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Topics - JeGX

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3D-Tech News Around The Web / DOOM - Fight Like Hell Cinematic Trailer
« on: April 01, 2016, 09:01:30 AM »
Fight. Like. Hell. Celebrate DOOM's upcoming launch with our all-new live-action cinematic trailer. Directed by Joe Kosinski (Oblivion, Tron: Legacy), the trailer evokes the pillars of DOOM's gameplay: Relentless Combat, Terrifying Demons, and Bad Ass Guns.

DOOM releases on Friday, May 13th on Xbox One, PlayStation 4, and PC, and can be pre-ordered by heading to


3D-Tech News Around The Web / Raspberry Pi - MagPi Issue 44 available
« on: April 01, 2016, 08:30:41 AM »
Issue # 44 of the MagPi, the official Raspberry Pi magazine, is available:

Direct download of all previous issues from this link:

Microsoft is reaching out to Linux developers in a way that the company never has before. "The Bash shell is coming to Windows. Yes, the real Bash is coming to Windows," said Microsoft's Kevin Gallo on stage at today's Build 2016 keynote. The announcement received an uproarious applause from the crowd. The new functionality will be enabled as part of this summer's Anniversary Update to Windows 10.

Full story:


At Microsoft’s Build Conference this morning, the company said it will soon deliver on a promise made even before Xbox One’s launch – to allow devs to use any Xbox One as a dev kit.

The ability to develop games using Windows 10 and any retail Xbox One, in theory, significantly lowers the barrier to console game development, which is historically the highest-walled garden in the commercial game industry.

The free upcoming one-year Windows 10 anniversary update this summer will enable the full release for Xbox One dev kit functionality.

Full story:

3D-Tech News Around The Web / Visual Studio 2015 Update 2
« on: March 30, 2016, 07:37:46 PM »
Today, we are happy to announce the release of Visual Studio 2015 Update 2. This release focuses on stability and on responding to the feedback we’ve received on RTM and Update 1.


C++ Compiler

In this release, we've updated the C++ compiler and standard library with enhanced support for C++11 and C++14 features, as well as preliminary support for certain features expected to be in the C++17 standard. The most notable compiler changes are support for Variable Templates and constexpr improvements.

Visual Studio 2015 Update 2 allows using /SDL with /AWAIT. We also removed /RTC limitation with Coroutines. Coroutines still are experimental, but ready for quality production code now.

Additionally, we've fixed more than 300 compiler bugs, including many submitted by customers through  Microsoft Connect — thank you!



The new SQLite-based database engine is now being used by default. This will speed up database operations like Go To Definitions and Find All References, and will significantly improve initial solution parse time. The setting has been moved to Tools -> Options -> Text Editor -> C/C++ -> Advanced (it was formerly under ...C/C++ -> Experimental).   


Full changelog, new features and downloads:

This is allegedly the cooler shroud of the new GTX 1080 (codename not confirmed):



And better than GeForce GTX 1080 cooler shroud, here are the shroud screws, essential components to tie the shroud to the VGA cooler!

AMD has published a graphics driver for all Radeon R9 on Linux 64-bit:

AMD Radeon™ Software AMD GPU-PRO Beta Driver – Linux® for Vulkan™ Version 16.15.1013 for Ubuntu 14.04.4​​

    ​Supported APIs:
        ​OpenGL 4.5 and GLX 1.4
        OpenCL 1.2
        Vulkan 1.0
    ​​Basic display features
    Basic power management features
    KMS (Kernel Mode Setting) and ADF (Atomic Display Framework) support
    GPL compliant kernel module
    Install script and Debian packages for Ubuntu 14.04.4

Download and more info:

AMD Radeon Software Crimson Edition 16.3.1 Driver Version 16.15.2111

- Installed or played games sometimes do not show up in the Radeon™ Settings "Gaming" tab.
- Installing via command line may not work for some users. As a workaround please use the default GUI installer.
- Intermittent hang sometimes experienced on UE4 applications.
- Black screen or possible hang after launching Oculus Video Application.
- DirectX 12 application frame rates are no longer locked to the refresh rate of the display panel.

