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Topics - JeGX

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241
3D-Tech News Around The Web / Sapphire Radeon HD 4860 in the US
« on: December 15, 2009, 01:55:03 PM »
Link: http://www.tcmagazine.com/comments.php?id=31516

Quote
The unofficial, unconfirmed but quite real Radeon HD 4860 made by Sapphire has debuted in the US and is currently up for grabs for $130. This model is powered by the 55nm RV790 GPU and has 640 Stream Processors, a 256-bit memory interface, a dual-slot cooler, CrossFireX support, plus DVI, HDMI and DisplayPort outputs.

242
Link: http://tech.icrontic.com/news/kaspersky-lab-leverages-fermi-for-virus-detection/

Quote
Kaspersky uses NVIDIA Tesla GPU to detect new viruses and achieves 360-fold performance increase over the common CPU.

243
3D-Tech News Around The Web / Radeon HD 5970 vs GeForce GTX 295
« on: December 11, 2009, 08:16:38 AM »
Link: http://en.expreview.com/2009/12/11/radeon-hd-5970-the-undisputed-performance-champ/

Quote
Since the real performance of NVIDIA’s next-generation Fermi-based GPUs has yet to be seen, in this article we’re comparing the HD 5970 with NVIDIA’s current fastest dual-GPU graphics card – GeForce GTX295, and checking out if HD 5970 is capable of challenging the Radeon HD 5870 CrossFire. Of course we’ll also explore further regarding its temperature, power comsumption and overclocking potential.

244
3D-Tech News Around The Web / Linux: NVIDIA Anti-Aliasing Test
« on: December 11, 2009, 08:07:20 AM »
Link: http://www.phoronix.com/vr.php?view=14443

Quote
Recently via email we were asked to run a comparison of the different anti-aliasing and image rendering options between the ATI/AMD and NVIDIA Linux drivers and hardware. Well, we have now run a few quantitative and qualitative tests at different anti-aliasing levels under Linux. For those that want to run the tests themselves with their own drivers and hardware, we also have provided instructions on how you can easily do so using the Phoronix Test Suite 2.4 "Lenvik" development build -- it is irresistibly easy.

245
3D-Tech News Around The Web / Afterburner 1.5.0 Beta 2
« on: December 09, 2009, 08:16:37 PM »
Download: http://event.msi.com/vga/afterburner/images/MSIAfterburnerSetup150Beta2.rar

Features:

1. Compact Skin: Some people love default big skin, some people like small one, so we include both, everybody is happy.
2. Multi-Language: Starting from this version, Afterburner support multi-language function, please help us translate UI information, your execellent work will be included into final version.
3. GT200 GPU Usage: Now we can monitor NVIDIA GT200 GPU usage in Afterburner, sweet!

More info here: http://forums.guru3d.com/showthread.php?t=310703

246
HELSINKI, FINLAND – December 3, 2009 – Futuremark® Games Studio today released the dedicated server for Shattered Horizon™, their multiplayer first-person shooter played in zero gravity. With dedicated servers PC gamers can choose how they want to play Shattered Horizon and who they want to play with, giving them greater protection from cheats, hackers and griefers and more control over the game’s settings. http://www.shatteredhorizon.com/

The release of the dedicated server was accompanied by a minor game update and a new bundle offer from the Futuremark Store that includes Shattered Horizon and 3DMark Vantage Advanced Edition (Futuremark’s DirectX 10 gaming benchmark) together for only $29.95 / €24.95. http://www.shatteredhorizon.com/buynow/

"PC gamers expect dedicated servers in a multiplayer game," said Jaakko Haapasalo, producer. "We have been working closely with selected hosting partners to ensure that the Shattered Horizon dedicated server includes the features that are most important to our community."

