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by ack_complete
530 days ago
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The thread description is only for debugging purposes, though, and is only available on newer versions of Windows 10 anyway. I'm more inclined to believe it's an oversight as games seldom request non-thread-safe operation. As for detecting the driver, yeah, it's easy to get that wrong. IIRC, GL drivers on Windows had to limit their reported extensions because GLQuake would overflow a buffer if the extension string was too long. I also saw a game where the telemetry code had a bug and would crash if the driver description was too long. Then there was the extreme weirdness with early hybrid devices where you'd bring up DXDiag and it'd say that the system had an Intel Integrated Graphics adapter driven by an ATI graphics driver DLL! The root of all of this is that modern GPUs/drivers/graphics APIs are hugely complex. These days, drivers have entire compilers built into them, that are expected to run as fast as possible under demanding conditions while generating efficient shaders. But again, anyone who thinks the fault mainly is on one side is getting an incomplete picture. I remember the DirectX team complaining about how in the early days of Vista about how a large %age of their driver crashes were from NVIDIA drivers. On the other hand, NVIDIA said that they had to redesign and rewrite six full drivers from scratch on top of a new architecture with incomplete documentation that was changing up to the last minute. |
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