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	<channel>
		<title><![CDATA[Geeks for your information - Tech News]]></title>
		<link>https://www.geeks.fyi/</link>
		<description><![CDATA[Geeks for your information - https://www.geeks.fyi]]></description>
		<pubDate>Fri, 12 Jun 2026 22:14:52 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[AV2 1.0 specs released, 30% better compression than AV1]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=22044</link>
			<pubDate>Tue, 09 Jun 2026 05:56:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=22044</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AOMedia releases AV2 v1.0.0, hardware support (probably) still years away<br />
<br />
AV2 full specification is now public.</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/06/AV2-CODEC-LOGO-HERO-1200x676.jpg" loading="lazy"  alt="[Image: AV2-CODEC-LOGO-HERO-1200x676.jpg]" class="mycode_img" /><br />
<br />
AOMedia has published the final v1.0.0 specification for AV2, the next royalty-free video codec after AV1. The public AV2 page now lists “AV2 specification and reference code, v1.0.0” as the current release dated May 28, 2026.<br />
<br />
This replaces the January 5 working draft that was covered earlier this year. We also covered the AVM 1.0.0 tag <a href="https://videocardz.com/newz/aomedias-av2-encoder-gets-first-1-0-0-release" target="_blank" rel="noopener" class="mycode_url">shortly before Computex</a>, but the full public specification went live right before the show, which is why this follow-up is late.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AV2, free codec for modern video streaming</span><br />
<br />
AV2 is designed for better compression than AV1. AOMedia says the codec targets streaming, broadcasting and real-time video conferencing. It also adds better support for AR and VR, split-screen delivery, screen content and a wider visual quality range.<br />
<br />
<a href="https://videocardz.com/newz/av2-1-0-specs-released-30-better-compression-than-av1" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AOMedia releases AV2 v1.0.0, hardware support (probably) still years away<br />
<br />
AV2 full specification is now public.</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/06/AV2-CODEC-LOGO-HERO-1200x676.jpg" loading="lazy"  alt="[Image: AV2-CODEC-LOGO-HERO-1200x676.jpg]" class="mycode_img" /><br />
<br />
AOMedia has published the final v1.0.0 specification for AV2, the next royalty-free video codec after AV1. The public AV2 page now lists “AV2 specification and reference code, v1.0.0” as the current release dated May 28, 2026.<br />
<br />
This replaces the January 5 working draft that was covered earlier this year. We also covered the AVM 1.0.0 tag <a href="https://videocardz.com/newz/aomedias-av2-encoder-gets-first-1-0-0-release" target="_blank" rel="noopener" class="mycode_url">shortly before Computex</a>, but the full public specification went live right before the show, which is why this follow-up is late.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AV2, free codec for modern video streaming</span><br />
<br />
AV2 is designed for better compression than AV1. AOMedia says the codec targets streaming, broadcasting and real-time video conferencing. It also adds better support for AR and VR, split-screen delivery, screen content and a wider visual quality range.<br />
<br />
<a href="https://videocardz.com/newz/av2-1-0-specs-released-30-better-compression-than-av1" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[AMD updates Polaris and Vega GPUs driver after long pause]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21990</link>
			<pubDate>Fri, 22 May 2026 08:31:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21990</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AMD releases WHQL driver for Radeon VII, RX Vega and Polaris GPUs</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-VEGA-FRONTIER-HERO-ADRENALIN-HERO-1200x675.jpg" loading="lazy"  alt="[Image: AMD-VEGA-FRONTIER-HERO-ADRENALIN-HERO-1200x675.jpg]" class="mycode_img" /><br />
<br />
AMD has released a new Radeon Software driver for Polaris and Vega graphics cards. The new Adrenalin Edition 26.5.2 package is separate from the regular RDNA driver released last week and targets older Radeon products still supported through AMD’s legacy driver branch.<br />
<br />
The driver supports <span style="font-weight: bold;" class="mycode_b">Radeon RX 400, Radeon RX 500, Radeon 500X, Radeon RX Vega, Radeon VII and AMD Radeon Pro Duo</span> graphics cards. AMD also lists AMD Radeon 600 Series mobile graphics as supported, but notes that this is a notebook reference driver with limited support for system vendor features.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apex Legends crash fix for older Radeon cards</span><br />
<br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-25_6_2_-POLARIS-VEGA-850x566.png" loading="lazy"  alt="[Image: AMD-25_6_2_-POLARIS-VEGA-850x566.png]" class="mycode_img" /><br />
Source: AMD<br />
<br />
<a href="https://videocardz.com/newz/amd-updates-polaris-and-vega-gpus-driver-after-long-pause" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AMD releases WHQL driver for Radeon VII, RX Vega and Polaris GPUs</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-VEGA-FRONTIER-HERO-ADRENALIN-HERO-1200x675.jpg" loading="lazy"  alt="[Image: AMD-VEGA-FRONTIER-HERO-ADRENALIN-HERO-1200x675.jpg]" class="mycode_img" /><br />
<br />
AMD has released a new Radeon Software driver for Polaris and Vega graphics cards. The new Adrenalin Edition 26.5.2 package is separate from the regular RDNA driver released last week and targets older Radeon products still supported through AMD’s legacy driver branch.<br />
<br />
The driver supports <span style="font-weight: bold;" class="mycode_b">Radeon RX 400, Radeon RX 500, Radeon 500X, Radeon RX Vega, Radeon VII and AMD Radeon Pro Duo</span> graphics cards. AMD also lists AMD Radeon 600 Series mobile graphics as supported, but notes that this is a notebook reference driver with limited support for system vendor features.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apex Legends crash fix for older Radeon cards</span><br />
<br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-25_6_2_-POLARIS-VEGA-850x566.png" loading="lazy"  alt="[Image: AMD-25_6_2_-POLARIS-VEGA-850x566.png]" class="mycode_img" /><br />
Source: AMD<br />
<br />
<a href="https://videocardz.com/newz/amd-updates-polaris-and-vega-gpus-driver-after-long-pause" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[Open-source project brings NVIDIA Reflex and AMD Anti-Lag 2 to AMD and Intel GPUs on]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21980</link>
