AMD Radeon - up-dates - amd

Re: Latest up-date of AMD Radeon (TM) R6 Graphics
I installed 'Unreal Engine' on my PC (Windows 10) and the following message appeared when I tried to launch it:
'The installed version of the AMD graphics driver has known issues. AMD Radeon (TM) R6 Graphics Installed 15.201.1101.0. Recommended 19.11.1'.
How to I resolved this issue? ie how do I up-date the AMD Radeon?
Many thanks for your help.

Related

Android Emulator, graphical glitches on Windows 11

I have a Windows 11 machine, with a RTX 3050 graphics card. It's a Dell G15 laptop. I cannot find a (good) solution to the graphical glitches that appears on an Android Emulator.
The only "solution" I found was to change the hw.gpu.mode in the config.ini file from auto to guest. That fixes the glitches, but causes really bad performance issues and one app I developed with Flutter for my company straight up doesn't load. (loads when hw.gpu.mode=auto).
I'd appreciate if you can point me to the right direction to solving this. Let me know if you need any other details about my machine:
OS: Windows 11 Home Single Language [64-bit]
Kernel: 10.0.22000.0
CPU: 11th Gen Intel(R) Core(TM) i5-11260H # 2.60GHz
GPU: NVIDIA GeForce RTX 3050 Laptop GPU
Nvidia driver version: 516.94 (Downloaded the "Game ready driver" from GeForce Experience)
This problem is only on emulators with android 12+, personally i installed a device with android 11 and a second device with android13 for tests.
It seems like dedicated Nvidia GPU's are causing the problem. I have a 3060 laptop and I have the same issue and when I set it to guest it seems to work. My guess is that setting changes it from using the GPU to the CPU. I would recommend you try setting android studio to use integrated graphics instead of dedicated. Since I have a 8 core CPU compared to a 4 core CPU of yours, I'm guessing that's the reason I don't get as bad performance

Visual Studio 2013 & Windows 10 Pro - Blurry interface

For a few months, my Visual Studio interface is getting blurry for no reason, I'm just coding, using auto completion and doing some alt-tab.
I'm using 100% DPI, and I tried to update all my graphics drivers but it didn't solve the problem.
Here are some screenshots that might help to understand what i'm facing.
When i'm placing my arrow on it (like selection) it comes back clear, but not for long (about 5 min).
Any idea of what to do to solve this ?
I finally solved the issue in manually installing my graphic cards' last update driver, that windows was ignoring because of the constructor's limitation set on my computer, which is a HP Pro-Book 450 G2.
My computer has a Intel(R) HD Graphics Family for the display, and a AMD Radeon Graphics Processor for the render.
This both drivers were expired and were working good with the Windows 7 Pro I had, before upgrading my computer's OS for Windows 10 Pro.
The drivers i'm using now are :
- Intel(R) HD Graphics Family : v20.19.15.4501 (from 11 aug. 2016)
- AMD Radeon Graphics Processor : v21.17.413.0 (from 25 jan. 2017)
I hope it will help some people.

Does Kinect for windows v2 work with Parallels?

Does Kinect for windows v2 work on mac pro using windows 8.1 that is running on top of Parallels?
Considering Kinects v2's minimum hardware requirements below (copied from this MSDN blogs), it is not possible for windows 8/8.1 running on top of Parallels to recognize and run Kinect v2. The latest version of parallels v10, as of the time of this answer, only supports DirectX 10 which is below the minimum requirement. I have tried it myself, but no success even with Parallels Gaming Mode. Moreover, in order for Kinect to be recognized you need the full USB 3.0 bandwidth.
Alternative solution as discussed inthis MSDN blog, is to use WindowsToGo or by installing Windows using boot camp.
Kinects v2 minimum required capabilities:
64 bit (x64) processor
4 GB Memory (or more)
I7 3.1Ghz (or higher)
Built-in USB 3.0 host controller (Intel or Renesas chipset).
If you’re adding USB 3.0 functionality to your existing PC through an adapter, please ensure that it is a Windows 8 compliant device and that it supports Gen-2. See the troubleshooting section of Getting Started for more information.
DX11 capable graphics adapter (see list of known good adapters below)
Intel HD 4400 integrated display adapter
ATI Radeon HD 5400 series
ATI Radeon HD 6570
ATI Radeon HD 7800 (256bit GDDR5 2GB/1000Mhz)
NVidia Quadro 600
NVidia GeForce GT 640
NVidia GeForce GTX 660
NVidia Quadro K1000M
A Kinect v2 sensor, which includes a power hub and USB cabling.

Why "No OpenCL Devices found"?

I use ATI Mobility Radeon HD 545v and run Windows 7 32-bit, I have installed 13-12_win7_win8_32_dd_ccc_whql.exe and AMD-APP-SDK-v2.9-Windows-321.exe, but when I opened GUIMiner I got this No OpenCL Devices found, How to solve this?

What do I need to do to get WebGL up and running on my Mac?

I've got a 2007 MacPro, 8GB RAM, 2 x NVIDIA GeForce 7300 GT (256 MB). I tried to look at a couple of Google's WebGL demos, for example this one but am unable to do so because
my system is not WebGL compatible.
I'm running Lion and the latest version of Chrome - what else do I need to do? Or is my 'bleeding-edge' workstation now a relic of the past?
You need a compatible browser, and half-way decent hardware. (Which you have)
See http://get.webgl.org for better instructions.
[EDIT!]
Actually, after looking through get.webgl.org a bit more, they explicitly state that your card is incompatible:
If you have the following graphics cards, WebGL is unsupported and is disabled by default:
Mac:
ATI Radeon HD2400
ATI Radeon 2600 series
ATI Radeon X1900
GeForce 7300 GT
This is probably because of driver bugs that they've found affect the stability of the browser. (Most vendors have lousy OpenGL support, even on systems like the Mac!)
You still may be able to force WebGL to enable through by navigating to about:flags in Chrome and seeing if it has an Enable WegGL option.

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