Gpu rasterization msaa sample count

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GPU rasterization MSAA sample count. Mac, Windows, Linux, Chrome OS, Android. Specify the number of MSAA samples for GPU rasterization. gpu-rasterization-msaa-sample-count.

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D3D12_GRAPHICS_PIPELINE_STATE_DESC structure (d3d12.h) Article09/01/2022 In this article -->Describes a graphics pipeline state object.Syntaxtypedef struct D3D12_GRAPHICS_PIPELINE_STATE_DESC { ID3D12RootSignature *pRootSignature; D3D12_SHADER_BYTECODE VS; D3D12_SHADER_BYTECODE PS; D3D12_SHADER_BYTECODE DS; D3D12_SHADER_BYTECODE HS; D3D12_SHADER_BYTECODE GS; D3D12_STREAM_OUTPUT_DESC StreamOutput; D3D12_BLEND_DESC BlendState; UINT SampleMask; D3D12_RASTERIZER_DESC RasterizerState; D3D12_DEPTH_STENCIL_DESC DepthStencilState; D3D12_INPUT_LAYOUT_DESC InputLayout; D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue; D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType; UINT NumRenderTargets; DXGI_FORMAT RTVFormats[8]; DXGI_FORMAT DSVFormat; DXGI_SAMPLE_DESC SampleDesc; UINT NodeMask; D3D12_CACHED_PIPELINE_STATE CachedPSO; D3D12_PIPELINE_STATE_FLAGS Flags;} D3D12_GRAPHICS_PIPELINE_STATE_DESC;MemberspRootSignatureA pointer to the ID3D12RootSignature object.VSA D3D12_SHADER_BYTECODE structure that describes the vertex shader.PSA D3D12_SHADER_BYTECODE structure that describes the pixel shader.DSA D3D12_SHADER_BYTECODE structure that describes the domain shader.HSA D3D12_SHADER_BYTECODE structure that describes the hull shader.GSA D3D12_SHADER_BYTECODE structure that describes the geometry shader.StreamOutputA D3D12_STREAM_OUTPUT_DESC structure that describes a streaming output buffer.BlendStateA D3D12_BLEND_DESC structure that describes the blend state.SampleMaskThe sample mask for the blend state.RasterizerStateA D3D12_RASTERIZER_DESC structure that describes the rasterizer state.DepthStencilStateA D3D12_DEPTH_STENCIL_DESC structure that describes the depth-stencil state.InputLayoutA D3D12_INPUT_LAYOUT_DESC structure that describes the input-buffer data for the input-assembler stage.IBStripCutValueSpecifies the properties of the index buffer in a D3D12_INDEX_BUFFER_STRIP_CUT_VALUE structure.PrimitiveTopologyTypeA D3D12_PRIMITIVE_TOPOLOGY_TYPE-typed value for the type of primitive, and ordering of the primitive data.NumRenderTargetsThe number of render target formats in the RTVFormats member.RTVFormats[8]An array of DXGI_FORMAT-typed values for the render target formats.DSVFormatA DXGI_FORMAT-typed value for the depth-stencil format.SampleDescA DXGI_SAMPLE_DESC structure that specifies multisampling parameters.NodeMaskFor single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the device's physical adapters) for which the graphics pipeline state is to apply.Each bit in the mask corresponds to a single node.Refer to Multi-adapter systems.CachedPSOA cached pipeline state object, as a D3D12_CACHED_PIPELINE_STATE structure. pCachedBlob and CachedBlobSizeInBytes may be set to NULL and 0 respectively.FlagsA D3D12_PIPELINE_STATE_FLAGS enumeration constant such as for "tool debug".RemarksThis structure is used by the CreateGraphicsPipelineState method.The runtime validates:Whether the linkage between the shader stages is correct. If the HS and DS members are specified, the PrimitiveTopologyType member for topology type must be set to D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH. Whether sample frequency execution isn't allowed with the center multi-sample anti-aliasing (MSAA) pattern. Whether anti-aliasing lines aren't allowed with the center MSAA pattern. If the ForcedSampleCount member of D3D12_RASTERIZER_DESC that RasterizerState specifies isn't zero: Depth/stencil must be disabled. Pixel shader can't output depth. Pixel shader can't run at sample frequency. Render target sample count must be 1. Whether blend state is compatible with render target formats. Whether pixel shader output type is compatible with render target format. Whether the sample count and quality are supported for the render target/depth stencil formats. RequirementsRequirementValueHeaderd3d12.hSee alsoConservative RasterizationCore StructuresRasterizer Ordered Views --> Feedback Additional resources In this article GPU rasterization