			<pubDate>Mon, 18 May 2026 08:22:59 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21980</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Reflex support without NVIDIA hardware</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">A new open-source project called “low_latency_layer” aims to bring NVIDIA Reflex and AMD Anti-Lag 2 support to more GPUs on Linux.</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/LOW-LATENCY-LAYER-AMD-ANTILAG-NVIDIA-REFLEX-LINUX-HERO-1200x624.jpg" loading="lazy"  alt="[Image: LOW-LATENCY-LAYER-AMD-ANTILAG-NVIDIA-REF...00x624.jpg]" class="mycode_img" /><br />
<br />
In short, the project adds a Vulkan layer that implements “VK_NV_low_latency2” and “VK_AMD_anti_lag” device extensions, which means games can expose latency reduction features without depending on official driver-level support from AMD, Intel or NVIDIA.<br />
<br />
The key point is that this can bring <span style="font-weight: bold;" class="mycode_b">Reflex support to AMD and Intel GPUs</span>. According to the developer, many games already support NVIDIA Reflex, while fewer games expose AMD Anti-Lag 2. This creates a clear gap for non-NVIDIA users, and this layer attempts to bypass it through Vulkan and DXVK-NVAPI.<br />
<br />
The project includes test results for THE FINALS, Counter-Strike 2, Cyberpunk 2077, Resident Evil Requiem, Marvel Rivals and Overwatch 2. The developer claims that the Reflex path can match or beat Windows implementations on the same AMD hardware in some cases. <br />
<br />
<a href="https://videocardz.com/newz/open-source-project-brings-nvidia-reflex-and-amd-anti-lag-2-to-amd-and-intel-gpus-on-linux" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Reflex support without NVIDIA hardware</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">A new open-source project called “low_latency_layer” aims to bring NVIDIA Reflex and AMD Anti-Lag 2 support to more GPUs on Linux.</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/LOW-LATENCY-LAYER-AMD-ANTILAG-NVIDIA-REFLEX-LINUX-HERO-1200x624.jpg" loading="lazy"  alt="[Image: LOW-LATENCY-LAYER-AMD-ANTILAG-NVIDIA-REF...00x624.jpg]" class="mycode_img" /><br />
<br />
In short, the project adds a Vulkan layer that implements “VK_NV_low_latency2” and “VK_AMD_anti_lag” device extensions, which means games can expose latency reduction features without depending on official driver-level support from AMD, Intel or NVIDIA.<br />
<br />
The key point is that this can bring <span style="font-weight: bold;" class="mycode_b">Reflex support to AMD and Intel GPUs</span>. According to the developer, many games already support NVIDIA Reflex, while fewer games expose AMD Anti-Lag 2. This creates a clear gap for non-NVIDIA users, and this layer attempts to bypass it through Vulkan and DXVK-NVAPI.<br />
<br />
The project includes test results for THE FINALS, Counter-Strike 2, Cyberpunk 2077, Resident Evil Requiem, Marvel Rivals and Overwatch 2. The developer claims that the Reflex path can match or beat Windows implementations on the same AMD hardware in some cases. <br />
<br />
<a href="https://videocardz.com/newz/open-source-project-brings-nvidia-reflex-and-amd-anti-lag-2-to-amd-and-intel-gpus-on-linux" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[AMD FSR Upscaling 4.1 officially coming to Radeon RX 7000 GPUs in July, RX 6000 in 20]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21975</link>
			<pubDate>Fri, 15 May 2026 07:48:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21975</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Breaking, AMD confirms FSR 4.1 for Radeon RX 7000 series</span><span style="font-weight: bold;" class="mycode_b">After months and often years of waiting, AMD is finally confirming support for FSR4 on RDNA3 and RDNA2 GPUs. </span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-RADEON-RX-7000-FSR-4-1200x632.jpg" loading="lazy"  alt="[Image: AMD-RADEON-RX-7000-FSR-4-1200x632.jpg]" class="mycode_img" /><br />
<br />
I can’t imagine I’m writing this, but AMD has finally listened to gamers. AMD is expanding FSR Upscaling 4.1 beyond RDNA 4 GPUs. According to Jack Huynh, AMD Senior Vice President and General Manager of Computing and Graphics, RDNA 3 players will receive FSR Upscaling 4.1 support this July.<br />
<br />
This means Radeon RX 7000 series owners will get access to AMD’s newer ML-based upscaling path without moving to Radeon RX 9000 hardware. Huynh says the update will be ready out of the box for Radeon 7000 series users in more than 300 supported games at launch. The FSR4 version for RX 7000 series has been specifically developed for 1st Gen AI Accelerator using INT8 instructions, just as we saw in the 2025 leak. <br />
<br />
<a href="https://videocardz.com/newz/amd-fsr-upscaling-4-1-officially-coming-to-radeon-rx-7000-gpus-in-july-rx-6000-in-2027" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Breaking, AMD confirms FSR 4.1 for Radeon RX 7000 series</span><span style="font-weight: bold;" class="mycode_b">After months and often years of waiting, AMD is finally confirming support for FSR4 on RDNA3 and RDNA2 GPUs. </span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-RADEON-RX-7000-FSR-4-1200x632.jpg" loading="lazy"  alt="[Image: AMD-RADEON-RX-7000-FSR-4-1200x632.jpg]" class="mycode_img" /><br />
<br />
I can’t imagine I’m writing this, but AMD has finally listened to gamers. AMD is expanding FSR Upscaling 4.1 beyond RDNA 4 GPUs. According to Jack Huynh, AMD Senior Vice President and General Manager of Computing and Graphics, RDNA 3 players will receive FSR Upscaling 4.1 support this July.<br />
<br />
This means Radeon RX 7000 series owners will get access to AMD’s newer ML-based upscaling path without moving to Radeon RX 9000 hardware. Huynh says the update will be ready out of the box for Radeon 7000 series users in more than 300 supported games at launch. The FSR4 version for RX 7000 series has been specifically developed for 1st Gen AI Accelerator using INT8 instructions, just as we saw in the 2025 leak. <br />
<br />
<a href="https://videocardz.com/newz/amd-fsr-upscaling-4-1-officially-coming-to-radeon-rx-7000-gpus-in-july-rx-6000-in-2027" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[AMD HDMI 2.1 DSC patches could bring 4K 240Hz to Steam Machine HDMI port]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21970</link>
			<pubDate>Wed, 13 May 2026 11:37:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21970</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AMDGPU HDMI 2.1 patches add DSC support for Linux</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/01/STEAM-MACHINE-1200x624.jpg" loading="lazy"  alt="[Image: STEAM-MACHINE-1200x624.jpg]" class="mycode_img" /><br />
<br />
AMD is preparing another update for its open-source AMDGPU Linux driver. According to Phoronix, the latest HDMI 2.1 patch series now includes Display Stream Compression support, also known as DSC. <br />
<br />