Dedicated server features
- GUI for creating custom level rotations, game settings and player limits.
- Custom server name, graphic and information URL.
- Optional password protection for private matches.
- Remote admin console accessible within Shattered Horizon game client.
- Configurable auto-team balancing.
- Configurable auto-kick / ban for team-killers and high-ping connections.
- Built-in anti-cheat detection with configurable auto-kick / ban.
- Admin manual kick / ban.
- Support for VAC.
- Registered servers can submit player stats and achievements to the official leaderboards (registration is optional and free).
- LAN game support.
- Supported operating systems: Windows XP, Windows Server 2003, Windows Vista, Windows 7 and Windows Server 2008. Note, DirectX 10 is not required for running a Shattered Horizon server.

Players and server hosting companies can download the Shattered Horizon server files now from the "Tools" tab within Steam.

Shattered Horizon Update 1.0.3.6
The release of the server is accompanied by a minor game update.
- HUD: Ammo count is no longer shown in scoped mode when running silent.
- HUD: When a player tries to capture a control point that is blocked by an enemy player the word "Blocked" will appear on the HUD.
- HUD: Chat is now enabled during silent running or while EMPed.
- Network protocol updated to support new server features.
- Added console for remote server control.
- Added "rules" section to in-game server browser, so players can choose servers with or without friendly fire or team auto-balancing for example.
- Server disconnect messages now include more information about the reason for disconnection for example, kicked for cheating, team-killing or high ping.
- Bug fix: Improved error handling during start-up logo videos.

About Shattered Horizon
Shattered Horizon is the innovative first game from Futuremark Games Studio that immerses you in the cold reality of zero gravity combat in space.
- Multiplayer first-person shooter set in near-Earth space 40 years from now.
- Experience intense zero gravity combat and complete freedom of movement. Use your rocket pack to fly freely through space then land on any surface.
- Join your friends in action-packed 32 player battles fighting to control hollowed-out asteroids, huge fragments of Moon rock and the ruined remains of the International Space Station.
- Four more levels coming soon in the free Moonrise content pack.

Shattered Horizon requires DirectX 10, a DirectX 10 compatible video card, and Windows Vista or Windows 7. There is no support for Windows XP or DirectX 9. Suggested retail price: €19.95 / $19.95 / £14.95 Available now from Steam and the official website: http://www.shatteredhorizon.com/buynow

New offer from the Futuremark Store: Shattered Horizon + 3DMark Vantage Advanced Edition value pack only $29.95 / €24.95 http://www.shatteredhorizon.com/buynow/

247
3D-Tech News Around The Web / Radeon HD 5670 pictured
« on: December 02, 2009, 12:57:07 PM »
Link: http://www.tcmagazine.com/comments.php?id=31263

Quote
AMD is now working away on the first low-end desktops graphics cards to feature DirectX 11 support, those powered by the Redwood and Cedar 40nm GPUs.

249
3D-Tech News Around The Web / US Air Force Buying Another 2,200 PS3s
« on: November 25, 2009, 05:33:53 PM »
Links: http://www.informationweek.com/news/software/linux/showArticle.jhtml?articleID=221900487
and http://games.slashdot.org/story/09/11/25/0527205/US-Air-Force-Buying-Another-2200-PS3s

The US Air Force will be grabbing up 2,200 new PlayStation 3 consoles for research into supercomputing. They already have a cluster made from 336 of the old-style (non-Slim) consoles, which they've used for a variety of purposes, including "processing multiple radar images into higher resolution composite images (known as synthetic aperture radar image formation), high-def video processing, and 'neuromorphic computing.


250
3D-Tech News Around The Web / ForceWare 195.62 BETA
« on: November 25, 2009, 05:22:14 PM »
This is a WHQL-candidate driver for GeForce 6, 7, 8, 9, 100, and 200-series desktop GPUs and ION desktop GPUs.

