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Messages - JeGX

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3D-Tech News Around The Web / Wine 3.0 released
« on: January 19, 2018, 10:56:45 AM »
The Wine team is proud to announce that the stable release Wine 3.0
is now available.

This release represents a year of development effort and over 6,000
individual changes. It contains a large number of improvements that
are listed in the release notes below. The main highlights are:

  - Direct3D 10 and 11 support.
  - The Direct3D command stream.
  - The Android graphics driver.
  - Improved DirectWrite and Direct2D support.

Once again, because of the annual release schedule, a number of
features that are being worked on have been deferred to the next
development cycle. This includes in particular Direct3D 12 and Vulkan
support, as well as OpenGL ES support to enable Direct3D on Android.


A minor update of GeeXLab has been published. It enables the OpenGL ES 3.1 tessellation on the Tinker Board.


3D-Tech News Around The Web / Unity 2018: Book of the Dead (Trailer)
« on: January 16, 2018, 09:10:33 PM »
Unity’s Demo Team, creators of “Adam”(2016) and “The Blacksmith” (2015), are excited to announce Book of the Dead, a first-person interactive story showcasing the capabilities of Unity 2018 for powering high-end visuals for game productions.

Book of the Dead demonstrates what is possible when using Unity 2018’s new Scriptable Render Pipeline (SRP), which provides enhanced customizability of Unity’s rendering architecture, putting more control in the hands of the developers.

The project is built on the new High-Definition Render Pipeline template shipping with Unity 2018. and various powerful customizations enabled by the SRP.

All of the natural environment assets in the demo are photogrammetry-scanned real-world objects and textures. The majority of them come from Quixel Megascans, a publicly available library of high-quality scanned assets, which is used widely by high-end game production and film VFX professionals alike.

- Book of the Dead - Teaser @ youtube
- Book of the Dead @ unity3d

3D-Tech News Around The Web / Tree It: free real time 3d tree generator
« on: January 16, 2018, 05:22:56 PM »
Tree It is an easy to use and powerfull real time 3d tree generator for the simple creation of your very own 3d tree models for your dark basic pro and dark GDK apps and games. All Tree It model exports are 100% free to use with any engine and project, whether it's darkbasic or unreal 4.

  - Very easy to create high quality 3D trees.
  - Create any tree, not limited to just one tree type.
  - Edit joints as well as break joints.
  - Render to image for leaf creation.
  - Adjustable LOD slider.
  - Exports to *.dbo *.obj *.x .
  - Free.


I quickly tested it and it exports proper OBJ objects with vertex normal, uvmap and material file!

Geeks3D's GPU Tools / GPU Caps Viewer 1.38.0 released
« on: January 16, 2018, 04:51:21 PM »
GPU Caps Viewer is available.

Release highlights and downloads:

Geeks3D's GPU Tools / GPU Shark released
« on: January 16, 2018, 03:18:39 PM »
GPU shark released with no executable compression to make all antivirus happy  >:(

Still same page:

Geeks3D's GPU Tools / GPU Shark 0.11.0 released
« on: January 16, 2018, 02:38:43 PM »
GPU shark 0.11.0 is available with new GPUs and bug fixes.

Release notes and download link:

3D-Tech News Around The Web / GPU-Z 2.6.0 released
« on: January 16, 2018, 12:08:59 PM »
v2.6.0 (January 16th, 2018)
    Sensor refresh will no longer lag the GPU-Z window
    Fixed GPU-Z not starting at all due to broken UPX EXE compressor
    Fixed crashes on RX Vega
    Fixed fan RPM monitoring on RX Vega
    Added support for Radeon Adrenalin Edition
    RX560 GPU renamed from Baffin to Polaris 21 at AMD's request
    Added support for NVIDIA Titan V, GeForce GTX 1060 5 GB, Tesla K40m, GeForce 825M, Quadro M520, NVIDIA NVS 810, NVIDIA Grid M6-8Q
    Added support for AMD Vega 8 Raven Ridge Graphics, Pro WX 9100
    Added support for Intel HD Graphics P630, UHD Graphics 630, Gemini Lake UHD Graphics 600
    Fixed GP100 die size
    Fixed Braswell 16 vs 12 EU count
    Fixed crash on AMD cards with empty board Id (MSI RX 580 Armor)

- Geeks3D

3D-Tech News Around The Web / Vulkan API specifications 1.0.68 released
« on: January 16, 2018, 10:35:48 AM »
Change log for January 15, 2018 Vulkan 1.0.68 spec update:

  * Bump API patch number and header version number to 68 for this update.

