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Date: Sat, 2 Apr 2022 16:24:03 +0100 From: Duke Abbaddon <duke.abbaddon@...il.com> To: torvalds@...ux-foundation.org Subject: submit it for inclusion in the standard along with Vector Compression VESA Standard Display protocol 3 is QFT a Zero compression or low level compression version of DSC 1.2b? Maybe X-OR X=1 New Data & X=0 being not sent ? Therefore Masking The Frame Buffer! If not i dually submit it for inclusion in the standard along with Vector Compression VESA Standard Display protocol 3 https://lkml.org/lkml/2022/4/2/295 "QFT transports each frame at a higher rate to decrease “display latency”, which is the amount of time between a frame being ready for transport in the GPU and that frame being completely displayed. This latency is the sum of the transport time through the source’s output circuits, the transport time across the interface, the processing of the video data in the display, and the painting of the screen with the new data. This overall latency affects the responsiveness of games: how long it appears between a button is pressed to the time at which the resultant action is observed on the screen. While there are a lot of variables in this equation, not many are adjustable from an HDMI specification perspective. QFT operates on the transport portion of this equation by reducing the time it takes to send only the active video across the cable. This results in reduced display latency and increased responsiveness." ***** VecSR - Vector Standard Render VESA Standards : Vector Graphics, Boxes, Ellipses, Curves & Fonts : Consolas & other brilliant fonts : (c)RS SiMD Render - Vector Graphics, Boxes, Ellipses, Curves & Fonts OT-SVG Fonts & TT-SVG Obviously Rendered in Direct X 9+ & OpenGL 3+ Mode & Desktop Rendering modes Improve Console & TV & BIOS & General Animated Render Vector Display Standards with low relative CPU Weight SiMD Polygon Font Method Render Default option point scaling (the space) : Metadata Vector Fonts with Curl mathematical vector : 16 Bit : SiMD 1 width 32 Bit : SiMD Double Width High precision for AVX 32Bit to 256Bit width precision. Vectoring with SiMD allows traditional CPU mastered VESA Emulation desktops & safe mode to be super fast & displays to conform to VESA render standards with little effort & a 1MB Table ROM. Though the VESA & HDMI & DisplayPort standards Facilitates direct low bandwidth transport of and transformation of 3D & 2D graphics & fonts into directly Rendered Super High Fidelity SiMD & AVX Rendering Vector Display Standards Vector Render : DSVR-SiMD Can and will be directly rendered to a Surface for visual element : SfVE-Vec As such transport of Vectors & transformation onto display (Monitor, 3D Unit, Render, TV, & Though HDMI, PCI Port & DP & RAM) Directly resolve The total graphics pipeline into high quality output or input & allow communication of almost infinite Floating point values for all rendered 3D & 2D Elements on a given surface (RAM Render Page or Surface) In high precision that is almost unbeatable & yet consumes many levels less RAM & Transport Protocol bandwidth, Further more can also render Vector 3D & 2D Audio & other elements though Vector 'Fonting' Systems, Examples exist : 3D Wave Tables, Harmonic reproduction units for example Yamaha and Casio keyboards. (c)Rupert S https://science.n-helix.com/2016/04/3d-desktop-virtualization.html https://science.n-helix.com/2019/06/vulkan-stack.html https://science.n-helix.com/2019/06/kernel.html https://science.n-helix.com/2022/03/fsr-focal-length.html https://science.n-helix.com/2018/01/integer-floats-with-remainder-theory.html https://bit.ly/VESA_BT * *Application of SiMD Polygon Font Method Render *3D Render method with Console input DEMO : RS 3D Display access to correct display of fonts at angles in games & apps without Utilizing 3rd Axis maths on a simple Shape polygon Vector font or shape. (c)Rupert S 3rd dimensional access with vector fonts by a simple method: Render text to virtual screen layer AKA a fully rendered monochrome, 2 colour or multi colour.. Bitmap/Texture, Due to latency we have 3 frames ahead to render to bitmap DPT 3 / Dot 5 Can be higher resolution & we can sub sample with closer view priority... We then rotate the texture on our output polygon & factor size differential. The maths is simple enough to implement in games on an SSE configured Celeron D (depending on resolution and Bilinear filter & resize Why ? Because rotating a polygon is harder than subtracting or adding width, Hight & direction to fully complex polygon Fonts & Polygon lines or curves... The maths is simple enough to implement in games on an SSE configured Celeron D (depending on resolution and Bilinear filter & resize. * VecSR is really good for secondary loading of sprites & text; In these terms very good for pre loading on for example the X86, RISC, AMIGA & Famicon type devices, With appropriate loading into Sprite buffers or Emulated Secondaries (Special Animations) or Font Buffers. Although Large TT-SVG & OT-SVG fonts load well in 8MB Ram on the Amiga with Integer & Emulated Float (Library); Traditional BitMap fonts work well in a Set Size & can resize well if cached! The full process leads upto the terminal & how to optimise CON, We can & will need to exceed capacities of any system & To improve them! presenting: Dev-Con-VectorE² Fast/dev/CON 3DText & Audio Almost any CPU & GPU ''SiMD & Float/int" Class VESA Console + With Console in VecSR you can 3DText & Audio, VecSR Firmware update 2022 For immediate implementation in all operating systems & ROM's Potential is fast & useful. * https://science.n-helix.com/2022/04/vecsr.html
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