Download links:

- http://www.nvidia.com/object/winxp_195.62.html
- http://www.nvidia.com/object/winxp64_195.62.html
- http://www.nvidia.com/object/win7_winvista_32bit_195.62.html
- http://www.nvidia.com/object/win7_winvista_64bit_195.62.html


New in Version 195.62

* Adds GPU-acceleration for smoother online HD videos with the new Adobe Flash 10.1 beta. Learn more here.
* Adds support for GeForce GT 240.
* Adds support for OpenCL 1.0 (Open Computing Language) for all GeForce 8-series and later GPUs.
* Adds support for CUDA Toolkit 3.0 features and performance enhancements. See CUDA Zone for more details.
* Adds SLI and multi-GPU support for many top new gaming titles including Borderlands, Call of Duty: Modern Warfare 2, FIFA Soccer 10, and more.
* Includes numerous bug fixes including improved performance for Need for Speed: Shift. Refer to the release notes on the documentation tab for information about the key bug fixes in this release.

251
Link: http://en.expreview.com/2009/11/24/galaxy-geforce-gt240-reviewed-high-performance-and-low-power.html

FurMark test: http://en.expreview.com/2009/11/24/galaxy-geforce-gt240-reviewed-high-performance-and-low-power.html/4

Power consumption (full system)
IDLE:
GT 240: 65W
9600 GT: 80W
HD 4670: 67W

FurMark:
GT 240: 115W
9600 GT: 134W
HD 4670: 122W


252
General Discussion / How to release a demo with the PRO version
« on: November 25, 2009, 11:43:39 AM »
The PRO version of GeeXLab is nodelocked, i.e. it is locked to the computer. Then you can’t distribute GeeXLab.exe file. However, a GeeXLab scene player comes with the PRO version (GeeXLab_Player.exe). This player is only capable to read a scene in a binary format. That binary format is created by GeeXLab PRO (menu File and Export Binary Scene File). This binary scene file contains all the scene description (XML, LUA, Python and GLSL) in binary format. The source code of the demo is now hidden and protected. To release the demo, just follow the procedure described in this thread (How to release a demo with the FREE version) with the following small differences:

  • the executable file to be copied and renamed is now GeeXLab_Player.exe.
  • the demo’s main file is now the binary scene file. The name of this file has to be put in the auto_load attribute of startup_params node of config.gxml.

Et voilà, the release of a demo with the PRO version is not very difficult (from a GeeXLab developper point of view…).

253
General Discussion / How to release a demo with the FREE version
« on: November 25, 2009, 11:34:50 AM »
You can create with the FREE version of GeeXLab a demo that is lauchable directly with a double-click on an executable file.
But the end-user will always have access to demo’s source codes (xml, glsl and lua files). Only the commercial version (PRO) of GeeXLab makes it possible to protect the source codes of the demo.

Once the demo coded and operational, just create a folder where you will copy your demo files (xml, lua, glsl and media). Then copy in that folder GeeXLab.exe executable with its DLL and plugins (*.o3p). All plugins are not mandatory: if the demo, for instance, does not use particles, it's not necessary to copy particle system plugins (particle_system_plugins folder). Now that the demo’s folder is ok, you need to do the following tasks:
  • edit config.gxml file and change auto_load attribute of startup node. auto_load holds the name of the demo file: in our case it’s the main XML file, the one that contains the root node geexlab.
  • set to 0 check_version attribute. That will disable online check for new versions of GeeXLab (currently the online check is always disabled but maybe it will be enabled in the future).
  • rename GeeXLab.exe: for example with myKool3DDemo.exe
  • archive all the demo in a nice zip file and put it in download somewhere in the Net.

The end user has only to unzip the demo and double-click on myKool3DDemo.exe to launch the demo.

You can also pack all data in a zip file and specify the zip filename in the archive_filename attrib of the scene node. But some medias can not be loaded from a zip like 3DS models.

254
3D-Tech News Around The Web / PhysX Visual Debugger 1.1.9
« on: November 25, 2009, 11:26:17 AM »
Link: http://developer.nvidia.com/object/pvd_home.html

The PhysX Visual Debugger allows you to interactively examine your application's PhysX representation and properties in real-time. 

Version 1.1.9
------------------------------------------------------------------------------------------
1. Fixed bug: Big endian support for cropping files.


