I have both Firefox and Chrome and would want to know the probable reasons why my browser will not use d3d11.
Current Output of webGL from Firefox:
Platform: Win32
Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:70.0) Gecko/20100101 Firefox/70.0
Context Name: webgl2
GL Version: WebGL 2.0
Shading Language Version: WebGL GLSL ES 3.00
Vendor: Mozilla
Renderer: Mozilla
Unmasked Vendor: Google Inc.
Unmasked Renderer: ANGLE (NVIDIA GeForce GTX 1060 6GB Direct3D11 vs_5_0 ps_5_0)
Antialiasing: Available
ANGLE: Yes, D3D9
Major Performance Caveat: No
I have even tried to force the setting in about:config
webgl.angle.force-d3d11 -> true
Related
I have tested with Ryzen 5900X, Visual Studio uses 100% processing and compiles my Source code in 103 seconds. But on another PC with intel core i9 12900K processor, it takes 228 seconds to compile, because it only uses 45% of processing power.
I have tried with 'Cinebench' Benchmark software, my processor usage reaches 100%. Means there is no setting blocking my PC to reach its full potential and all cores are unparked. Seems like, Visual Studio Settings need some tweaks. any help would be highly appreciated. thanks.
Windows 10, intel core-i9 12900K, 16 core, 24 Logical processors, 128 GB RAM, 2 TB SSD, RTX 3090 Ti.
I have a code I wrote using Umat in opencv 3.1
I have several devices on my system, an Nvidia GPU Tesla k20 and Intel graphics HD 4600, I'd like to run my Umat OpenCL code on the Intel graphics HD, and on different thread run my CUDA code on Nvidia device.
How can I determine Umat execution platform?
You can set the desired device via OPENCV_OPENCL_DEVICE environment variable here you have some examples:
OPENCV_OPENCL_DEVICE = NVIDIA:GPU
Variable Name: OPENCV_OPENCL_DEVICE
OPENCV_OPENCL_DEVICE = AMD:GPU
OPENCV_OPENCL_DEVICE = AMD:Pitcairn
(If you have few AMD devices.Pitcairn is the device name.)
For testing purposes I run Edge via the Azure RemoteApp. How can I check which Edge version (Engine, HTML) is run?
According to the official page:
Why can't I use a remote version of Microsoft Edge?
Due to RemoteApp limitations, we aren't currently able to offer a remote version of Microsoft Edge. Instead, RemoteIE loads a recent
version of the EdgeHTML rendering engine inside Internet Explorer.
We're working on adding a remote version of Microsoft Edge in the
future.
Source: https://dev.windows.com/en-us/microsoft-edge/tools/remote/
In case this information is outdated, I've also reached out to the Edge team via Twitter, so keep an eye on this tweet:
https://twitter.com/shahedC/status/702303693140393984
I work on Edge at Microsoft.
Shashed is correct. The answer is "it is not Edge". It is IE 11, with a switched out rendering engine (the old trident engine for the new Edge engine).
If you want to know which version of the Edge engine is being run, its as simple as checking the user agent string. As of today (02/24/2016), it is
Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/42.0.2311.135 Safari/537.36 Edge/12.10514
Note the Edge/12.10514, that means it is Edge v12. The current shipping version on Windows 10 is Edge 13 (note there has been some confusion on Edge's versions previously).
You can simply open the F12 Developer Tools, go to console and type navigator.userAgent to get the UA string. See the screenshot:
As the other guys already mentioned you could also download a free VM to test with a more current version of MS Edge.
I can't get Emgu CV to work with the cameras on the new Atom based Windows 8 x86 tablets. These are not the ARM based tablets running Windows 8 RT these are running the full blown Windows 8 Pro x86 on x86 Atom CPUs. I've tried working code on a release version of the Samsung XE500T1C (Ativ?) and on a pre-release version of the HP ElitePad 900.
Emgu CV tells me: "Error: Unable to create capture from camera 0". The problem is probably related to the fact that the new Atom chipset is handling some of the camera functions. I've attached a screenshot of the device manager with the offending cameras highlighted.
Under Imaging devices we have:
Intel(R) Imaging Signal Processor 2300
Under System devices we have:
Camera Sensor OV2720
Camera Sensor OV8830
Flash LM3554
I've searched the Internets high and low and can't find anything useful. I've contacted HP and they're contacting their engineering. I tried Intel and the best I got was this: http://software.intel.com/en-us/articles/sample-windows-store-app-for-camera-picture-taking which is actually for the Windows Store apps. Although it does work.
Does anyone have any ideas? Needless to say I'm in a bind. One other thing Emgu CV is working fine on my Samsung Slate Series 7 that is running Windows 8 Pro. It also runs fine in a 32-bit Windows 8 Pro VM. It just appears to be these new ones with the new Atoms with the Intel Imaging Signal Processor 2300.
Thanks everyone!
Hal
I rolled Emgu back to 2.1.1 from December of 2010. This appears to work fine with the new Intel Clover Trail Atoms.
FYI: I also tried the 2.4.9 Alpha dated 2013-01-14, but that would not work.
In all of the "u.i." pages of Dangerous Waters 1.04 and Falcon Bms 4.32 I get
thin horizontal bars (see attached image).
They are not in the "main sim window" ("3d" fullscreen )
I'm running Win xp sp3, DirectX 9. 0c (4.09.0000.0904), on an HP DC5000 / 1gig / and the geforce 8400 gs. I also tried installing older drivers (169.21),(195.62) but the problem remains
The above games, run perfectly on at least 3 other systems I've tried, one was XP, the other two Win7, all geforce cards, a 6600, 9600, and 9800, with the latest nvidia drivers.
Other graphic apps like Blender, iRacing, xplane, ClearviewRC, Orbiter, run perfectly well on this box / card combo
I installed the nvidia perfkit, but it does not seem to be useful for apps without source code
Are there any "black box" directx / nvidia debuggers / tools that I can use to determine where the problem is originating ?
Mike
Nvidia 8400 gs render artifacts
You can try PIX which comes with the DirectX SDK, but without sources or symbols, not sure how much you will be able to diagnose.