« on: June 24, 2015, 02:56:11 PM »
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The Cache is always trying to guess what memory you’ll need to have before you request it, this prediction is called Cache Prefetching. This is why when working on an array it’s best to go through in sequential order instead of randomly jumping through, as the Cache Prefetcher will be able to guess what you’re using and have it ready before you need it. Cache loads things in groups of 64 bytes. The size is CPU-dependant and can be checked under your CPU’s specification under Cache Line size, although it’s typically 64 bytes. This means that if you have an array of integers and you grab 1 of those integers, the cache has also grabbed the Cache Line that it sits on. Grabbing the next integer stored next to it will be a Cache Hit and subsequently extremely fast. The alignment of the Cache Line will always be a multiple of the Cache Line's size, meaning that if you fetch memory at 0x00 (0) then what will be cached is everything between 0x00 (0) and 0x40 (64) and if you fetch something at 0x4F (79) then you’ll get everything between 0x40 (64) and 0x80 (128).
In the horror genre, gore and guts are commonplace. And the folks at Tripwire Interactive are using our technology to take the gore in their new horror survival game to a new level. In Killing Floor 2, you must fight your way through waves of mutated specimens, called Zeds. The longer you fight, the messier things get.
The three foundations of the game’s initial design mantra were “Bullets, Blades and Blood.” And that lead to the creation of the M.E.A.T. (massive evisceration and trauma) system to depict dynamic gore, blood splatter and detailed graphic violence. To get the M.E.A.T. just right, Tripwire made Killing Floor 2 the first game to use our NVIDIA PhysX FleX technology for soft tissue and fluid interaction. That’s geek for guts and blood splatter.
Metal for desktop has instancing, sane constant buffers, texture barrier, occlusion query, and draw-indirect. It looks like it does not have transform feedback, geometry shaders or tessellation. (The docs do mention outputting vertices to a buffer with a nil fragment function, but I don't see a way to specify the output buffer for vertex transform. I also don't see any function attach points for geometry shaders or tessellation shaders.)
We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a highresolution displacement map to match normal distribution changes in measured skin samples. We use a 10-micron resolution scanning technique to measure several in vivo skin samples as they are stretched and compressed in different directions, quantifying how stretching smooths the skin and compression makes it rougher. We tabulate the resulting surface normal distributions, and show that convolving a neutral skin microstructure displacement map with blurring and sharpening filters can mimic normal distribution changes and microstructure deformations. We implement the spatially-varying displacement map filtering on the GPU to interactively render the effects of dynamic microgeometry on animated faces obtained from high-resolution facial scans.
The largest update to Unreal Engine to date, this release includes 189 great changes that were submitted from our amazing community of developers, plus loads of new upgrades from Epic.
A DirectX feature level, in contrast, defines the level of support a GPU gives while still supporting the underlying specification. This capability was first introduced in DirectX 11. Microsoft defines a feature level as “a well defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11.”
A 24.8 precision texture interpolator means that there's a maximum of 256 intermediate values possible between two adjacent pixels of a texture. 256 values are a lot for albedo textures for sure, but often in computer graphics textures encode not only surface properties, but they serve as LookUp Tables (LUT), heighfields (for terrain rendering), or who knows what. In those cases, you can find yourself easily lacking more resolution than 256 values between pixels. This article is about why this problem manifests and how it can be easily workarounded. In the image below you can see the difference between a regular GLSL's texture() or texture2D() call which triggers the hardware texture interpolation with its 256 intermediate values and that procudes starcase artifacts versus the correct full floating point texture interpolation which produces the desired smooth results.
// regular texture fetching
vec4 textureBad( sampler2D sam, vec2 uv )
return texture( sam, uv );
// improved bilinear interpolated texture fetch
vec4 textureGood( sampler2D sam, vec2 uv )
vec2 res = textureSize( sam );
vec2 st = uv*res - 0.5;
vec2 iuv = floor( st );
vec2 fuv = fract( st );
vec4 a = texture( sam, (iuv+vec2(0.5,0.5))/res );
vec4 b = texture( sam, (iuv+vec2(1.5,0.5))/res );
vec4 c = texture( sam, (iuv+vec2(0.5,1.5))/res );
vec4 d = texture( sam, (iuv+vec2(1.5,1.5))/res );
return mix( mix( a, b, fuv.x),
mix( c, d, fuv.x), fuv.y );
Graphics card manufacturer XFX has accidentally confirmed on their website that the upcoming AMD Radeon R9 390X is, in fact, a rebranded version of the R9 290X, which launched towards the end of 2013.
On their product page for the XFX Radeon R9 290X Double Dissipation Edition, towards the bottom of the page the company has posted a picture of a box that clearly shows R9 390X branding. The card itself comes with two large fans atop a cooler that includes seven heat pipes, plus the usual selection of display outputs: two DVI, one HDMI, and one DisplayPort.
According to sources on the Beyond3D and 3DCenter forums Nvidia's next-gen Pascal GPU has been taped out. Thus the first of the Pascal architecture chips, known as the GP100, has successfully been prototyped using the TSMC 16nm FinFET Plus process. This is a significant milestone and now engineers will be able to test and tweak the design to ready it for market rollout.
Syber’s Steam Machine series gives gamers more power and more customization than standard video game consoles. Customers can start with the Steam Machine I, which features an Intel Core i3-4160, NVIDIA GeForce GTX 750 1GB, 4GB RAM and 500GB HDD with a starting price of $499. The advanced Steam Machine X features an Intel Core i7-4790K CPU, NVIDIA GeForce GTX 980 graphics, 16GBs RAM and 1TB HDD at $1,419.
Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline.
A common practice in computer graphics is to pack and compress vertex attributes. It reduces the memory footprint, time to transfer data across the bus from the CPU to the GPU, and GPU memory bandwidth at the cost of extra instructions in the vertex shader. Another benefit may be that there are more attributes than the maximum number of vertex attributes supported.