MSAA sample count. Mac, Windows, Linux, Chrome OS, Android. Specify the number of MSAA samples for GPU rasterization. gpu-rasterization-msaa-sample-count. You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. #1 Could any of this cause freezing or hangs?Graphics Feature StatusCanvas: Hardware acceleratedFlash: Hardware acceleratedFlash Stage3D: Hardware acceleratedFlash Stage3D Baseline profile: Hardware acceleratedCompositing: Hardware acceleratedMultiple Raster Threads: EnabledNative GpuMemoryBuffers: Software only. Hardware acceleration disabledOut-of-process Rasterization: DisabledHardware Protected Video Decode: UnavailableRasterization: Hardware acceleratedSkia Renderer: DisabledSurface Control: DisabledSurface Synchronization: EnabledVideo Decode: Hardware acceleratedViz Service Display Compositor: EnabledWebGL: Hardware acceleratedWebGL2: Hardware acceleratedDriver Bug Workaroundsclear_uniforms_before_first_program_usedecode_encode_srgb_for_generatemipmapdisable_accelerated_vpx_decodedisable_discard_framebufferdisable_framebuffer_cmaadisable_larger_than_screen_overlaysexit_on_context_lostforce_cube_completemsaa_is_slowscalarize_vec_and_mat_constructor_argsdisabled_extension_GL_KHR_blend_equation_advanceddisabled_extension_GL_KHR_blend_equation_advanced_coherentProblems DetectedOlder Intel GPUs cannot support protected video decoding in swap chainsDisabled Features: protected_video_decodeSome drivers are unable to reset the D3D device in the GPU process sandboxApplied Workarounds: exit_on_context_lostClear uniforms before first program use on all platforms: 124764, 349137Applied Workarounds: clear_uniforms_before_first_program_useAlways rewrite vec/mat constructors to be consistent: 398694Applied Workarounds: scalarize_vec_and_mat_constructor_argsANGLE crash on glReadPixels from incomplete cube map texture: 518889Applied Workarounds: force_cube_completeOn Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565Applied Workarounds: msaa_is_slowFramebuffer discarding can hurt performance on non-tilers: 570897Applied Workarounds: disable_discard_framebufferUse GL_INTEL_framebuffer_CMAA on ChromeOS: 535198Applied Workarounds: disable_framebuffer_cmaaDisable KHR_blend_equation_advanced until cc shaders are updated: 661715Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)Decode and Encode before generateMipmap for srgb format textures on Windows: 634519Applied Workarounds: decode_encode_srgb_for_generatemipmapVPx decoding is too slow on Intel Broadwell, Skylake, and CherryView: 616318Applied Workarounds: disable_accelerated_vpx_decodeAccelerated VPx decoding is hanging on some videos.: 654111Applied Workarounds: disable_accelerated_vpx_decodeOverlay sizes bigger than screen aren't accelerated on some Intel drivers: 720059Applied Workarounds: disable_larger_than_screen_overlaysNative GpuMemoryBuffers have been disabled, either via about:flags or command line.Disabled Features: native_gpu_memory_buffersSkia renderer is not used by default.Disabled Features: skia_rendererVersion InformationData exported 2019-05-01T20:03:12.209ZChrome version Chrome/74.0.3729.131Operating system Windows NT 10.0.17763Software rendering list URL bug list URL commit id 9512a0ef062a2D graphics backend Skia/74 ae4b97edd5b9eeee9e4fe9814f67e3abc4ba1a75-Command Line "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-endDriver InformationInitialization time 464In-process GPU falsePassthrough Command Decoder falseSandboxed trueGPU0 VENDOR = 0x8086 [Google Inc.], DEVICE= 0x1616 [ANGLE (Intel(R) HD Graphics 5500 Direct3D11 vs_5_0 ps_5_0)] ACTIVEOptimus falseAMD switchable falseDesktop compositing Aero GlassDirect composition trueSupports overlays falseOverlay capabilitiesDiagonal Monitor Size of \\.\DISPLAY1 15.5"Driver D3D12 feature level Not supportedDriver Vulkan API version Not supportedDriver vendor Intel CorporationDriver version 20.19.15.4963Driver date 2-21-2018GPU CUDA compute capability major version 0Pixel shader version 5.0Vertex shader version 5.0Max. MSAA samples 8Machine model name Machine model version GL_VENDOR Google Inc.GL_RENDERER ANGLE (Intel(R) HD Graphics 5500 Direct3D11 vs_5_0 ps_5_0)GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.9512a0ef062a)GL_EXTENSIONS GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture

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User6239

Skip to main content This browser is no longer supported. Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. D3D12_GRAPHICS_PIPELINE_STATE_DESC structure (d3d12.h) Article09/01/2022 In this article -->Describes a graphics pipeline state object.Syntaxtypedef struct D3D12_GRAPHICS_PIPELINE_STATE_DESC { ID3D12RootSignature *pRootSignature; D3D12_SHADER_BYTECODE VS; D3D12_SHADER_BYTECODE PS; D3D12_SHADER_BYTECODE DS; D3D12_SHADER_BYTECODE HS; D3D12_SHADER_BYTECODE GS; D3D12_STREAM_OUTPUT_DESC StreamOutput; D3D12_BLEND_DESC BlendState; UINT SampleMask; D3D12_RASTERIZER_DESC RasterizerState; D3D12_DEPTH_STENCIL_DESC DepthStencilState; D3D12_INPUT_LAYOUT_DESC InputLayout; D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue; D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType; UINT NumRenderTargets; DXGI_FORMAT RTVFormats[8]; DXGI_FORMAT DSVFormat; DXGI_SAMPLE_DESC SampleDesc; UINT NodeMask; D3D12_CACHED_PIPELINE_STATE CachedPSO; D3D12_PIPELINE_STATE_FLAGS Flags;} D3D12_GRAPHICS_PIPELINE_STATE_DESC;MemberspRootSignatureA pointer to the ID3D12RootSignature object.VSA D3D12_SHADER_BYTECODE structure that describes the vertex shader.PSA D3D12_SHADER_BYTECODE structure that describes the pixel shader.DSA D3D12_SHADER_BYTECODE structure that describes the domain shader.HSA D3D12_SHADER_BYTECODE structure that describes the hull shader.GSA D3D12_SHADER_BYTECODE structure that describes the geometry shader.StreamOutputA D3D12_STREAM_OUTPUT_DESC structure that describes a streaming output buffer.BlendStateA D3D12_BLEND_DESC structure that describes the blend state.SampleMaskThe sample mask for the blend state.RasterizerStateA D3D12_RASTERIZER_DESC structure that describes the rasterizer state.DepthStencilStateA D3D12_DEPTH_STENCIL_DESC structure that describes the depth-stencil state.InputLayoutA D3D12_INPUT_LAYOUT_DESC structure that describes the input-buffer data for the input-assembler stage.IBStripCutValueSpecifies the properties of the index buffer in a D3D12_INDEX_BUFFER_STRIP_CUT_VALUE structure.PrimitiveTopologyTypeA D3D12_PRIMITIVE_TOPOLOGY_TYPE-typed value for the type of primitive, and ordering of the primitive data.NumRenderTargetsThe number of render target formats in the RTVFormats member.RTVFormats[8]An array of DXGI_FORMAT-typed values for the render target formats.DSVFormatA DXGI_FORMAT-typed value for the depth-stencil format.SampleDescA DXGI_SAMPLE_DESC structure that specifies multisampling parameters.NodeMaskFor single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the device's physical adapters) for which the graphics pipeline state is to apply.Each bit in the mask corresponds to a single node.Refer to Multi-adapter systems.CachedPSOA cached pipeline state object, as a D3D12_CACHED_PIPELINE_STATE structure. pCachedBlob and CachedBlobSizeInBytes may be set to NULL and 0 respectively.FlagsA D3D12_PIPELINE_STATE_FLAGS enumeration constant such as for "tool debug".RemarksThis structure is used by the CreateGraphicsPipelineState method.The runtime validates:Whether the linkage between the shader stages is correct. If the HS and DS members are specified, the PrimitiveTopologyType member for topology type must be set to D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH. Whether sample frequency execution isn't allowed with the center multi-sample anti-aliasing (MSAA) pattern. Whether anti-aliasing lines aren't allowed with the center MSAA pattern. If the ForcedSampleCount member of D3D12_RASTERIZER_DESC that RasterizerState specifies isn't zero: Depth/stencil must be disabled. Pixel shader can't output depth. Pixel shader can't run at sample frequency. Render target sample count must be 1. Whether blend state is compatible with render target formats. Whether pixel shader output type is compatible with render target format. Whether the sample count and quality are supported for the render target/depth stencil formats. RequirementsRequirementValueHeaderd3d12.hSee alsoConservative RasterizationCore StructuresRasterizer Ordered Views --> Feedback Additional resources In this article

