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Topics - JeGX

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242
Big Pictures / ASUS Overclocking Event, Frankfurt (25 pictures total)
« on: November 08, 2010, 10:03:05 AM »

243
Big Pictures / Big Pictures RSS Feed
« on: November 07, 2010, 06:49:45 PM »
Here is the Big Pictures RSS feed:

http://feeds.feedburner.com/Geeks3D-BigPictures

245
Big Pictures / GeForce GTX 480 (6 pictures total)
« on: November 07, 2010, 05:36:12 PM »













246
Big Pictures / Radeon HD 6870 voltage check points (2 pictures total)
« on: November 07, 2010, 04:45:24 PM »
More details about the differents voltages:
http://www.geeks3d.com/20101107/radeon-hd-6870-voltage-check-points-vddc-vddci-and-mvdd/

The card is ASUS's EAH6870.




How to measure the voltage of one phase feeding the GPU

249
Photorealistic Organic and Fractal Art generator SUBSTANCE 3D [Classic edition] for Microsoft Windows is now available.

SUBSTANCE is a realtime 3D application for producing photorealistic Evolutionary Art.

Using OpenGL 3 for realtime rendering (including global illumination preview), SUBSTANCE is powered by exclusive technologies from NeuroSystems: P.O.M.E (Procedural Organic Modeling Engine) and cpu-based P.U.R.E (Physically-based Unbiased Rendering Engine). It has numerous features (genetic editor, fractal microscope, mutator, HD mesh exporter, etc.), most of them are presented here:

http://www.neuro-systems.net/documents/substance_features.html

SUBSTANCE exists in 3 versions, Free, Classic and Complete.

The free version (viewer only) can be downloaded here:
http://www.neuro-systems.net/documents/free_downloads.html

250
3D-Tech News Around The Web / New NVIDIA mobile and desktop GPUs
« on: August 30, 2010, 11:49:42 AM »
Listed in the new R295.47 driver:

- NVIDIA_DEV.0E23.01 = "NVIDIA GeForce GTS 455 "

- NVIDIA_DEV.0DC4.01 = "NVIDIA GeForce GTS 450 "

- NVIDIA_DEV.0DC5.01 = "NVIDIA GeForce GTS 450 "

- NVIDIA_DEV.0DC0.01 = "NVIDIA GeForce GT 440 "

- NVIDIA_DEV.0DE1.01 = "NVIDIA GeForce GT 430 "

- NVIDIA_DEV.0DE2.01 = "NVIDIA GeForce GT 420 "

- NVIDIA_DEV.0E30.01 = "NVIDIA GeForce GTX 470M "

- NVIDIA_DEV.0DD1.01 = "NVIDIA GeForce GTX 460M "

- NVIDIA_DEV.0DD2.01 = "NVIDIA GeForce GT 445M "

- NVIDIA_DEV.0DD3.01 = "NVIDIA GeForce GT 435M "

- NVIDIA_DEV.0DF2.01 = "NVIDIA GeForce GT 435M "

- NVIDIA_DEV.0DF0.01 = "NVIDIA GeForce GT 425M "

- NVIDIA_DEV.0DF3.01 = "NVIDIA GeForce GT 420M "

- NVIDIA_DEV.0DF1.01 = "NVIDIA GeForce GT 420M "

- NVIDIA_DEV.0DEE.01 = "NVIDIA GeForce GT 415M "


- http://www.fudzilla.com/graphics/graphics/graphics/new-gpus-show-up-in-geforce-drivers
- http://www.kitguru.net/components/graphic-cards/carl/new-nvidia-gpu-info-released-in-driver/


251
General Discussion / New GeeXLab forums on oZone3D.Net
« on: August 14, 2010, 09:57:02 AM »
GeeXLab forum on Geeks3D.com is stopped. Now, you can find on oZone3D.Net forums two new boards (french and english).

- english board: http://www.ozone3d.net/smf/index.php/board,41.0.html
- french board: http://www.ozone3d.net/smf/index.php/board,42.0.html

252
3D-Tech News Around The Web / Linus vs C++
« on: June 11, 2010, 05:35:05 PM »
And there is a very strong "culture" of C (and UNIX, for
that matter). And this is also where it's so important for
the language to be simple and unambiguous. One of the
absolute worst features of C++ is how it makes a
lot of things so context-dependent - which just means
that when you look at the code, a local view simply seldom
gives enough context to know what is going on.

That is a huge problem for communication. It immediately
makes it much harder to describe things, because you have
to give a much bigger context. It's one big reason why I
detest things like overloading - not only can you not grep
for things, but it makes it much harder to see what a
snippet of code really does.

Put another way: when you communicate in fragments (think
"patches"), it's always better to see "sctp_connect()"
than to see just "connect()" where some unseen context is
what makes the compiler know that it is in the sctp module.


Full story here:
http://www.realworldtech.com/forums/index.cfm?action=detail&id=110618&threadid=110549&roomid=2

253
The Fusion APU combines an x86 CPU, DirectX 11 graphics processing unit, video processor and other co-processors on a single silicon die. Rick Bergman, senior vice president and general manager of AMD’s Products Group, introduced Fusion by holding aloft a 300mm silicon wafer containing hundreds of the APUs each of which contains more than 1 billion transistors at 32nm.