Download page for win7 / win8 and win10:

At Game Developers Conference in San Francisco, Microsoft held a panel to illustrate the latest advancements in DirectX 12 technology:
  • The adoption of DirectX 12 is huge among developers, with many more games being worked on.
  • Microsoft is working on improving stability and performance of the API.
  • The team is working on a concept called procedural textures, which is a new hardware feature that lets developers vary dynamically the amount of pixels rendered in a particular screen area, controlling performance by varying the image quality of individual parts of a frame independently of the rest of the screen.
  • Shader Model 6 will be implemented, introducing new features.

Read more:

Most importantly though the new flagship would not have HBM2 memory. Card is allegedly equipped with 8GB GDDR5X memory, which basically means HBM2 will have to wait for Pascal GP100. Now does it make sense? Technically yes, because mass production of HBM2 modules is not expected to begin sooner than third quarter. FinFET GPU production is probably doing much better than HBM production, so NVIDIA could have taken a safe route that would protect them from any possible issues with HBM production. So rather than wait for new memory chips, NVIDIA is going to use known technology and focus exclusively on new power efficient 16nm FF node.


3D-Tech News Around The Web / NVIDIA Pascal architecture at Computex 2016
« on: February 26, 2016, 07:05:22 PM »
NVIDIA GP104, GP100 at Computex 2016?

According to SweClockers’ sources NVIDIA might be ready to unveil its new architecture at Computex 2016 (May 31st –  June 4th). However if any difficulties are met on new TSMC 16nm FinFET process, this launch could transform to paper launch.


3D-Tech News Around The Web / Vulkan API specifications 1.0.4 released
« on: February 26, 2016, 01:51:30 PM »
The Khronos Group has just updated the specifications of the Vulkan API.

Here are the changes:
* Bump API patch number from 3 to 4 for the first public update to the
    spec. Add patch number to the spec title (this will be done
    automatically from XML, later).
  * Fixes for numerous editorial issues. Regularize descriptions of
    variable-length array queries. Properly tag enumerants so they come
    out in the right font (many were mislabeled in usage tags in vk.xml,
    or not tagged). Spelling and markup corrections (public issue 4).
  * Fix typos and clearly separate description of different types of
    memory areas (public issue 5).
  * Use standards-compliant preprocessor guard symbols on headers
    (public issue 7).
  * Note that Github users can't currently set labels on issues, and
    recommend a fallback approach (public issue 15).
  * Use latexmath prefix on len= attributes (public issue 29).
  * Make flink:vkCmdUpdateBuffer pname:dataSize limit consistent (public
    issue 65).
  * Add VK_KHR_mirror_clamp_to_edge extension to core API branch, as an
    optional feature not introducing new commands or enums (internal
    issue 104).
  * Cleanup invariance language inherited from the GL specification to
    not refer to nonexistent (GL-specific) state (internal issue 111).
  * Modify the flink:vkCmdDrawIndexed pname:vertexOffset definition to
    not be the "base offset within the index buffer" but rather the
    "value added to the vertex index before indexing into the vertex
    buffer" (internal issue 118).
  * Fix drawing chapter in the "Programmable Primitive Shading" section
    where it described categories of drawing commands. It referenced
    flink:vkCmdDrawIndexed twice. Replace the second reference with
    flink:vkCmdDrawIndexedIndirect (internal issue 119).
  * Typo fixed in <<sparsememory-examples-advanced,Advanced Sparse
    Resources>> sparse memory example (internal issue 122).
  * Add flink:VkDisplayPlaneAlphaFlagsKHR to <require> section of
    VK_KHR_display extension (internal issue 125)
  * Add missing optional="false,true" to
    pname:pSparseMemoryRequirementCount parameter (internal issue 132)
    (internal issue 133)
  * Fix a handful of broken cross-references in the
    <<samplers,Samplers>> chapter (internal issue 134).
  * Fix "Input Attachement" GLSL example to use correct syntax (internal
    issue 135).
  * Update XML schema and documentation to accomodate recently added
    attributes for validity. Add some introductory material describing
    design choices and pointing to the public repository to file issues.
  * Put include of validity in the core spec extensions chapter on its
    own line, so that asciidoc is happy.
  * Fix vertexOffset language to specify that it's the value added to
    the vertex index before indexing into the vertex buffer, not the
    base offset within the index buffer.
  * Fix error in the description of flink:vkCmdNextSubpass.


Vulkan resource list:

A barrier is a new concept exposed to developers which was previously hidden inside the driver. If you think synchronization, you’re not too far off, as this is also part of what a barrier is.The synchronization part is well known for CPUs: you have multiple writer threads updating a buffer, then you synchronize to make sure all writes have finished, and then you can process the data with multiple reader threads. However, that’s not all there is to a GPU barrier (ResourceBarrier and vkCmdPipelineBarrier).