2025-04-04
User3873

You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. #1 Could any of this cause freezing or hangs?Graphics Feature StatusCanvas: Hardware acceleratedFlash: Hardware acceleratedFlash Stage3D: Hardware acceleratedFlash Stage3D Baseline profile: Hardware acceleratedCompositing: Hardware acceleratedMultiple Raster Threads: EnabledNative GpuMemoryBuffers: Software only. Hardware acceleration disabledOut-of-process Rasterization: DisabledHardware Protected Video Decode: UnavailableRasterization: Hardware acceleratedSkia Renderer: DisabledSurface Control: DisabledSurface Synchronization: EnabledVideo Decode: Hardware acceleratedViz Service Display Compositor: EnabledWebGL: Hardware acceleratedWebGL2: Hardware acceleratedDriver Bug Workaroundsclear_uniforms_before_first_program_usedecode_encode_srgb_for_generatemipmapdisable_accelerated_vpx_decodedisable_discard_framebufferdisable_framebuffer_cmaadisable_larger_than_screen_overlaysexit_on_context_lostforce_cube_completemsaa_is_slowscalarize_vec_and_mat_constructor_argsdisabled_extension_GL_KHR_blend_equation_advanceddisabled_extension_GL_KHR_blend_equation_advanced_coherentProblems DetectedOlder Intel GPUs cannot support protected video decoding in swap chainsDisabled Features: protected_video_decodeSome drivers are unable to reset the D3D device in the GPU process sandboxApplied Workarounds: exit_on_context_lostClear uniforms before first program use on all platforms: 124764, 349137Applied Workarounds: clear_uniforms_before_first_program_useAlways rewrite vec/mat constructors to be consistent: 398694Applied Workarounds: scalarize_vec_and_mat_constructor_argsANGLE crash on glReadPixels from incomplete cube map texture: 518889Applied Workarounds: force_cube_completeOn Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565Applied Workarounds: msaa_is_slowFramebuffer discarding can hurt performance on non-tilers: 570897Applied Workarounds: disable_discard_framebufferUse GL_INTEL_framebuffer_CMAA on ChromeOS: 535198Applied Workarounds: disable_framebuffer_cmaaDisable KHR_blend_equation_advanced until cc shaders are updated: 661715Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)Decode and Encode before generateMipmap for srgb format textures on Windows: 634519Applied Workarounds: decode_encode_srgb_for_generatemipmapVPx decoding is too slow on Intel Broadwell, Skylake, and CherryView: 616318Applied Workarounds: disable_accelerated_vpx_decodeAccelerated VPx decoding is hanging on some videos.: 654111Applied Workarounds: disable_accelerated_vpx_decodeOverlay sizes bigger than screen aren't accelerated on some Intel drivers: 720059Applied Workarounds: disable_larger_than_screen_overlaysNative GpuMemoryBuffers have been disabled, either via about:flags or command line.Disabled Features: native_gpu_memory_buffersSkia renderer is not used by default.Disabled Features: skia_rendererVersion InformationData exported 2019-05-01T20:03:12.209ZChrome version Chrome/74.0.3729.131Operating system Windows NT 10.0.17763Software rendering list URL bug list URL commit id 9512a0ef062a2D graphics backend Skia/74 ae4b97edd5b9eeee9e4fe9814f67e3abc4ba1a75-Command Line "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-endDriver InformationInitialization time 464In-process GPU falsePassthrough Command Decoder falseSandboxed trueGPU0 VENDOR = 0x8086 [Google Inc.], DEVICE= 0x1616 [ANGLE (Intel(R) HD Graphics 5500 Direct3D11 vs_5_0 ps_5_0)] ACTIVEOptimus falseAMD switchable falseDesktop compositing Aero GlassDirect composition trueSupports overlays falseOverlay capabilitiesDiagonal Monitor Size of \\.\DISPLAY1 15.5"Driver D3D12 feature level Not supportedDriver Vulkan API version Not supportedDriver vendor Intel CorporationDriver version 20.19.15.4963Driver date 2-21-2018GPU CUDA compute capability major version 0Pixel shader version 5.0Vertex shader version 5.0Max. MSAA samples 8Machine model name Machine model version GL_VENDOR Google Inc.GL_RENDERER ANGLE (Intel(R) HD Graphics 5500 Direct3D11 vs_5_0 ps_5_0)GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.9512a0ef062a)GL_EXTENSIONS GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture

2025-03-30
User5152

Powerful technique that enables the automated rasterization of multiple objects in Illustrator. By leveraging scripting, you can streamline the process and save considerable time, especially when dealing with a large number of complex objects.To initiate batch processing, navigate to the “File” menu and select “Automate” followed by “Batch.” In the “Actions” panel, choose the “Rasterize” action from the “Modify” category. Configure the rasterization settings such as resolution, color mode, and file format as per your requirements.Next, specify the input and output files. You can either select individual files or use wildcards (*) to process multiple files within a specified folder. Once the setup is complete, click the “Batch” button to initiate the process.Illustrator will automatically rasterize each object in the specified files, generating the desired output. This process can significantly accelerate the rasterization workflow, particularly for intricate designs or extensive collections of objects.Advantages of Batch ProcessingBenefitDetailsAutomationStreamlines the rasterization process, eliminating the need for manual intervention.Time-savingProcesses multiple objects simultaneously, saving considerable time.ConsistencyApplies the same rasterization settings to all objects, ensuring consistency in output.Error reductionAutomates the process, reducing the likelihood of errors compared to manual rasterization.Leveraging GPU Acceleration for Increased Speed Harnessing the power of your graphics processing unit (GPU) can dramatically accelerate rasterization, resulting in a significant performance boost in Illustrator. To achieve optimal GPU acceleration, ensure that your GPU is supported and that the latest drivers are installed. Additionally, enable the “Use GPU for rasterization” option in Illustrator’s Preferences.Compatible GPUsSupported FeaturesGPU acceleration enhances the rasterization of the following elements:Paths and shapesGradientsLive effectsBlending modesPattern fillsLimitations and Considerations While GPU acceleration offers significant benefits, there are certain limitations to consider:Not all effects and features are GPU-accelerated.Disabling GPU acceleration may be necessary for compatibility with specific third-party plugins.GPU acceleration requires a significant amount of video memory, so systems with limited VRAM may experience performance issues.Optimizing Document Settings for Faster RasterizationTo ensure efficient rasterization in Illustrator, optimizing document settings is crucial. Here are key settings to adjust:Color ModeSelect RGB mode for web-based output or CMYK mode for print production. Avoid mixed modes, as they can slow down rasterization.ResolutionSpecify the desired resolution in pixels per inch (PPI). A higher resolution results in larger file sizes and slower rasterization. Choose an appropriate resolution based on the intended use.Document SizeLimit the document size to the necessary dimensions. Large document sizes can slow down rasterization.Raster EffectsUse raster effects sparingly, as they can significantly increase rasterization time. Consider using vector-based alternatives, such as gradients or blends.TransparencyFlatten any transparency in the document. Transparent objects require more processing during rasterization.Object ComplexityMinimize the complexity of objects in the document. Avoid high-resolution images, intricate patterns, and a large number of objects. Simplifying objects can reduce rasterization time. Operating System Compatible GPUs macOS AMD Radeon Pro 500 series or later, Intel Iris Plus Graphics 640 or later Windows Intel Iris Plus Graphics 640 or later, NVIDIA GeForce GTX 900 series or later, AMD Radeon RX 400 series or later Object ComplexityRasterization TimeHigh Resolution ImageSlowIntricate PatternSlowLarge Number of ObjectsSlowSimplified ObjectFastUtilizing Live Effects for Interactive Rasterization

