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Topics - JeGX

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21
3D-Tech News Around The Web / WebGLNext: Obsidian API Proposal
« on: March 22, 2017, 09:36:05 AM »
Quote
This is Mozilla's draft proposal for the GPU API for the Web, called Obsidian. It is a low-level API that provides maximum feature set of the GPU to the web applications. The API is designed for WebAssembly, modern GPUs, and multi-threaded environment in mind.

Obsidian is a temporary code name, signifying the Vulkan roots of the API:

Obsidian is a naturally occurring volcanic glass formed as an extrusive igneous rock.
This proposal is not a specification. It includes reasoning for the design decisions, draft WebIDL and a bit of example code. We don't aim to provide a complete specification, instead we want this proposal to represent our vision of the future API in the working group discussions, a vision of rich graphics on the Web powered by a low-level explicit API.

The contents are split into the following sections:

1/ introduction and philosophy
2/ design details, differences from Vulkan/D3D12
3/ synchronization and memory model
4/ API and examples

Link to the complete proposal:
https://github.com/KhronosGroup/WebGLNext-Proposals/tree/master/Obsidian-Mozilla

22
Quote
This patch set adds support for vega10.  Major changes and supported
features:
- new vbios interface
- Lots of new hw IPs
- Support for video decode using UVD
- Support for video encode using VCE
- Support for 3D via radeonsi
- Power management
- Full display support via DC
- Support for SR-IOV

Source: https://lists.freedesktop.org/archives/amd-gfx/2017-March/006525.html

Quote
Vega 10 device support:

    {0x1002, 0x6860, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_VEGA10},
    {0x1002, 0x6861, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_VEGA10},
    {0x1002, 0x6862, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_VEGA10},
    {0x1002, 0x6863, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_VEGA10},
    {0x1002, 0x6867, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_VEGA10},
    {0x1002, 0x686c, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_VEGA10},
    {0x1002, 0x687f, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_VEGA10},

Polaris 12 device support:

    {0x1002, 0x6980, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_POLARIS12},
    {0x1002, 0x6981, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_POLARIS12},
    {0x1002, 0x6985, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_POLARIS12},
    {0x1002, 0x6986, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_POLARIS12},
    {0x1002, 0x6987, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_POLARIS12},
    {0x1002, 0x6995, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_POLARIS12},
    {0x1002, 0x699F, PCI_ANY_ID, PCI_ANY_ID, 0, 0, CHIP_POLARIS12},

Other related links:
- AMD Sends Out 100 Patches, Enabling Vega Support In AMDGPU DRM
- AMD GPU Linux driver patches lists seven Vega 10 IDs
- AMD's Vega 10 GPU has appeared in Linux drivers


23
Falcor is a Direct3D 12 real-time rendering framework. It aims to improve productivity of research and prototype projects. Its features include:

- Abstract many common graphics operations, such as shader compilation, model loading and scene rendering.
- VR support using OpenVR.
- Common rendering effects such as shadows and post-processing effects.

This is an alpha version. The interfaces are not final yet and there might be some performance/stability issues.
If you'd like OpenGL support, please consider using Falcor 1.0 ('rel-1.0' branch). Note that though Falcor 1.0 is not supported anymore, it is stable and optimized.

More information and source code: https://github.com/NVIDIA/Falcor

24
3D-Tech News Around The Web / (Demoscene) Watch demos 24/7
« on: March 09, 2017, 05:41:43 PM »
Watch demos 24/7: http://tv.pouet.net/




25
3D-Tech News Around The Web / hashcat 3.40 released
« on: March 06, 2017, 03:06:26 PM »
hashcat is the world's fastest and most advanced password recovery utility, supporting five unique modes of attack for over 200 highly-optimized hashing algorithms. hashcat currently supports CPUs, GPUs, and other hardware accelerators on Linux, Windows, and OSX, and has facilities to help enable distributed password cracking.

