windows 7, DirectX is a core component of the operating system and cannot be manually removed. If you are having trouble with specific DirectX 11 hardware, you can try updating the hardware drivers via the vendor's website, or disabling the hardware in Device Manager.