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Messages - Stefan

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Game Performance: Geometry Instancing

...Rendering a lot of meshes is desired to create a beautiful scene like a forest, a cheering crowd or an army, but doing so is quite costly and reduces the frame rate. Fortunately this is possible using a simple technique called Geometry Instancing.

Submitting draw calls causes OpenGL to queue commands to be sent to the GPU, this has an expensive overhead which may affect performance. This overhead grows when changing states such as alpha blending function, active shader, textures and buffers.
Geometry Instancing is a technique that combines multiple draws of the same mesh into a single draw call, resulting in reduced overhead and potentially increased performance. This works even when different transformations are required.
Geometry instancing can be used in 2D games for rendering a large number of sprites, or in 3D for things like particles, characters and environment.
If you are drawing the same mesh multiple times in a frame make sure to implement Geometry Instancing in your pipeline! This can greatly reduce overhead and improve performance.

One of the new features in Unity 5.1 is a new unified OpenGL rendering backend.
...Until now, we had a separate renderer for OpenGL ES 2.0, one for OpenGL ES 3.0 (that shared a good deal, but not all, code with ES 2.0) and then a completely different one for the desktop OpenGL (that was stuck in the OpenGL 2.1 feature set). This, of course, meant a lot of duplicate work to get new features in, various bugs that may or may not happen on all renderer versions etc.
So, in order to get some sense into this, and in order to make it easier to add features in the future, we created a unified GL renderer. It can operate in various different feature levels, depending on the available hardware...

Blender 2.75 Testbuild Now Available

The Blender Foundation has released the first testbuild of Blender 2.75 and is asking everyone to help test it.

We are finishing work on a massive 2.75 release. A first testbuild is available now! Please help testing it and report issues to the bug tracker.
Among new features are AMD OpenCL rendering and stereo/multiview support!

3D-Tech News Around The Web / (Demoscene) Simulaatio 2015
« on: May 25, 2015, 02:54:38 PM »
Simulaatio 2015

On Android use RAR and Firefox Nightly to run the JavaScript demos.

3D-Tech News Around The Web / (Shadertoy) Round-up May 2015
« on: May 24, 2015, 06:03:50 PM »
My personal favorites this month.
All running on Nexus 4 , AMD Zacate APU and NVIDIA Maxwell

Hyper dodecahedron
Anti menger sphere sponge
38911 BASIC Bytes free
Emerging redux
Evil seed

and the oldie Fractal land [via]

Heat snakes - fun with diffusion shaders!

"A WebGL diffusion simulation with added visual touches."


Mobile devices are currently not supported

Test Driver for HDMI Display Detection Issues

In an ongoing effort to resolve HDMI display detection some users are experiencing, we are releasing a set of test drivers for Sandybridge, Ivybridge, Haswell, and Broadwell based graphics to gather feedback from the Intel Communities on resolving these issues. Some users have been able to resolve this issue by changing the display cable however, this may not solve the issue in all cases. These test drivers provide another option to address this issue.

These test drivers are exactly that, test drivers, and only for testing the HDMI display detection issues. Please be aware that these drivers should not be used on mission critical systems and that we recommend a restore point be created on your system before installing these test drivers.

These test drivers can be installed by extracting the zip file and running the setup.exe file or by using the "Have Disk" method to install.

According to the license agreement, these test drivers are provided "as is" and are not supported by Intel Technical Support or any other department at Intel.

Issues related or due to these drivers are not supported by Intel® Technical Support. However, we at Intel appreciate your feedback in this matter.  Please post all feedback to this thread.

All versions of this test driver can be downloaded here: 

Renders a few frames on AMD Zacate APU, then runs out of memory (i guess) and GPU resets.

On my NVIDIA rig i had to rollback GeForce driver to a version using CUDA 6.x
Check out CUDA 7.0 unsupported and deprecated features

3D-Tech News Around The Web / NVIDIA GeForce Hotfix driver 353.00
« on: May 23, 2015, 05:59:42 AM »
GeForce Hotfix driver 353.00

This is a GeForce Hot Fix driver, version 353.00 that addresses the following issues:
  • Fixes a regression that prevented overclocking the GPU on some GeForce Notebooks
Click the appropriate link to download.
32 bit Notebook
64 bit Notebook
NOTE: This hotfix driver is only for GeForce Notebooks. There are no changes pertinent to desktop GPUs.

Yet it contains installers for all GPUs

Note: this driver causes a bootlopp under Vista.

Don't try it unless you know how to boot in safe mode and use system restore points.

Birdie 2015

Outline 2015

qbparty 2015

I would have tested more JavaScript demos on my smartphone, if there were live versions instead of archives.

Introducing HBM, a new type of memory chip with low power consumption, ultra-wide communication lanes and a revolutionary new stacked configuration. HBM’s vertical stacking and fast information transfer open the door for truly exciting performance in innovative form factors. And GPU applications are just the start – look for HBM’s superior power efficiency and space savings to spark industry-wide innovation.

NVIDIA PhysX System Software 9.15.0428
  • Includes the latest PhysX runtime builds to support all released PhysX content.
  • Changes & fixed issues in this release
    • Fixes a crash bug in Assassins Creed 4 Black Flag Havana when PhysX was set to high.
  • Supports NVIDIA PhysX acceleration on all GeForce 9‑series, and 100‑series to 900‑series GPUs with a minimum of 256MB dedicated graphics memory.
    Note: Some applications may have higher minimum requirements.
  • Supports NVIDIA PhysX acceleration on GeForce for SDK versions 2.7.1, 2.7.3, 2.7.4, 2.7.5, 2.7.6, 2.8.0, 2.8.1, 2.8.3 and 2.8.4.
  • Supports control of your GPU PhysX configuration from the NVIDIA display driver control panel.
  • Note: For games that use SDK versions before 2.7.1 the PhysX Legacy Installer must also be installed. These are games that were released around the end of 2007 or earlier. (AGEIA titles) Examples of these games include CellFactor, Clive baker’s Jerich, Gears of War, Pirates of the Burning Sea, Switchball and Velvet Assassin. The PhysX Legacy Installer is available here: PhysX_System_Software_Legacy_Driver.