New version 3.40 is available here: https://hashcat.net/hashcat/

Complete changelog: https://hashcat.net/forum/thread-6351.html

A quick way to benchmark your GPU with haskhcat is to run the following command:

hashcat64 -b



26
Geeks3D's GPU Tools / GPU Caps Viewer 1.33.1 released
« on: March 06, 2017, 11:55:36 AM »
A new version of GPU Caps Viewer is available. The version 1.33.1.0 is a maintenance release that fixes a bug in the Vulkan initialization routine:

Download:
http://www.geeks3d.com/20170302/gpu-caps-viewer-1-33-0-opengl-vulkan-opencl-cuda-information-utility/

27
3D-Tech News Around The Web / NVIDIA GeForce GTX 1080 Ti Announced
« on: March 02, 2017, 01:23:07 PM »
NVIDIA has unveiled the GeForce GTX 1080 Ti, a new graphics card based on the Pascal GP102 GPU. It's a slightly cut-down version of the full GP102 GPU used in the GTX TITAN X Pascal. The GTX 1080 Ti is priced at USD $699.

Main features:
- GPU: GP102 @ 1600MHz boost clock, 1480MHz base clock, 16nm process.
- CUDA cores: 3584
- Memory: 11GB of GDDR5X @ 11GHz effective, interface: 352-bit
- Texture units: 224
- ROPs: 88
- TDP: 220W
- Power connectors: 6-pin + 8-pin

More links:
- pcper.com
- techpowerup.com





28
Geeks3D's GPU Tools / VK-Z 0.5.0 released
« on: February 28, 2017, 02:13:07 PM »
A new version of VK-Z is available. VK-Z is a simple command line utility, for Windows and Linux that displays Vulkan capabilities (hardware limits) and extensions of all capable Vulkan devices on the system.

Complete story and downloads: http://www.geeks3d.com/20170228/vk-z-0-5-0-vulkan-capabilities-and-extensions-viewer-released/



29
The Raspberry Pi Zero W is a new board based on the first Raspberry Pi Zero. The Zero W uses the same Cypress CYW43438 wireless chip as Raspberry Pi 3 Model B to provide 802.11n wireless LAN and Bluetooth 4.0 connectivity.

Features of the Pi Zero W:
- 1GHz, single-core CPU
- 512MB RAM
- Mini-HDMI port
- Micro-USB On-The-Go port
- Micro-USB power
- HAT-compatible 40-pin header
- Composite video and reset headers
- CSI camera connector
- 802.11n wireless LAN
- Bluetooth 4.0

Complete story: https://www.raspberrypi.org/blog/raspberry-pi-zero-w-joins-family/




30
3D-Tech News Around The Web / AMD Ryzen Downcore Control
« on: February 27, 2017, 04:51:42 PM »
The downcore control is a new feature of AMD Ryzen processors that allow to disable CPU cores. This feature is likely available in motherboard BIOS.



via

31
3D-Tech News Around The Web / AMD AM4 (Ryzen) Platform Feature Summary
« on: February 27, 2017, 04:32:23 PM »
Here is a summary of the different chipsets with features available for AMD Ryzen processors: X370, B350 and A320. Currently only X370 and B350 based motherboards are available.




GIGABYTE Aorus AX370 motherboard:


via

32
Anounced today the Game Developers Conference, OpenXR is an open standard for portable Virtual Reality (VR) and Augmented Reality (AR) applications and devices.



The cross-platform VR standard eliminates industry fragmentation by enabling applications to be written once to run on any VR system, and to access VR devices integrated into those VR systems to be used by applications.

Links:
- OpenXR - Cross-Platform, Portable, Virtual Reality
- The OpenXR Working Group is Here!
- Khronos Reveals API Updates & New Working Groups at GDC




33
3D-Tech News Around The Web / AMD Ryzen 7 Processors Announced
« on: February 22, 2017, 06:40:45 PM »
AMD Ryzen 7 processors have been announced today. The Ryzen line-up includes 3 processors:

- Ryzen 7 1800X: 8C/16T, 3.6 GHz base, 4.0 GHz turbo, 16MB cache, 95W, $499
- Ryzen 7 1700X: 8C/16T, 3.4 GHz base, 3.8 GHz turbo, 16MB cache, 95W, $399
- Ryzen 7 1700: 8C/16T, 3.0 GHz base, 3.7 GHz turbo, 16MB cache, $329

Ryzen processors are availabel today in pre-order and general launch is planned on March 2nd.


