XFX’s GeForce GTX 260 640Mb reviewed at Hardware Secrets.
Read the full review HERE.
XFX GeForce GTX 260 640M XXX was up to 19% faster than the standard GeForce GTX 260, depending on the program and video configuration. You will achieve, on average, a 10% performance increase with this overclocked model from XFX, which is quite interesting, as it costs around 10% more than the standard GTX 260.
The aim of this program is to explore the possibilities of modern 32bit CPU’s how to speed up (without any loss of precision or non-exact calculation) the traditional Mandelbrot algorithm including also full support for multiple cores. The Mandelbrot algorithm is implemented with double precision floating point numbers. You will find 3 different in the archive file:
- KMB_V0.53H-32b-MT_FPU…..: only standard FPU code is used for calculation
- KMB_V0.53H-32b-MT_SSE2….: SSE2 tuned version almost best for all CPU’s
- KMB_V0.53H-32b-MT_SSE2_PM.: SSE2 tuned version especially for Intel Pentium M and Intel Core1 CPUs (it’s in fact KMB_V0.53G-32b-MT_SSE2 as Version H was slower)
Download Kümmel Mandelbrot Benchmark HERE.
Here are my scores on an old clock-stock Core2Duo 6600:
AMD is looking to master 45nm with its GPUs first of all and further improve its multi-GPU design, before doing anything radical. The RV870 will be faster than RV770, but don’t expect the same jump we saw when moving from RV670 to RV770.
Sapphire’s Radeon HD 4870 reviewed at Hardware Secrets.
Read the full review HERE.
In most scenarios Sapphire HD 4870 was between 20% and 30% faster than Sapphire HD 4850, but on some games like Quake 4 and Half-Life 2: Episode Two both cards achieved a similar performance, depending on the video configuration used.
Sapphire HD 4870 and GeForce GTX 260 achieved a similar performance in most scenarios. The only time that GeForce GTX 260 was faster than Sapphire HD 4870 was on Call of Duty 4 at 2560×1600 maxing out image quality settings (11% faster). In all other configurations on this game both cards achieved the same performance level.
This OpenGL demo, released at the Intel Demo Competition by mfx, requires a shader model 3.0 capable hardware. This demo has nice postprocessing effects!
Richard S. Wright Jr. the lead author of The OpenGL SuperBible, wrote about the intersection of OpenGL and mobile devices.
Read his complete article HERE.
The graphics hardware behind the iPhone and iPod Touch is a PowerVR MBX Lite, which uses Tile-Based Deferred Rendering.
There are a few limitations you should know from the start:
* There is no stencil or accumulation buffer.
* There are only two texture units.
* The maximum texture size is 1024×1024 (use power of two only).
* The maximum space for textures and surfaces is 24MB.
* Only 2D textures are supported.
* There is no software rendering fallback.
The PowerVR chip uses a full floating-point pipeline throughout. The OpenGL lighting model is fully hardware accelerated, and there is no need to use fixed-point values for either lighting and material values, or vertex data. For best performance, use directional lights instead of point lights when possible, and try to always use indexed strips for geometry submission. To minimize bandwidth, you can use unsigned byte values for colors, and either unsigned byte or shorts instead of floats for texture coordinates.
Here is an article about the the dynamics of many companies and their approach to developers. The final conclusion of this funny article is (very good!):
- A developer can do the job of “the others” – maybe (and often) not very well, but they can do it.
- the others” can not do the job of a developer – not even badly.
Read the complete article HERE.
Here is an analysis, by a game developer called Susheel, of the new things that DirectX 11 will bring.
Read the complete analysis HERE.
What is really interesting to see is the emergence of what Microsoft terms as the Compute Shader, no doubt a marketing speak for GPGPU which they claim will allow the GPU, with it’s awesome power to be used for more than just graphics, which smells like CUDA (Compute Unified Device Architecture) to me.
Issues like multi-threaded rendering/resource handling are things that were long time coming and yes, it’s a good thing we will finally see them in the newer version. It just makes my job as a game developer a whole lot easier. Most details on Shader Model 5.0 are pretty sketchy, so I won’t go into things like shader length and function recursion. However, I hope such issues are addressed satisfactorily in the newer shader model.
Microsoft is still fixated on releasing version 11 only for Vista, so don’t expect your XP machines to ever run DirectX 11 even if you buy brand new hardware.
Big Nerd Ranch announces the October 2008 session of OpenGL Bootcamp. This intensive 5-day training course will arm you with the knowledge to make your 2D and 3D visualizations fly! As problem sets explode in complexity, radical gains in performance have resulted from moving traditional graphics processing from the CPU to graphics hardware. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. By taking full advantage of hardware acceleration, shaders, blending, textures and video we’ll help you get the most out of your data. Learn how OpenGL works, what functionality it does and does not provide, various optimization methods for both static and dynamic data, and much more. The course will provide libraries and frameworks for abstracting the operating system and allowing the student to focus solely on learning OpenGL.
Read more HERE.
trueSpace 7.6 is now available for free. trueSpace7.6 is a fully-featured 3D authoring package that will let you model, texture, light, animate and render 3D content. As well as traditional images and movies, you can also make 3D content for online shared spaces, and for Virtual Earth.
Read more HERE.
Thanks to shadow for the news.
Notepad++ is a free source code editor and Notepad replacement, which supports several programming languages, running under the MS Windows environment.This project, based on the Scintilla edit component (a very powerful editor component), written in C++ with pure win32 api and STL (that ensures the higher execution speed and smaller size of the program), is under the GPL Licence.
After demonstrating beta drivers featuring GPU-accelerated physics on 3DMark Vantage and Unreal Tournament III (GeForce GTX and 9800 boards), Nvidia is getting ready to release the official Windows driver.
This driver will support PhysX acceleration on all capable GeForce 8, 9 and GTX cards, while carrying Microsoft’s WHQL certificate. More importantly, the new ForceWare driver is expanding PhysX support to all currently available PhysX titles on the market, including Ghost Recon 2: Advanced Warfighter, Warmonger and Cell Factor: Revolution.
Read more: HERE
Guru3D has tested the NVIDIA GeForce 9800 GTX+ in SLI.
Read the complete review HERE.
So then, for roughly 350 EUR / 400 USD you get to play around with a grand amount of performance, there’s just no denying that. In retrospective two of these cards will beat the GeForce GTX 280, pretty easily actually
When we purely focus at the 9800 GTX+ SLi scaling, we then see that after 1600×1200 SLI kicks in very well. In the situations where you get really GPU bound you’ll notice your performance nearly doubly up, and that’s just very decent performance. But that is the denominator in the back of my mind, you need to play your games above a resolution of 1600×1200 for SLi to kick in hard and to be able to witness that return of your investment. Well, that or playing Crysis actually
TweakTown checks out performance under XP and Vista of the latest Catalyst graphics drvers for Radeon based graphics cards.
Read the analysis HERE.
While the new drivers don’t offer massive performance gains or anything like that, there are a number of nice little bumps on offer here today. With the fixes implemented in the driver, they’re a good upgrade for most users.