« on: February 07, 2017, 11:41:07 AM »
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Immersive gaming has never been more portable. Introducing Project Valerie, the world’s first automated triple display laptop. Constructed to be incredibly powerful yet mobile, this revolutionary laptop gives you easy access to three eye-popping 4K displays. Regardless of where you are, you can have the visual superiority of a 12K desktop setup to excel at both work and play.
... the updated geometry engines will also feature one more advancement, which AMD is calling the primitive shader. A new shader stage that runs in place of the usual vertex and geometry shader path, the primitive shader allows for the high speed discarding of hidden/unnecessary primitives. Along with improving the total primitive rate, discarding primitives is the next best way to improve overall geometry performance, especially as game geometry gets increasingly fine, and very small, overdrawn triangles risk choking the GPU.
AMD isn’t offering any real detail here in how the primitive shader operates, and as a result I’m curious here whether this is something that AMD’s shader compiler can automatically add, or if it requires developers to specifically call it (like they would vertex and geometry shaders).
Want to play new PC games but have a macOS- or Windows-based machine that isn’t up to the task? Become an NVIDIA GeForce NOW™ user and get instant access to GeForce GTX 1080 gaming in the cloud to play the latest games in high-definition at maximum settings and smooth framerates.
GeForce NOW connects to the leading digital stores, which means you can install the platforms and the games you currently own on your virtual gaming PC in the cloud. You can even directly install free-to-play games. Whichever game you choose, GeForce NOW supports the standard features you’re used to, including multiplayer gaming, friends lists, chat, and achievements.
Prices are tied to the virtual PCs’ GPUs. $25 will get you 20 hours on a GTX 1060, while the same amount of money buys 10 hours on a GTX 1080 PC. You'll get between four and eight free hours to start off with, and Nvidia says installing games doesn’t count toward play times.
In this project, we created a Forward Plus (tiled forward) renderer in Vulkan using compute shader to deal with light culling.
Our implementation is ~1000% faster than regular forward renderer (tested in Vulkan) under the condition of 200 lights.
Yes, Vulkan is really powerful! We learned about Vulkan at SIGGRAPH 2016 at Anaheim, and decided to dive into it at our final project.
Recently we introduced the VK_NVX_device_generated_commands (DGC) Vulkan extension, which allows rendering commands to be generated entirely on the GPU.
Earlier this week, we added support for VK_NVX_device_generated_commands to our Windows and Linux release drivers.
Today we are releasing the ‘BasicDeviceGeneratedCommandsVk’ SDK GameWorks sample. We highly recommend reading the introductory Vulkan Device-Generated Commands article in addition to this blog post.
Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to schedule tasks asynchronously, which can enable higher GPU utilization with relatively little effort.
As a PBF solver FleX can't directly compete with a specialized FLIP one like Cataclysm when it comes to simulating hundreds of thousands of fluid particles in real-time, but it was never meant to do such large-scale simulations by design. FleX is a different type of solver, it can model not only liquids but solids, cloth and soft bodies (hence the term: "unified"). It also supports phase changes between different material types, which means you can take a mesh, turn it into liquid, freeze the liquid and vaporize it, for example.
In the role of a fluid solver, FleX is free to use, runs on any consumer-grade GPU newer than GTX 650, requires no simulation domes to be set up or voxel resolutions to be calculated, can be easily integrated into pretty much any game engine or DCC, produces very high-quality results and is FAST (again: for a PBF solver). To me it looks like sort of a middle-ground solution for small or medium-scale simulations.
This is a collection of thoughts on securing a modern Apple Mac computer using macOS (formerly "OS X") 10.12 "Sierra", as well as steps to improving online privacy.
This guide is targeted to “power users” who wish to adopt enterprise-standard security, but is also suitable for novice users with an interest in improving their privacy and security on a Mac.
There is no security silver bullet. A system is only as secure as its administrator is capable of making it.
Our productivity tremendously depends on the tools we use. One of the fundamental tools for the software developers, researchers and analysts is the programming language. There are no silver bullets, each language fits the best for the specific purpose. Sometime it’s critical to prototype fast and we often use Python, but when it comes to the performance then C/C++ is the standard choice.
The Open Source movement significantly accelerated evolution and capabilities of the software ecosystems. It was literally impossible to build a full-fledged operational system within one-two yeas no so long ago. You can argue that Linux did it, but Linux was only a kernel that uses GNU ecosystem being developed many years before. In contrary, Redox OS appeared in the end of 2015 being developed using Rust language ecosystem and become probably the most secure existing OS. This is an excellent example of how the language selection impacts the project destiny (execution speed, reliability, security, development community, etc.).
I’m starting a series of articles about how to render real time 2D/3D graphics on RGB LED matrix panels with a Raspberry Pi. Even if the resolution of graphics is very low (32×32 pixels for a 32×32 LED display), drawing 3D stuff on that kind of display is very cool!
auto program = new globjects::Program();
program->setUniform("extent", glm::vec2(1.0f, 0.5f)));
GeeXLab 0.13.0 comes with a new set of functions to deal with all of the LED backlighting and RGB capabilities of Logitech G products.
Thanks to this support, every owner of a Logitech G product can easily control the RGB lighting of its device.
The new set of functions (on Windows only) is available in Lua and Python and the documentation is available here: gh_logiled.
Support for 7th Generation Intel® Core™ Processors on Microsoft Windows* and Linux* operating systems
Windows 10 Anniversary Update support
Yocto Project* support
- These processors are supported as target systems when running the Apollo Lake Yocto BSP (other OSes are not supported for these processors): 7th Generation Intel® Pentium® Processor J4000/N4000 and 7th Generation Intel® Celeron Processor J3000/N3000 Series for Desktop
- Offline compiler support with GPU assembly code generation
- Debug OpenCL kernels using the Yocto GPU driver on host targets (6th and 7th Generation Intel® Core Processor)
OpenCL™ 2.1 and SPIR-V* support on Linux* OS
- OpenCL 2.1 development environment with the experimental CPU-only runtime for OpenCL 2.1
- SPIR-V generation support with Intel® Code Builder for OpenCL™ offline compiler and Kernel Development Framework including textual representation of SPIR-V binaries
New analysis features in Kernel Development Framework for Linux* OS
- HW counters support
- Latency analysis on 6th and 7th Generation Intel® Core™ Processors