More stories:
- AMD Ryzen 7 Release @ youtube
- anandtech.com
- overclock3d.net
- wccftech.com





The new CPU cooler for Ryzen (based on Wraith coolers):




34
NVIDIA has updated its homepage with a countdown:



In the source code of the homepage, there is a reference to the background video that confirms the GeForce GTX 1080 Ti:
Code: [Select]
http://www.nvidia.co.uk/content/events/gdc-2017/GTX1080Ti_Countdown__Hero_1920x1080_h264_2mbps.mp4

35
Palit Microsystems Ltd, the leading graphics card manufacturer, releases a new line called KalmX and is consist of GeForce GTX 1050Ti series. With passive cooler and the advanced powerful Pascal architecture, Palit GeForce GTX 1050Ti KalmX - pursue the silent 0dB gaming environment.

Palit GeForce GTX 1050 Ti KalmX Features:

- The first passive cooler for GTX1050 Ti in the market
- Two nickel plated heat pipes
- Vast volume of nickel plated fins
- Copper base with heat pipes for best heat dissipation from GPU to fins
- No external power required, good for small case PC
- Affordable GTX series product, great C/P value
- Great Hardware Components

- GTX 1050 Ti KalmX homepage
- GTX 1050 Ti KalmX press release


36
3D-Tech News Around The Web / NVIDIA Quadro GP100 Announced
« on: February 07, 2017, 03:03:42 PM »
The new Quadro GP100, based on a full Pascal GPU, should be launched in March 2017.

Main features:
- CUDA cores: 3584
- Boost clock: 1430 MHz
- Textures units: 224
- ROPs: 128
- VRAM: 16GB HBM2
- TDP: 235W




Links:
- NVIDIA Announces Quadro GP100 - Big Pascal Comes to Workstations
- Nvidia unveils Quadro cards powered by full GP100 Pascal GPUs, HBM2
- Nvidia Quadro GP100: Big Pascal, HBM2, and NVLink comes to workstations
- NVIDIA Powers New Class of Supercomputing Workstations with Breakthrough Capabilities for Design and Engineering

37
Parallel BSP traversal in compute shader, outputs sorted IB, transparent scene rendered in 1 drawcall.

Links:
- Demo description
- DX11 demo (source + exe)

Quote
Back in the early days of consumer level 3D graphics hardware, BSP trees were a common component in rendering systems. Over time it fell out of fashion as the geometric complexity increased exponentially, scenes became more dynamic, and mesh data and processing moved over to the GPU side. With that said, BSP trees do have a number of desirable properties that made them attractive solutions for the static world geometry. One such property is that one can easily traverse a BSP tree in strict visibility order. If you don't have a depth buffer, you can render things correctly by traversing it back-to-front, and if you do have one, especially with Hi-Z rejection, you can instead traverse it front-to-back and get the maximum utilization of that hardware. Now this may not be a major concern today, but sorting things for transparency is still a problem we struggle to solve properly, and for static geometry a BSP tree can solve that quite elegantly.



38
3D-Tech News Around The Web / Fluid Paint - Oil painting in a browser
« on: February 07, 2017, 11:41:07 AM »
Fluid Paint is a WebGL oil painting application. It produces very realistic results:



Links:
- Fluid Paint
- Source code @ github

39
Will it see the day of light?

Quote
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.

Links:
- Project Valerie - Homepage
- Project Valerie - CES 2017 @ youtube
- Razer Project Valerie revealed - 11520 x 2160 Laptop: CES 2017 @ youtube





40
CES 2017

A new shader stage has been added in the new Vega GPU architecture. This new stage is called primitive shader.

Quote
... 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).

source





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