Fusion APUs support open standards for GPU computing (DirectCompute and OpenCL) and 3D graphics (DirectX, OpenGL and WebGL) and AMD said it is working with software developers such as Adobe, Arcsoft, Corel, Cyberlink and Microsoft to optimize software for its APUs. AMD also announced an investment fund, the AMD Fusion Fund, to jumpstart this effort.

Story: http://www.zdnet.com/blog/computers/computex-2010-amd-demonstrates-fusion-apus/2701

254
Word has reached KitGuru that Manju Hegde, nVidia’s VP for CUDA and PhysX, is moving to AMD. What can we infer from the situation, when Vidia’s own VPs seem to believe that Fusion is the Future?

The former professor of electrical engineering for Washington and Louisiana State Universities, founded Ageia in 2002 and has beed as responsible as anyone for putting physics and GPGPU centre stage in the evolving graphics market.

As nVidia confirms, Hegde has been on a mission to improve game play and Jen Hsun Huang was so impressed with the physics guru’s talents that, after buying Ageia out, Hegde was given a critical role in leading the development and deployment not only of PhysX, but also CUDA.

Full story: http://www.kitguru.net/components/graphic-cards/faith/nvidias-vp-for-cuda-and-physx-moves-to-amd/

255
With the recent buzz around DirectX 11, you’ve probably heard a lot about one of its biggest new features: tessellation. As a concept, tessellation is fairly straight forward—you take a polygon and dice it into smaller pieces. But why is this a big deal? And how does it benefit games? In this article, we’ll take a look at why tessellation is bringing profound changes to 3D graphics on the PC, and how the NVIDIA® GeForce® GTX 400 series GPUs provide breakthrough tessellation performance.

Read the complete story here: http://www.nvidia.com/object/tessellation.html

256
Today's computers rely on powerful graphics processing units (GPUs) to create the spectacular graphics in video games. In fact, these GPUs are now more powerful than the traditional central processing units (CPUs) -- or brains of the computer. As a result, computer developers are trying to tap into the power of these GPUs. Now a research team from North Carolina State University has developed software that could make it easier for traditional software programs to take advantage of the powerful GPUs, essentially increasing complex computing brainpower.

Read the full story here:
http://www.sciencedaily.com/releases/2010/05/100517111908.htm

257
3D-Tech News Around The Web / NVIDIA and IBM Team Up On GPU Server
« on: May 18, 2010, 02:25:35 PM »
Nvidia (NSDQ:NVDA) scored a victory for its GPU-computing agenda Tuesday with the news that IBM (NYSE:IBM) will be building the first volume server based on Tesla graphics processors from a top computer manufacturer.
The forthcoming IBM iDataPlex dx360 M3 systems will be equipped with a pair of Nvidia’s Tesla M2050 GPUs to go along with a dual-CPU configuration, according to Sumit Gupta, senior manager of Nvidia’s Tesla GPU Computing HPC business unit.

“This is the first time that GPUs are part of a mainstream, high-volume product line from a Tier 1 OEM,” said Gupta, who is responsible for business development around Santa Clara, Calif.-based Nvidia’s CUDA programming language for GPUs and CUDA-based GPU computing products.

“We’ve been talking about momentum for a long time with CUDA. A number of textbooks have now been written about how to program a GPU, whether it’s CUDA or OpenCL,” Gupta said. “This is a pretty good achievement, considering the programming language is only three years old.”

Full story: http://www.crn.com/hardware/224900111;jsessionid=ARM2STP3FQ4L5QE1GHRSKH4ATMY32JVN

259
3D-Tech News Around The Web / Difference between CUDA and OpenCL 2010
« on: April 23, 2010, 10:49:46 AM »
CUDA term                                       OpenCL term
GPU                                               Device                   
Multiprocessor                               Compute Unit
Scalar core                               Processing element
Global memory                               Global memory
Shared (per-block) memory               Local memory
Local memory (automatic, or local)       Private memory
kernel                                       program
block                                            work-group
thread                                          work item

Quote
On NVidia hardware, OpenCL is up to 10% slower (see Matt Harvey’s presentation); this is mainly because OpenCL is implemented on top of CUDA-architecture (this shouldn’t be a reason, but to say NVidia has put more energy in CUDA is just a wild guess also). On ATI 4000-series OpenCL is just slow, but gives very comparable to NVidia if compared to the 5000-series.

Link: http://www.streamcomputing.nl/blog/2010-04-22/difference-between-cuda-and-opencl

Also: http://www.geeks3d.com/20100115/gpu-computing-geforce-and-radeon-opencl-test-part-1/

260
3D-Tech News Around The Web / Galaxy Custom-design GeForce GTX 470
« on: April 05, 2010, 09:39:04 AM »
Noteworthily, Galaxy GTX 470 has employed gray frosted design instead of the black design of reference board to make it look even cooler. The card is marked with an eye-catching tag of “Fermi GPU inside”.

Link: http://en.expreview.com/2010/04/03/galaxys-custom-design-geforce-gtx-470-poses-for-the-camera/7004.html

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