HDMI 2.1 FRL and DSC are two separate technologies <span style="font-weight: bold;" class="mycode_b">used to increase display bandwidth.</span> FRL, or Fixed Rate Link, is the newer HDMI signaling mode required for higher bandwidth modes beyond HDMI 2.0. DSC, or Display Stream Compression, reduces the amount of data sent over the cable using visually lossless compression. Together, they allow modes such as 4K at 240Hz and 8K at 120Hz over HDMI when supported by the GPU, display and cable.<br />
<br />
<a href="https://videocardz.com/newz/amd-hdmi-2-1-dsc-patches-could-bring-4k-240hz-to-steam-machine-hdmi-port" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AMDGPU HDMI 2.1 patches add DSC support for Linux</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/01/STEAM-MACHINE-1200x624.jpg" loading="lazy"  alt="[Image: STEAM-MACHINE-1200x624.jpg]" class="mycode_img" /><br />
<br />
AMD is preparing another update for its open-source AMDGPU Linux driver. According to Phoronix, the latest HDMI 2.1 patch series now includes Display Stream Compression support, also known as DSC. <br />
<br />
HDMI 2.1 FRL and DSC are two separate technologies <span style="font-weight: bold;" class="mycode_b">used to increase display bandwidth.</span> FRL, or Fixed Rate Link, is the newer HDMI signaling mode required for higher bandwidth modes beyond HDMI 2.0. DSC, or Display Stream Compression, reduces the amount of data sent over the cable using visually lossless compression. Together, they allow modes such as 4K at 240Hz and 8K at 120Hz over HDMI when supported by the GPU, display and cable.<br />
<br />
<a href="https://videocardz.com/newz/amd-hdmi-2-1-dsc-patches-could-bring-4k-240hz-to-steam-machine-hdmi-port" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[Vulkan 1.4.351 adds six extensions with ray tracing opacity micromap support]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21969</link>
			<pubDate>Wed, 13 May 2026 11:35:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21969</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Khronos releases Vulkan 1.4.351 with six extensions</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2024/12/VULKAN-1.4-HERO-1200x624.jpg" loading="lazy"  alt="[Image: VULKAN-1.4-HERO-1200x624.jpg]" class="mycode_img" /><br />
<br />
Khronos has released <span style="font-weight: bold;" class="mycode_b">Vulkan 1.4.351,</span> adding six extensions to the graphics and compute API. The update includes<br />
<br />
K_KHR_opacity_micromap,<br />
VK_EXT_shader_split_barrier,<br />
VK_AMD_gpa_interface,<br />
VK_QCOM_elapsed_timer_query,<br />
VK_QCOM_image_processing3 and<br />
VK_QCOM_shader_multiple_wait_queues.<br />
<br />
The main graphics-related change is VK_KHR_opacity_micromap. This extension is aimed at <span style="font-weight: bold;" class="mycode_b">Vulkan ray tracing workloads that use transparent geometry</span>. Instead of adding more geometry detail or running an any-hit shader during ray traversal, an application can attach an opacity micromap to geometry when building an acceleration structure.<br />
<br />
Opacity micromaps store opacity data in a compressed format. Vulkan implementations can use this data to mark parts of triangles as opaque, transparent or a possible hit. Khronos says the format subdivides triangles into subtriangles, with each assigned either two or four opacity values.<br />
<br />
<a href="https://videocardz.com/newz/vulkan-1-4-351-adds-six-extensions-with-ray-tracing-opacity-micromap-support" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Khronos releases Vulkan 1.4.351 with six extensions</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2024/12/VULKAN-1.4-HERO-1200x624.jpg" loading="lazy"  alt="[Image: VULKAN-1.4-HERO-1200x624.jpg]" class="mycode_img" /><br />
<br />
Khronos has released <span style="font-weight: bold;" class="mycode_b">Vulkan 1.4.351,</span> adding six extensions to the graphics and compute API. The update includes<br />
<br />
K_KHR_opacity_micromap,<br />
VK_EXT_shader_split_barrier,<br />
VK_AMD_gpa_interface,<br />
VK_QCOM_elapsed_timer_query,<br />
VK_QCOM_image_processing3 and<br />
VK_QCOM_shader_multiple_wait_queues.<br />
<br />
The main graphics-related change is VK_KHR_opacity_micromap. This extension is aimed at <span style="font-weight: bold;" class="mycode_b">Vulkan ray tracing workloads that use transparent geometry</span>. Instead of adding more geometry detail or running an any-hit shader during ray traversal, an application can attach an opacity micromap to geometry when building an acceleration structure.<br />
<br />
Opacity micromaps store opacity data in a compressed format. Vulkan implementations can use this data to mark parts of triangles as opaque, transparent or a possible hit. Khronos says the format subdivides triangles into subtriangles, with each assigned either two or four opacity values.<br />
<br />
<a href="https://videocardz.com/newz/vulkan-1-4-351-adds-six-extensions-with-ray-tracing-opacity-micromap-support" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[AMD DGF SuperCompression cuts geometry storage size by up to 22%]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21952</link>
			<pubDate>Mon, 11 May 2026 07:21:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21952</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AMD’s DGF SuperCompression reduces asset size for future GPU support</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-DGF-SUPER-COMPRESSION-HERO-1200x624.jpg" loading="lazy"  alt="[Image: AMD-DGF-SUPER-COMPRESSION-HERO-1200x624.jpg]" class="mycode_img" /><br />
<br />
AMD has released <span style="font-weight: bold;" class="mycode_b">DGF SDK 1.2,</span> adding a new feature called <span style="font-weight: bold;" class="mycode_b">DGF SuperCompression</span>. The update is aimed at reducing the storage footprint of geometry data used by Dense Geometry Format, AMD’s block-based compression format for dense meshes.  This is a follow up to our previous coverage <a href="https://videocardz.com/newz/amd-details-dense-geometry-format-dgf-with-hardware-acceleration-support-for-upcoming-rdna5-gpus" target="_blank" rel="noopener" class="mycode_url">from last year</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Dense Geometry Format,</span> or DGF, is designed for<span style="font-weight: bold;" class="mycode_b"> future GPU</span> architectures with direct hardware support. AMD explains this as a hardware-friendly format for geometry compression, while the current SDK remains open source and supports all GPU vendors through DirectX 12 and Vulkan. <br />
<br />
The new DGF SuperCompression, or DGFS, is not directly consumed by hardware. Instead, it acts as a smaller storage format for DGF data. AMD says DGFS can exactly reconstruct the original DGF blocks and can also decode to conventional vertex and index buffers, which allows the same assets to run on non-DGF hardware. <br />
<br />