Github Issues:

  * Added more details in the
    <<extended-functionality-extensions-compatibility, Extension
    Compatibility>> section, allowing explicit incompatibilities, and
    simplify corresponding language in the style guide, which now defers to
    the API Specification on this point (public issue 638).
  * Fix typo in description of slink:VkCommandBufferLevel::pname:level
    (public issue 651).
  * Only include extension-dependent valid usage statement for
    slink:VkImageSubresourceRange, and note that the extension names for
    header files described in the <<boilerplate-wsi-header, Window
    System-Specific Header Control>> section are only valid links, when the
    specification being viewed is built with the corresponding extensions
    enabled (public issue 652).

Internal Issues:

  * Add language to elink:VkResult specifying that when commands return an
    error, output parameter contents are undefined instead of unmodified
    (except for pname:sType and pname:pNext). Note that this is a behavior
    change. Add notes calling out slink:VkImageFormatProperties as an
    exception (internal issue 1118).
  * Add "`general-purpose`" to the style guide, and correct existing uses of
    "`general purpose`" as an adjective (internal issue 1121).
    for the `VK_EXT_validation_cache` extension, following the same naming
    pattern as other tokens in the extension, but keep the old
    backwards compatibility (internal issue 1126).

Other Issues:

  * Specify that flink:vkCmdSetDiscardRectangleEXT does not affect copies or
    clears, matching existing language for the scissor rectangle test.
  * Move the <<boilerplate-sType, pname:sType>> definition from the
    boilerplate appendix to the Fundamentals chapter, putting it together
    with the valid usage of pname:sType rather than having the definition
    split across two places.
  * Inline all of the etext:Vk*Flags definitions, moving each one from the
    boilerplate appendix to appear either after the corresponding
    etext:Vk*FlagBits value if one is defined, or after the first structure
    that includes them if not.


Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.37.0 released
« on: January 16, 2018, 09:11:23 AM »
Thanks for your feedback upapi_geeks!

GPU Shark is also a compressed exe. I just tested with ASLR ON and indeed, GPU Shark crashed. The uncompressed version works perfectly. And good news, I just found a new exe packer that works fine with Windows Defender ASLR protection. I will update GPU Shark asap!

Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.37.0 released
« on: January 14, 2018, 10:51:45 AM »
Since Nvidia 390.65 not work anymore, only crash.  >:(

Is there something in the log file? Could you please post it?
The v1.37.1 will be soon released.

3D-Tech News Around The Web / Meltdown attack explained for developers
« on: January 12, 2018, 05:11:34 PM »
I read the Meltdown paper so you don't have to

Meltdown is a cache-timing attack on Intel CPUs that allows all memory to be read by any process because of how they do Speculative Execution. If that sounds like a handful, we wrote this blog for you!

This post includes everything you must know before you can understand Meltdown as a developer (we assume no knowledge of CPU internals).


3D-Tech News Around The Web / cglm: Optimized OpenGL/Graphics Math for C
« on: January 12, 2018, 04:38:54 PM »
OpenGL Mathematics (glm) for C

The original glm library is for C++ only (templates, namespaces, classes...), this library targeted to C99 but currently you can use it for C89 safely by language extensions e.g __register


This project implements a 2D fluid solver completely on the GPU using OpenGL 4.3.

The solver features a marker-and-cell grid, vorticity confinement, fluid implicit particle, 3rd order Runge-Kutta advection, a conjugate gradient solver with incomplete Poisson preconditioner, and a heat diffusion/buoyancy model.


3D-Tech News Around The Web / meshoptimizer: Mesh optimization library
« on: January 12, 2018, 03:21:05 PM »
meshoptimizer is a mesh optimization library that makes indexed meshes more GPU-friendly.

When GPU renders triangle meshes, various stages of the GPU pipeline have to process vertex and index data. The efficiency of these stages depends on the data you feed to them; this library provides algorithms to help optimize meshes for these stages, as well as algorithms to reduce the mesh complexity and storage overhead.

The library provides a C and C++ interface for all algorithms; you can use it from C/C++ or from other languages via FFI (such as P/Invoke).

- Latest version 0.7:

NVIDIA has released GeForce 390.65 two days ago with security updates against Spectre based attacks.