3D-Tech News Around The Web / NVIDIA VXGI 0.9
« on: May 21, 2015, 07:08:19 PM »
 NVIDIA VXGI enables real-time global illumination. Adding GI to the scene greatly improves the realism of the rendered images.

Modern real-time rendering engines simulate indirect illumination using different approaches, which include precomputed light maps (offline GI), local light sources placed by artists, and simple ambient light.
 More Information

Following updates available at NVIDIA download center

Tegra Android Development Pack New  4.0r2   2015/05/20     
Nsight Tegra, Visual Studio Edition New   2.2   2015/05/20     
Tegra Graphics Debugger New   1.3   2015/05/20       
Tegra System Profiler New   2.3   2015/05/20 

FirePro 15.5 DELL mobile @ MS update
Contains most recent OpenCL and OpenGL drivers.

OpenGL 4.5.13393 Compatibility Profile
Platform Version: OpenCL 2.0 AMD-APP (1774.6)
Device OpenCL C version: OpenCL 1.2 AMD-APP (1774.6)

I suggest to try them when Blender 2.75 with AMD OpenCL kernel split is released.
Note: OpenGL 4.5 core features are complete, but AMD forgot to update shading language to 4.50  :P

Code: [Select]
AMD6640.1 = "AMD FirePro M6100 FireGL V"
AMD6820.1 = "AMD FirePro W5170M"
AMD6820.5 = "AMD FirePro M Tropo XT"
AMD6821.1 = "AMD FirePro M5100 FireGL V"
AMD6921.1 = "AMD FirePro W7170M"
AMD6921.3 = "AMD FirePro M Amethyst XT"

 Quadro & GeForce Mac OS X Driver Release 346.01.02

  Release Date: 
  Operating System: 
Mac OS X Yosemite 10.10.3
English (US)
  File Size: 
50.00 MB

CUDA Application Support:
In order to run Mac OS X Applications that leverage the CUDA architecture of certain NVIDIA graphics cards, users will need to download and install the 7.0.36 driver for Mac located here.

New in Release 346.01.02f04:
  • Graphics driver updated for Mac OS X Yosemite 10.10.3 (14D136)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.
Release Notes Archive:
This driver update is for Mac Pro 5,1 (2010), Mac Pro 4,1 (2009) and Mac Pro 3,1 (2008) users only.

This guide provides instructions to build Android AOSP from source with the latest ARM Mali-T60x GPU binary drivers and install it on a Google Nexus 10.

 It is primarily targeted at developers who wish to have complete control over an engineering build of Android on a production-quality device, with all graphics development features enabled.

Linux Display Driver - x86 BETA352.09May 18, 2015
Linux x64 (AMD64/EM64T) Display Driver BETA352.09May 18, 2015
Linux 32-bit ARM Display Driver BETA352.09May 18, 2015
Solaris Display Driver – x64/x86 BETA352.09May 18, 2015
FreeBSD Display Driver – x86 BETA352.09May 18, 2015
FreeBSD Display Driver – x64 BETA352.09May 18, 2015

This driver adds support for the yet unannounced Maxwell powered Tesla M60 (NVIDIA_DEV.13F2= "NVIDIA Tesla M60")

  • Added the ability to configure the swapping behavior for quad-buffered stereo visuals. The driver can be configured to independently swap each eye as it becomes ready, to wait for both eyes to complete rendering before swapping, or to allow applications to specify which of these two behaviors is preferred by setting the swap interval. This setting can be adjusted in the nvidia-settings control panel, or via the NV-CONTROL API.
  • Fixed a regression which caused the GPU fan status display to disappear from the nvidia-settings control panel.
  • Added reporting of ECC error counts to the nvidia-settings control panel.
  • Fixed a bug that sometimes prevented OpenGL sampler objects from being properly deallocated when destroying OpenGL contexts.
  • Fixed a bug that caused GLX_EXT_framebuffer_sRGB to incorrectly report sRGB support in 30 bit-per-pixel framebuffer configurations.
  • Added support for G-SYNC with sync-to-vblank disabled. This allows applications to use G-SYNC to eliminate tearing for frame rates below the monitor's maximum refresh rate but allow tearing above the maximum refresh rate in order to minimize latency.

    When G-SYNC is active and sync-to-vblank is enabled, the frame rate is limited to the monitor's maximum refresh rate.
  • GLSL gl_Fog.scale is now +infinity when gl_Fog.end equals gl_Fog.start. Previously, the value 0 was used, but this broke certain applications such as the game XIII running on Wine (Wine bug #37068).
  • Enabled G-SYNC by default when Unified Back Buffer (UBB) is disabled.
  • Updated the NVIDIA GPU driver to avoid using video memory already in use by vesafb.

The Witcher 3: Wild Hunt GeForce Game Ready Driver Released

The new GeForce Game Ready 352.86 WHQL The Witcher 3: Wild Hunt drivers are now available to download from GeForce Experience and With Game Ready optimizations for the highly anticipated PC release of The Witcher 3: Wild Hunt, and an updated SLI profile, our latest drivers are a recommended update for fans about to embark on their 100-hour quest.

Julia demo rendering is broken with recent GeForce drivers.

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