<a href="https://videocardz.com/newz/amd-dgf-supercompression-cuts-geometry-storage-size-by-up-to-22" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">AMD’s DGF SuperCompression reduces asset size for future GPU support</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/05/AMD-DGF-SUPER-COMPRESSION-HERO-1200x624.jpg" loading="lazy"  alt="[Image: AMD-DGF-SUPER-COMPRESSION-HERO-1200x624.jpg]" class="mycode_img" /><br />
<br />
AMD has released <span style="font-weight: bold;" class="mycode_b">DGF SDK 1.2,</span> adding a new feature called <span style="font-weight: bold;" class="mycode_b">DGF SuperCompression</span>. The update is aimed at reducing the storage footprint of geometry data used by Dense Geometry Format, AMD’s block-based compression format for dense meshes.  This is a follow up to our previous coverage <a href="https://videocardz.com/newz/amd-details-dense-geometry-format-dgf-with-hardware-acceleration-support-for-upcoming-rdna5-gpus" target="_blank" rel="noopener" class="mycode_url">from last year</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Dense Geometry Format,</span> or DGF, is designed for<span style="font-weight: bold;" class="mycode_b"> future GPU</span> architectures with direct hardware support. AMD explains this as a hardware-friendly format for geometry compression, while the current SDK remains open source and supports all GPU vendors through DirectX 12 and Vulkan. <br />
<br />
The new DGF SuperCompression, or DGFS, is not directly consumed by hardware. Instead, it acts as a smaller storage format for DGF data. AMD says DGFS can exactly reconstruct the original DGF blocks and can also decode to conventional vertex and index buffers, which allows the same assets to run on non-DGF hardware. <br />
<br />
<a href="https://videocardz.com/newz/amd-dgf-supercompression-cuts-geometry-storage-size-by-up-to-22" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[PCIe 8.0 version 0.5 has been released – On track for 256 GT/s speeds]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21944</link>
			<pubDate>Thu, 07 May 2026 10:39:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21944</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">PCI-SIG members now have access to version 0.5 of the PCI Express 8.0 standard</span><br />
<br />
PCI-SIG members have today gained access to version 0.5 of the PCIe 8.0 standard, arriving ahead of schedule to industry partners. This is the official first draft of the PCIe 8.0 specification, incorporating feedback from the standard’s <a href="https://overclock3d.net/news/misc/pcie-8-0-version-0-3-has-been-released/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">0.3 release</span></a> last year. Currently, the standard is on track to be fully released by 2028, delivering a tremendous boost to PCIe performance.<br />
<br />
With PCIe 8.0, PCI-SIG aims to deliver a 2x bandwidth boost over PCIe 7.0. PCIe 7.0 is already 2x faster than PCIe 6.0, and 4x faster than PCIe 5.0. In other words, PCIe 8.0 aims to be 8x faster than PCIe 5.0, the fastest PCIe standard available on today’s consumer PCs.<br />
<br />
Next-generation CPUs from <a href="https://overclock3d.net/news/misc/amd-demos-full-speed-pcie-6-0-with-its-next-gen-server-cpus/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">AMD</span></a> and <a href="https://overclock3d.net/news/cpu_mainboard/intel-xeon-diamond-rapid-cpu-leaks-with-up-to-192-cores/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Intel</span></a> are already planning to deliver PCIe 6.0 support to the datacenter market. Furthermore, PCIe 7.0 support is undoubtedly already part of both companies’ CPU, GPU, and AI roadmaps. PCI-SIG is aiming to deliver PCIe 8.0 before the industry needs the bandwidth, allowing the market to plan ahead with PCIe in mind.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">PCIe 8.0 Specification Objectives:</span><ul class="mycode_list"><li>Delivering 256.0 GT/s raw bit rate and up to 1.0 TB/s bi-directionally via x16 configuration<br />
</li>
<li>Evaluating new connector technology<br />
</li>
<li>Ensuring latency, FEC and reliability targets are achieved<br />
</li>
<li>Maintaining backwards compatibility with previous generations of PCIe technology<br />
</li>
<li>Improving bandwidth through protocol enhancements<br />
</li>
<li>Reducing power through additional techniques<br />
</li>
</ul>
<br />
<a href="https://media.overclock3d.net/2025/08/PCIe-8.0.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://media.overclock3d.net/2025/08/PCIe-8.0.jpg" loading="lazy"  alt="[Image: PCIe-8.0.jpg]" class="mycode_img" /></a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why do we need PCIe 8.0?</span><br />
<br />
Most PC users consider PCIe 4.0 and 5.0 to be more than fast enough for their needs. Regardless, the needs of the enterprise market are always changing. The growth of AI and other applications has demonstrated clear demand for higher-bandwidth connections. Furthermore, PCI-SIG doesn’t want innovation to be limited by the performance of its PCI Express standard. If that happens, the industry will seek alternatives.<br />
<br />
<a href="https://overclock3d.net/news/misc/pcie-8-0-version-0-5-has-been-released-on-track-for-256-gt-s-speeds/" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">PCI-SIG members now have access to version 0.5 of the PCI Express 8.0 standard</span><br />
<br />
PCI-SIG members have today gained access to version 0.5 of the PCIe 8.0 standard, arriving ahead of schedule to industry partners. This is the official first draft of the PCIe 8.0 specification, incorporating feedback from the standard’s <a href="https://overclock3d.net/news/misc/pcie-8-0-version-0-3-has-been-released/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">0.3 release</span></a> last year. Currently, the standard is on track to be fully released by 2028, delivering a tremendous boost to PCIe performance.<br />
<br />
With PCIe 8.0, PCI-SIG aims to deliver a 2x bandwidth boost over PCIe 7.0. PCIe 7.0 is already 2x faster than PCIe 6.0, and 4x faster than PCIe 5.0. In other words, PCIe 8.0 aims to be 8x faster than PCIe 5.0, the fastest PCIe standard available on today’s consumer PCs.<br />
<br />
Next-generation CPUs from <a href="https://overclock3d.net/news/misc/amd-demos-full-speed-pcie-6-0-with-its-next-gen-server-cpus/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">AMD</span></a> and <a href="https://overclock3d.net/news/cpu_mainboard/intel-xeon-diamond-rapid-cpu-leaks-with-up-to-192-cores/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Intel</span></a> are already planning to deliver PCIe 6.0 support to the datacenter market. Furthermore, PCIe 7.0 support is undoubtedly already part of both companies’ CPU, GPU, and AI roadmaps. PCI-SIG is aiming to deliver PCIe 8.0 before the industry needs the bandwidth, allowing the market to plan ahead with PCIe in mind.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">PCIe 8.0 Specification Objectives:</span><ul class="mycode_list"><li>Delivering 256.0 GT/s raw bit rate and up to 1.0 TB/s bi-directionally via x16 configuration<br />