Related to barriers are fences (CreateFence and vkCreateFence), which are required to synchronize the CPU with the GPU as well as different queues on GPUs. A fence is a very heavyweight synchronization primitive as it requires the GPU to flush all caches at least, and potentially some additional synchronization. Due to those costs, fences should be used sparingly. In particular, try to group per-frame resources and track them together with a single fence instead of fine-grained per-resource tracking. For instance, all commands buffers used in one frame should be protected by one fence, instead of one fence per command buffer.



added to Vulkan resources list:

English forum / (WIP) Vulkan plugin for GeeXLab
« on: February 22, 2016, 09:36:33 AM »
I started the coding of this #Vulkan plugin...

After two days of struggle, I can now clear the framebuffer (what a joke!)  :P
We can create a renderer + render window on a particular GPU, and the scene resize is also managed.

Next step: pipeline object + SPIR-V programs.

2016/2/22@09:22:45(0000000001) < > GeeXLab v0.9.6.1 (Feb 22 2016@09:14:00)
2016/2/22@09:22:45(0000000002) < > Cross Platform Lab for Real Time 3D Programming and Demo Coding
2016/2/22@09:22:45(0000000003) < > (C)2009-2016 Geeks3D (
2016/2/22@09:22:45(0000000004) < > GeeXLab is starting up...
2016/2/22@09:22:45(0000000005) < > Windows version: Windows 10 build 10586
2016/2/22@09:22:45(0000000006) < > platform: Windows 64-bit

2016/2/22@09:22:49(0000000082) < > [Vulkan] Vulkan renderer (Windows, Linux)
2016/2/22@09:22:49(0000000083) < > [Vulkan] Vulkan core library loaded ok.
2016/2/22@09:22:49(0000000084) < > [Vulkan] # Vulkan devices: 2
2016/2/22@09:22:49(0000000085) < > [Vulkan] [ GPU 1 ]--------------------------------------
2016/2/22@09:22:49(0000000086) < > [Vulkan] - GPU name: GTX 750
2016/2/22@09:22:49(0000000087) < > [Vulkan] - DeviceID: 10DE-1381
2016/2/22@09:22:49(0000000088) < > [Vulkan] - Raw driver version: 1493811200
2016/2/22@09:22:49(0000000089) < > [Vulkan] - Vulkan API version: 1.0.3
2016/2/22@09:22:49(0000000090) < > [Vulkan] - Device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
2016/2/22@09:22:49(0000000091) < > [Vulkan] [ GPU 2 ]--------------------------------------
2016/2/22@09:22:49(0000000092) < > [Vulkan] - GPU name: GTX 960
2016/2/22@09:22:49(0000000093) < > [Vulkan] - DeviceID: 10DE-1401
2016/2/22@09:22:49(0000000094) < > [Vulkan] - Raw driver version: 1493811200
2016/2/22@09:22:49(0000000095) < > [Vulkan] - Vulkan API version: 1.0.3
2016/2/22@09:22:49(0000000096) < > [Vulkan] - Device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU

Unlike DX12, there's no shocking leap in performance this time.

But first some caveats: The Talos Principle is technically the first game with Vulkan support, but it's currently being beta-tested. The Talos Principle also isn't designed to use the CPU utilisation and draw call improvements that are central to Vulkan, unlike Stardock's Ashes of the Singularity demo does with DX12. Furthermore, the new Vulkan drivers from AMD and Nvidia are also both in beta testing. In short, take these benchmark results with a large pinch of salt.


Essentially, in GPU bound scenarios like higher than 1080p gaming, Vulkan isn't all that different to OpenGL. But as soon as the CPU is taxed a little more, like at 1080p and lower resolutions, there's a clear uplift in performance.


News added to Vulkan resource list:

English forum / Raspberry Pi OpenGL 2.1 support tested
« on: February 15, 2016, 09:16:32 PM »
The new support of OpenGL 2.1 added to Raspbian Jessie has been tested with the latest GeeXLab

English forum / GeeXLab released
« on: February 15, 2016, 09:14:01 PM »
GeeXLab has been released for all platforms, including Raspberry Pi with OpenGL 2.1 support. The complete story is available here:

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