NVIDIA is providing an initial security update to mitigate aspects of Google Project Zero’s January 3, 2018 publication of novel information disclosure attacks that combine CPU speculative execution with known side channels.

The vulnerability has three known variants:

- Variant 1 (CVE-2017-5753): Mitigations are provided with the security update included in this bulletin. NVIDIA expects to work together with its ecosystem partners on future updates to further strengthen mitigations.

- Variant 2 (CVE-2017-5715): NVIDIA’s initial analysis indicates that the NVIDIA GPU Display Driver is potentially affected by this variant. NVIDIA expects to work together with its ecosystem partners on future updates for this variant.

- Variant 3 (CVE-2017-5754): At this time, NVIDIA has no reason to believe that the NVIDIA GPU Display Driver is vulnerable to this variant.

More information:

NVIDIA wants to put a 65-inch gaming display on your desk!

NVIDIA Supersizes PC Gaming with New Breed of Big Format Gaming Displays

PC gaming today makes the leap to a giant screen, with NVIDIA’s introduction of big format gaming displays, or BFGDs™.

Created in conjunction with NVIDIA hardware partners Acer, ASUS and HP, BFGDs integrate a high-end 65-inch, 4K 120Hz HDR display with NVIDIA® G-SYNC® technology together with NVIDIA SHIELD™, the world’s most advanced streaming device. The combination delivers a buttery-smooth gaming experience and your favorite media streaming applications — all on a giant screen.

“PC gamers expect high performance and instant response times, but, until now, they’ve been largely limited to traditional desktop displays,” said Matt Wuebbling, head of GeForce marketing at NVIDIA. “BFGDs change that. With NVIDIA’s latest technology built into these new displays, PC gamers can now experience their favorite titles in all the low-latency glory they deserve.”

At the heart of BFGDs is the latest G-SYNC HDR technology that synchronizes the display’s 120Hz refresh rate to that of the game at every moment in time. This G-SYNC Variable Refresh Rate technology delivers a highly responsive, smooth, tear-free, immersive gaming experience unmatched by any display of this size.

Additionally, the 4K HDR display features a full-array direct backlight, 1,000-nit peak luminance and DCI-P3 color gamut for the ultimate in visual quality.

Ultra-Low Latency Gaming
Nothing is more important to gamers than responsive gameplay. G-SYNC technology brings the ultra-low latency found in G-SYNC desktop gaming monitors to the BFGD when gaming directly on the PC, Android™, another console or using NVIDIA GameStream™ technology from a desktop or laptop gaming PC.

Big Screen Streaming
The integration of the Android TV™-based SHIELD into BFGDs allows gamers to easily switch between gaming and other forms of entertainment. The bundled SHIELD remote and game controller allow for easy navigation and access to all of the world’s biggest streaming apps, including Netflix, Amazon Video, YouTube™ and Hulu.

With support for the Google Assistant, the entire experience can be controlled simply by using your voice. G-SYNC HDR technology also supports video playback at native framerates, including popular 23.976, 24 and 25 FPS formats. This matches the screen’s refresh rate to the video source’s actual frame rate, eliminating interpolation and presenting the video content as it was intended to be viewed by the director.

Availability and Pricing
BFGDs are available for hands-on demos at CES at the NVIDIA gaming suite and ASUS ROG showcase room at the Wynn Las Vegas by appointment only, and in the HP booth at the Pepcom and Showstoppers press events on Monday and Tuesday evening, respectively. General availability is expected this summer when pricing and further specifications will be announced.

- Press release @ NVIDIA

- NVIDIA unveils 65-inch 4K 'Big Format Gaming Displays' with G-SYNC

- The ROG Swift PG65 Big Format Gaming Display brings 120Hz NVIDIA® G-SYNC to a huge 65-inch screen

GeeXLab - english forum / GeeXLab 0.20.x.x released
« on: January 09, 2018, 08:35:31 PM »
GeeXLab has been released today. Main new features:
- PhysX 3.4.1 + GRB (Windows + Linux)
- ASUS Tinker Board support


Release notes:

GeeXLab - english forum / Re: GeeXLab 0.19.x.x released
« on: January 09, 2018, 05:35:44 PM »
Sorry, there is no offline doc available.

But you can read these short articles to get an idea of how GeeXLab works:


You can also test and modify the learn code samples available in the full code sample pack (in the learn/ folder).

And the reference quide for all functions:

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