</li>
<li>Evaluating new connector technology<br />
</li>
<li>Ensuring latency, FEC and reliability targets are achieved<br />
</li>
<li>Maintaining backwards compatibility with previous generations of PCIe technology<br />
</li>
<li>Improving bandwidth through protocol enhancements<br />
</li>
<li>Reducing power through additional techniques<br />
</li>
</ul>
<br />
<a href="https://media.overclock3d.net/2025/08/PCIe-8.0.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://media.overclock3d.net/2025/08/PCIe-8.0.jpg" loading="lazy"  alt="[Image: PCIe-8.0.jpg]" class="mycode_img" /></a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why do we need PCIe 8.0?</span><br />
<br />
Most PC users consider PCIe 4.0 and 5.0 to be more than fast enough for their needs. Regardless, the needs of the enterprise market are always changing. The growth of AI and other applications has demonstrated clear demand for higher-bandwidth connections. Furthermore, PCI-SIG doesn’t want innovation to be limited by the performance of its PCI Express standard. If that happens, the industry will seek alternatives.<br />
<br />
<a href="https://overclock3d.net/news/misc/pcie-8-0-version-0-5-has-been-released-on-track-for-256-gt-s-speeds/" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[AMD EXPO 1.2 now available, adds partial CUDIMM support and three new Chinese memory]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21919</link>
			<pubDate>Sun, 26 Apr 2026 11:40:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21919</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">1usmus reveals AMD EXPO 1.2 details</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">AMD EXPO 1.2 reportedly adds MRDIMM support, full CUDIMM support expected with Zen 6</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/04/AMD-EXPO-1.2-LOGO-1200x660.jpg" loading="lazy"  alt="[Image: AMD-EXPO-1.2-LOGO-1200x660.jpg]" class="mycode_img" /><br />
AMD EXPO 1.2 is now said to bring a wider memory profile update than previously expected. According to 1usmus, the new revision adds support for module geometry and <span style="font-weight: bold;" class="mycode_b">MRDIMM</span> memory. <span style="font-weight: bold;" class="mycode_b">CUDIMM</span> and <span style="font-weight: bold;" class="mycode_b">CSODIMM</span> are also part of the EXPO 1.2 path, although CUDIMM support is still limited on current firmware.<br />
<br />
Only partial support, full support with Zen6The developer claims AGESA 1.3.0.1 does not yet include full CUDIMM support. AMD is reportedly preparing that part for Zen 6, which suggests current AM5 platforms may expose EXPO 1.2 metadata before full clocked module support is available. This follows earlier coverage when HWiNFO added AMD EXPO 1.20 support and 1usmus linked the update to CUDIMM memory support.<br />
<br />
<a href="https://videocardz.com/newz/amd-expo-1-2-now-available-adds-partial-cudimm-support-and-three-new-chinese-memory-vendors" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">1usmus reveals AMD EXPO 1.2 details</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">AMD EXPO 1.2 reportedly adds MRDIMM support, full CUDIMM support expected with Zen 6</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/04/AMD-EXPO-1.2-LOGO-1200x660.jpg" loading="lazy"  alt="[Image: AMD-EXPO-1.2-LOGO-1200x660.jpg]" class="mycode_img" /><br />
AMD EXPO 1.2 is now said to bring a wider memory profile update than previously expected. According to 1usmus, the new revision adds support for module geometry and <span style="font-weight: bold;" class="mycode_b">MRDIMM</span> memory. <span style="font-weight: bold;" class="mycode_b">CUDIMM</span> and <span style="font-weight: bold;" class="mycode_b">CSODIMM</span> are also part of the EXPO 1.2 path, although CUDIMM support is still limited on current firmware.<br />
<br />
Only partial support, full support with Zen6The developer claims AGESA 1.3.0.1 does not yet include full CUDIMM support. AMD is reportedly preparing that part for Zen 6, which suggests current AM5 platforms may expose EXPO 1.2 metadata before full clocked module support is available. This follows earlier coverage when HWiNFO added AMD EXPO 1.20 support and 1usmus linked the update to CUDIMM memory support.<br />
<br />
<a href="https://videocardz.com/newz/amd-expo-1-2-now-available-adds-partial-cudimm-support-and-three-new-chinese-memory-vendors" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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			<title><![CDATA[DLSS 4.5 SDK arrives with Dynamic Multi Frame Generation support]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21890</link>
			<pubDate>Wed, 22 Apr 2026 06:43:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21890</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">NVIDIA releases DLSS 4.5 SDK with Dynamic Multi Frame Generation and 6X mode</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/03/NVIDIA-DLSS-4.5-DYNAMIC-FRAME-GEN-HERO-1200x630.jpg" loading="lazy"  alt="[Image: NVIDIA-DLSS-4.5-DYNAMIC-FRAME-GEN-HERO-1200x630.jpg]" class="mycode_img" /><br />
<br />
NVIDIA has released the DLSS 4.5 SDK for developers, adding support for<span style="font-weight: bold;" class="mycode_b"> DLSS 4.5 Dynamic Multi Frame Generation and Multi Frame Generation 6X.</span> The SDK is now available and gives developers access to its newest Super Resolution and Frame Generation updates. <br />
<br />
According to NVIDIA, the SDK is built on Streamline and is meant to give studios one integration path across DLSS features. NVIDIA also says the package includes updated APIs, documentation, and sample code, which should make it easier to add features such as Ray Reconstruction or Dynamic Multi Frame Generation to both new and existing games. <br />
<br />
<img src="https://cdn.videocardz.com/1/2026/04/NVIDIA-DLSS-310_6_0-SDK-HERO-850x367.png" loading="lazy"  alt="[Image: NVIDIA-DLSS-310_6_0-SDK-HERO-850x367.png]" class="mycode_img" /><br />
Source: Github<br />
<br />
<a href="https://videocardz.com/newz/dlss-4-5-sdk-arrives-with-dynamic-multi-frame-generation-support" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">NVIDIA releases DLSS 4.5 SDK with Dynamic Multi Frame Generation and 6X mode</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/03/NVIDIA-DLSS-4.5-DYNAMIC-FRAME-GEN-HERO-1200x630.jpg" loading="lazy"  alt="[Image: NVIDIA-DLSS-4.5-DYNAMIC-FRAME-GEN-HERO-1200x630.jpg]" class="mycode_img" /><br />
<br />
NVIDIA has released the DLSS 4.5 SDK for developers, adding support for<span style="font-weight: bold;" class="mycode_b"> DLSS 4.5 Dynamic Multi Frame Generation and Multi Frame Generation 6X.</span> The SDK is now available and gives developers access to its newest Super Resolution and Frame Generation updates. <br />