2025-04-12
User6791

Available for: Report about Update or Broken Link Home » System Tools » Diagnostic Software » 3DMark 11 Build 1.0.179 by Futuremark Description Changelog Specifications 3DMark 11 is the Futuremark’s most popular benchmark in the world. Designed to measure your PC’s gaming performance, Futuremark 3DMark 11 makes extensive use of all the new features in DirectX 11 including tessellation, compute shaders and multi-threading.Trusted by gamers worldwide to give accurate and unbiased results, 3DMark 11 is the best way to consistently and reliably test DirectX 11 under game-like loads. Also it designed for testing DirectX 11 hardware running on Windows the benchmark includes six all new benchmark tests.Benchmark presets offer a convenient way of scaling the benchmark load to provide relevant results for all levels of hardware. These pre-selected combinations of settings represent successively more advanced levels of visual quality. When running 3DMark 11 with one of the presets selected, the benchmark produces a score for that preset.The Basic Edition is free to use and allows an unlimited number of benchmark runs without registration or expiry. Upgrading your Basic Edition to the Advanced Edition unlocks all presets, benchmark looping, custom settings, unlimited online results storage, offline results management and much more. Professional use unlocks all features including custom testing options, unlimited test runs, automation and priority customer support. 3DMark 11 Professional Edition is the only edition licensed for commercial use.Futuremark 3DMark 11 Features:Resolution. Changes the rendering resolution. When using a resolution with an aspect ratio other than 16:9, the benchmark runs in a 16:9 letterbox.MSAA Sample Count. Changes the sample count used in multi-sample anti-aliasing. A sample count of 1 means that no anti-aliasing is performed.Texture Filtering Mode. Changes the filtering mode used when sampling textures. Anisotropic filtering provides better quality but requires more processing.Max Anisotropy. When anisotropic texture filtering mode is selected, this control sets the maximum filtering anisotropy. Larger values give better quality but requires more processing.Tessellation Detail. Adjusts the tessellation factors in all tessellated content. Higher values increase the amount of geometry detail generated with tessellation and the amount of rasterization work performed.Max Tessellation Factor. Sets the limit where all tessellation factors are clamped. Higher values increase the level of detail especially in objects near the camera.Shadow Map Size. Adjusts the size of shadow maps. Higher values increase the quality of shadows but require more processing for shadow map generation and shadow map sampling.Shadow Cascade Count. Sets the number of shadow cascades used in directional lights. Higher values increase the quality of shadows from directional lights but require more processing for shadow map generation and shadow map sampling.Surface Shadow Sample Count. Sets the number of shadow map samples used when rendering surface shadows. Higher values increase the quality

2025-04-15

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