<br />
According to NVIDIA, the SDK is built on Streamline and is meant to give studios one integration path across DLSS features. NVIDIA also says the package includes updated APIs, documentation, and sample code, which should make it easier to add features such as Ray Reconstruction or Dynamic Multi Frame Generation to both new and existing games. <br />
<br />
<img src="https://cdn.videocardz.com/1/2026/04/NVIDIA-DLSS-310_6_0-SDK-HERO-850x367.png" loading="lazy"  alt="[Image: NVIDIA-DLSS-310_6_0-SDK-HERO-850x367.png]" class="mycode_img" /><br />
Source: Github<br />
<br />
<a href="https://videocardz.com/newz/dlss-4-5-sdk-arrives-with-dynamic-multi-frame-generation-support" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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		<item>
			<title><![CDATA[AMD ROCm 7.2.2 Brings Optimization Guide For Ryzen AI / RDNA 3.5 Hardware]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21879</link>
			<pubDate>Tue, 21 Apr 2026 06:57:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21879</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite>ROCm 7.2.2 is out today as a small point release to this open-source AMD GPU compute stack. There are a few code changes but most notable is arguably on the documentation side.<br />
<br />
It's been just a few weeks since <a href="https://www.phoronix.com/news/AMD-ROCm-7.2.1" target="_blank" rel="noopener" class="mycode_url">ROCm 7.2.1</a> and thus ROCm 7.2.2 is on the very lightweight side. ROCm 7.2.2 brings a fix for a ROCTracer reporting failure, updated user-space/driver/firmware dependency details, and ROCm documentation updates.<br />
<br />
On the documentation side there is now an AMD RDNA 3.5 system optimization page that outlines optimization details for AMD Ryzen AI NPUs with RDNA 3.5 graphics. This is focused on both Ryzen AI systems with RDNA 3.5 like Strix Point and the flagship Ryzen AI Max "Strix Halo" platforms that have seen much ROCm/compute interest from the community thanks to its very powerful integrated graphics.<br />
<br />
The AMD RDNA 3.5 system optimization page outlines recommended memory settings/tunables, configuring shared memory limits under Linux, operating system support, Linux kernel version requirements, and other details.<br />
<br />
<a href="https://www.phoronix.com/news/AMD-ROCm-7.2.2" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite>ROCm 7.2.2 is out today as a small point release to this open-source AMD GPU compute stack. There are a few code changes but most notable is arguably on the documentation side.<br />
<br />
It's been just a few weeks since <a href="https://www.phoronix.com/news/AMD-ROCm-7.2.1" target="_blank" rel="noopener" class="mycode_url">ROCm 7.2.1</a> and thus ROCm 7.2.2 is on the very lightweight side. ROCm 7.2.2 brings a fix for a ROCTracer reporting failure, updated user-space/driver/firmware dependency details, and ROCm documentation updates.<br />
<br />
On the documentation side there is now an AMD RDNA 3.5 system optimization page that outlines optimization details for AMD Ryzen AI NPUs with RDNA 3.5 graphics. This is focused on both Ryzen AI systems with RDNA 3.5 like Strix Point and the flagship Ryzen AI Max "Strix Halo" platforms that have seen much ROCm/compute interest from the community thanks to its very powerful integrated graphics.<br />
<br />
The AMD RDNA 3.5 system optimization page outlines recommended memory settings/tunables, configuring shared memory limits under Linux, operating system support, Linux kernel version requirements, and other details.<br />
<br />
<a href="https://www.phoronix.com/news/AMD-ROCm-7.2.2" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mozilla's MZLA Technologies Launches Thunderbolt, an Open-Source Self-Hosted Enterpri]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21877</link>
			<pubDate>Mon, 20 Apr 2026 08:43:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21877</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite>MZLA Technologies, a subsidiary of <a href="https://www.ghacks.net/2026/03/24/mozilla-releases-firefox-149-with-split-view-and-security-improvements/" target="_blank" rel="noopener" class="mycode_url">Mozilla</a>, has launched <a href="https://www.thunderbird.net/en-US/" target="_blank" rel="noopener" class="mycode_url">Thunderbolt</a>, an open-source AI client aimed at enterprise use on private infrastructure. The tool offers a unified interface for chat, search, and research functions, connecting to internal AI models, data sources, and automation pipelines.<br />
<br />
The source code is available on GitHub, and organizations interested can join a waitlist at <span style="font-weight: bold;" class="mycode_b">thunderbolt.io.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">What Thunderbolt Does</span><br />
<br />
<img src="https://www.ghacks.net/wp-content/uploads/2026/04/Screenshot-2026-04-20-at-09.25.47-scaled.png" loading="lazy"  alt="[Image: Screenshot-2026-04-20-at-09.25.47-scaled.png]" class="mycode_img" /><br />
<br />
Thunderbolt functions as an <span style="font-weight: bold;" class="mycode_b">AI workspace</span> that connects directly to an organization's existing systems, instead of routing data through external hosted AI services. Administrators can choose which AI models to run behind the interface, supporting commercial services, open-source models, and locally hosted systems.<br />
<br />
Integration options include DeepSet's Haystack platform for backend orchestration, Model Context Protocol servers, and Agent Client Protocol agents. The Haystack integration connects the Thunderbolt interface with backend tools responsible for model selection, retrieval, and automated responses.<br />
<br />
This setup allows organizations to connect internal pipelines without needing to rewrite existing infrastructure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Automation Features and Cross-Platform Support</span><br />
<br />
Thunderbolt offers automation features for scheduling and repeating tasks. This includes generating daily briefings, monitoring specific topics, compiling reports, and triggering actions based on incoming data. These functions can be set up within the client environment without relying on external cloud services.<br />
<br />
Native applications are available for Windows, macOS, Linux, iOS, and Android, enabling staff to access the same AI environment across desktop and mobile devices.<br />
<br />
<a href="https://www.ghacks.net/2026/04/20/mozillas-mzla-technologies-launches-thunderbolt-an-open-source-self-hosted-enterprise-ai-client/" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite>MZLA Technologies, a subsidiary of <a href="https://www.ghacks.net/2026/03/24/mozilla-releases-firefox-149-with-split-view-and-security-improvements/" target="_blank" rel="noopener" class="mycode_url">Mozilla</a>, has launched <a href="https://www.thunderbird.net/en-US/" target="_blank" rel="noopener" class="mycode_url">Thunderbolt</a>, an open-source AI client aimed at enterprise use on private infrastructure. The tool offers a unified interface for chat, search, and research functions, connecting to internal AI models, data sources, and automation pipelines.<br />
<br />
The source code is available on GitHub, and organizations interested can join a waitlist at <span style="font-weight: bold;" class="mycode_b">thunderbolt.io.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">What Thunderbolt Does</span><br />
<br />
<img src="https://www.ghacks.net/wp-content/uploads/2026/04/Screenshot-2026-04-20-at-09.25.47-scaled.png" loading="lazy"  alt="[Image: Screenshot-2026-04-20-at-09.25.47-scaled.png]" class="mycode_img" /><br />
<br />
Thunderbolt functions as an <span style="font-weight: bold;" class="mycode_b">AI workspace</span> that connects directly to an organization's existing systems, instead of routing data through external hosted AI services. Administrators can choose which AI models to run behind the interface, supporting commercial services, open-source models, and locally hosted systems.<br />
<br />
Integration options include DeepSet's Haystack platform for backend orchestration, Model Context Protocol servers, and Agent Client Protocol agents. The Haystack integration connects the Thunderbolt interface with backend tools responsible for model selection, retrieval, and automated responses.<br />
<br />
This setup allows organizations to connect internal pipelines without needing to rewrite existing infrastructure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Automation Features and Cross-Platform Support</span><br />
<br />
Thunderbolt offers automation features for scheduling and repeating tasks. This includes generating daily briefings, monitoring specific topics, compiling reports, and triggering actions based on incoming data. These functions can be set up within the client environment without relying on external cloud services.<br />
<br />
Native applications are available for Windows, macOS, Linux, iOS, and Android, enabling staff to access the same AI environment across desktop and mobile devices.<br />
<br />
<a href="https://www.ghacks.net/2026/04/20/mozillas-mzla-technologies-launches-thunderbolt-an-open-source-self-hosted-enterprise-ai-client/" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
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			<title><![CDATA[Intel shows Texture Set Neural Compression, claims up to 18x smaller texture sets]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21779</link>
			<pubDate>Mon, 06 Apr 2026 07:39:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21779</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">TSNC Variant A delivers 9x texture compression, lower-quality B variant up to 18x</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/04/INTEL-TEXTURE-SET-NEURAL-COMPRESSION-TSNC-GDC2026-HERO2-1200x624.jpg" loading="lazy"  alt="[Image: INTEL-TEXTURE-SET-NEURAL-COMPRESSION-TSN...00x624.jpg]" class="mycode_img" /><br />
<br />
Intel has shared new details on <span style="font-weight: bold;" class="mycode_b">Texture Set Neural Compression, or TSNC,</span> a neural texture compression technology first shown as an Intel Labs research demo at GDC 2025. The company now says it has rebuilt the project into a standalone SDK, with a new decompression API that can compile to C, C++, or HLSL. Intel says the decoder supports both a fallback fused multiply-add path for CPU and GPU, and a linear algebra path that uses XMX acceleration on supported Intel GPUs.<br />
<br />
This is yet another compression algorithm based on neural networks, followed by NVIDIA, who <a href="https://videocardz.com/newz/nvidia-shows-neural-texture-compression-cutting-vram-from-6-5gb-to-970mb" target="_blank" rel="noopener" class="mycode_url">also held a GDC talk</a> and mentioned up to 85% compression. Intel is working on two variants, <span style="font-weight: bold;" class="mycode_b">one offering up to 9x compression and another up to 18x. </span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">TSNC vs BC1</span><br />
<br />
The basic idea is to go beyond standard block compression by training a neural network to encode and decode a set of textures together. Intel stores the latent data in a four-layer BC1-based feature pyramid, then reconstructs the original texture channels through a three-layer MLP decoder. <br />
<br />
<a href="https://videocardz.com/newz/intel-shows-texture-set-neural-compression-claims-up-to-18x-smaller-texture-sets" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">TSNC Variant A delivers 9x texture compression, lower-quality B variant up to 18x</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/04/INTEL-TEXTURE-SET-NEURAL-COMPRESSION-TSNC-GDC2026-HERO2-1200x624.jpg" loading="lazy"  alt="[Image: INTEL-TEXTURE-SET-NEURAL-COMPRESSION-TSN...00x624.jpg]" class="mycode_img" /><br />
<br />
Intel has shared new details on <span style="font-weight: bold;" class="mycode_b">Texture Set Neural Compression, or TSNC,</span> a neural texture compression technology first shown as an Intel Labs research demo at GDC 2025. The company now says it has rebuilt the project into a standalone SDK, with a new decompression API that can compile to C, C++, or HLSL. Intel says the decoder supports both a fallback fused multiply-add path for CPU and GPU, and a linear algebra path that uses XMX acceleration on supported Intel GPUs.<br />
<br />
This is yet another compression algorithm based on neural networks, followed by NVIDIA, who <a href="https://videocardz.com/newz/nvidia-shows-neural-texture-compression-cutting-vram-from-6-5gb-to-970mb" target="_blank" rel="noopener" class="mycode_url">also held a GDC talk</a> and mentioned up to 85% compression. Intel is working on two variants, <span style="font-weight: bold;" class="mycode_b">one offering up to 9x compression and another up to 18x. </span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">TSNC vs BC1</span><br />
<br />
The basic idea is to go beyond standard block compression by training a neural network to encode and decode a set of textures together. Intel stores the latent data in a four-layer BC1-based feature pyramid, then reconstructs the original texture channels through a three-layer MLP decoder. <br />
<br />
<a href="https://videocardz.com/newz/intel-shows-texture-set-neural-compression-claims-up-to-18x-smaller-texture-sets" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
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			<title><![CDATA[NVIDIA launches DLSS 4.5 Dynamic Multi Frame Generation and 6X mode through app beta]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21702</link>
			<pubDate>Wed, 01 Apr 2026 07:16:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21702</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">NVIDIA adds even more AI frames</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/03/NVIDIA-DLSS-MFG-6X-HERO-1200x656.jpg" loading="lazy"  alt="[Image: NVIDIA-DLSS-MFG-6X-HERO-1200x656.jpg]" class="mycode_img" /><br />
<br />
NVIDIA has started rolling out DLSS 4.5 Dynamic Multi Frame Generation and Multi Frame Generation 6X through the opt-in NVIDIA app beta. The new overrides are limited to <span style="font-weight: bold;" class="mycode_b">GeForce RTX 50 Series GPUs,</span> and NVIDIA says GeForce Game Ready Driver 595.97 WHQL or newer is required. Needless to say, this update is only for RTX 50 owners, NVIDIA even provided a chart that shows RTX 40 clearly falling behind in supported features. <br />
<br />
<a href="https://cdn.videocardz.com/1/2026/03/nvidia-dlss-4-5-feature-support-chart.png" target="_blank" rel="noopener" class="mycode_url"><img src="https://cdn.videocardz.com/1/2026/03/nvidia-dlss-4-5-feature-support-chart-850x465.png" loading="lazy"  alt="[Image: nvidia-dlss-4-5-feature-support-chart-850x465.png]" class="mycode_img" /></a><br />
Source: NVIDIA<br />
<br />
The new Dynamic mode replaces a fixed frame multiplier with an adaptive system that changes in real time based on GPU load and the display target. NVIDIA says the feature is designed to generate only the number of frames needed to reach a chosen cap or the monitor refresh rate, instead of staying locked to one preset multiplier throughout gameplay. <br />
<br />
<a href="https://videocardz.com/newz/nvidia-launches-dlss-4-5-dynamic-multi-frame-generation-and-6x-mode-through-app-beta" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">NVIDIA adds even more AI frames</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/03/NVIDIA-DLSS-MFG-6X-HERO-1200x656.jpg" loading="lazy"  alt="[Image: NVIDIA-DLSS-MFG-6X-HERO-1200x656.jpg]" class="mycode_img" /><br />
<br />
NVIDIA has started rolling out DLSS 4.5 Dynamic Multi Frame Generation and Multi Frame Generation 6X through the opt-in NVIDIA app beta. The new overrides are limited to <span style="font-weight: bold;" class="mycode_b">GeForce RTX 50 Series GPUs,</span> and NVIDIA says GeForce Game Ready Driver 595.97 WHQL or newer is required. Needless to say, this update is only for RTX 50 owners, NVIDIA even provided a chart that shows RTX 40 clearly falling behind in supported features. <br />
<br />
<a href="https://cdn.videocardz.com/1/2026/03/nvidia-dlss-4-5-feature-support-chart.png" target="_blank" rel="noopener" class="mycode_url"><img src="https://cdn.videocardz.com/1/2026/03/nvidia-dlss-4-5-feature-support-chart-850x465.png" loading="lazy"  alt="[Image: nvidia-dlss-4-5-feature-support-chart-850x465.png]" class="mycode_img" /></a><br />
Source: NVIDIA<br />
<br />
The new Dynamic mode replaces a fixed frame multiplier with an adaptive system that changes in real time based on GPU load and the display target. NVIDIA says the feature is designed to generate only the number of frames needed to reach a chosen cap or the monitor refresh rate, instead of staying locked to one preset multiplier throughout gameplay. <br />
<br />
<a href="https://videocardz.com/newz/nvidia-launches-dlss-4-5-dynamic-multi-frame-generation-and-6x-mode-through-app-beta" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
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			<title><![CDATA[Google has officially moved its advanced ransomware detection and file restoration fe]]></title>
			<link>https://www.geeks.fyi/showthread.php?tid=21701</link>
			<pubDate>Tue, 31 Mar 2026 09:00:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.geeks.fyi/member.php?action=profile&uid=1322">harlan4096</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.geeks.fyi/showthread.php?tid=21701</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Anti-Lag 2 is no more?</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/03/FSR-LATENCY-REDUCTION-2-HERO-1200x624.jpg" loading="lazy"  alt="[Image: FSR-LATENCY-REDUCTION-2-HERO-1200x624.jpg]" class="mycode_img" /><br />
<br />
As you may recall, around November, just weeks before the Redstone release, AMD made a quiet change to its technology stack. With AMD, it is often hard to keep track of what the company is doing, because it tends to leave many changes unannounced. <a href="https://videocardz.com/newz/with-fsr-redstone-coming-amd-shortens-fidelityfx-super-resolution-name-to-just-fsr" target="_blank" rel="noopener" class="mycode_url">The quiet renaming</a> of various FidelityFX technologies to simply “FSR” was not officially highlighted and was only noticed after we spotted the change on AMD’s website.<br />
<br />
As a result, FidelityFX Super Resolution simply became FSR Upscaling. Frame Generation also received the FSR prefix, and AMD added FSR Ray Regeneration and Radiance Caching alongside the Redstone release. Redstone is easily AMD’s slowest technology rollout yet. It is currently available in just two games, and not even with the full stack, because Radiance Caching is not available anywhere yet.<br />
<br />
<a href="https://videocardz.com/newz/amd-renames-anti-lag-2-to-fsr-latency-reduction-2" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Anti-Lag 2 is no more?</span><br />
<br />
<img src="https://cdn.videocardz.com/1/2026/03/FSR-LATENCY-REDUCTION-2-HERO-1200x624.jpg" loading="lazy"  alt="[Image: FSR-LATENCY-REDUCTION-2-HERO-1200x624.jpg]" class="mycode_img" /><br />
<br />
As you may recall, around November, just weeks before the Redstone release, AMD made a quiet change to its technology stack. With AMD, it is often hard to keep track of what the company is doing, because it tends to leave many changes unannounced. <a href="https://videocardz.com/newz/with-fsr-redstone-coming-amd-shortens-fidelityfx-super-resolution-name-to-just-fsr" target="_blank" rel="noopener" class="mycode_url">The quiet renaming</a> of various FidelityFX technologies to simply “FSR” was not officially highlighted and was only noticed after we spotted the change on AMD’s website.<br />
<br />
As a result, FidelityFX Super Resolution simply became FSR Upscaling. Frame Generation also received the FSR prefix, and AMD added FSR Ray Regeneration and Radiance Caching alongside the Redstone release. Redstone is easily AMD’s slowest technology rollout yet. It is currently available in just two games, and not even with the full stack, because Radiance Caching is not available anywhere yet.<br />
<br />
<a href="https://videocardz.com/newz/amd-renames-anti-lag-2-to-fsr-latency-reduction-2" target="_blank" rel="noopener" class="mycode_url">Continue Reading...</a></blockquote>
]]></content:encoded>
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