Related link: http://www.geeks3d.com/20091105/physx-visual-debugger-1-1-8-available/

255
3D-Tech News Around The Web / IE9 Will Use Direct2D
« on: November 24, 2009, 06:11:50 PM »
Link: http://channel9.msdn.com/posts/Charles/IE-9-Surfing-on-the-GPU-with-D2D/

In the upcoming IE 9, all graphics and text will be rendered with the GPU thanks to Direct2D (D2D) and DirectWrite. Direct2D is a hardware-accelerated, immediate-mode, 2D graphics API (Windows Vista and 7) that provides high performance and high-quality rendering for 2-D geometry, bitmaps, and text.

Related link: http://www.geeks3d.com/20090515/direct2d-2d-drawing-apis-in-windows-7/

256
Link: http://www.brightsideofnews.com/news/2009/11/19/researches-battle-h1n1-flu-virus-using-gpgpu-technology.aspx

Quote
Today, in 24 hours of non-stop running, Dual-GPU GeForce GTX 295's are capable of running a protein folding simulation at 1400 nanoseconds, or 1.4 milliseconds. That means that unfortunately, we need 714 GTX295's to simulate a single second of protein folding. If you want to simulate 24 hours, you need 61,689,600 GeForce GTX 295 graphics cards, i.e.123,379,200 GT200-class graphics processors. Before you ask - yes, that number is higher than the overall number of every manufactured GT200 chip in the world. And that was "just" for Folding@home. At that time,a single CPU core was able to process around 4 [yes, four] nanoseconds,i.e. 150 times slower than the GeForce GTX 280, yet alone newer GPUs.For 24 hours of protein simulation you need 123 million GT200 GPUs or18,506,880,000 Core 2 CPUs. Yes, that's 123 million versus 18 billion.

257
Link: http://www.maximumpc.com/article/howtos/how_build_your_own_3d_camera_rig

Quote
To take stereographs of dynamic subjects, we will need to take two photos at exactly the same time. Japanese camera manufacturer Fuji recently released the first digital camera equipped with two lenses for 3D. Of course, for the technologically savvy, you can make your own 3D camera rig using common building materials and two digital cameras.

For this project, we’ll use a pair of matching Canon PowerShot cameras and specialized synchronization software called StereoData Maker, or SDM, which is a nonvolatile firmware upgrade based on CHDK, the Canon Hack Development Kit. SDM adds a set of features to certain Canon cameras, specifically for the taking of 3D pictures.

258
3D-Tech News Around The Web / (PR) Stonetrip ShiVa Editor 1.8 Available
« on: November 14, 2009, 03:18:26 PM »
Sophia-Antipolis, France, November 13, 2009- Stonetrip, the designer of cross-platform 3D game development tools for Web, PC, Mac and iPhone, is pleased to announce that version 1.8 of its ShiVa Editor is now available. This release comes with a “Binary promotion” introductory price offer: ShiVa Unlimited, the edition for indie developers is priced at €128 instead of €169, and ShiVa Advanced, the full-featured edition is priced at €1,024 instead of €1,499 per license and for a limited time.

Since 2007, Stonetrip has been providing of the most powerful, full-featured and low-cost game development solution for mobile and desktop platforms. ShiVa Editor allows developers to publish games and applications with no limitations and no compulsory content (e.g. splash screens). This even applies to the Unlimited edition.
The ShiVa editor is used by more than 15,000 developers worldwide and comes with a free engine SDK for Windows, Mac, Linux and iPhone plus an integrated server included within the player to create multi-player games without the need for an expensive, external server.

This year, the ShiVa engine has been used in a range of popular applications and games including Olympique Lyonnais Virtual Stadium (http://grandstadeol.com/) for desktop devices and Pocket Fish, Coldplay Strawberry Swing and Crosak for iPhone devices.

With this latest release of the ShiVa platform, Stonetrip offers its customers even more, including the stunning new visual effects expected in next-generation games such as depth of field, velocity blur, cascaded shadow maps algorithm, infinite ocean simulation with advanced shading system, dynamic textures, video streaming, Voice-Over-IP, DWF import, etc. Stonetrip has also made a number of performance improvements. “The ShiVa engine is 50% faster than the previous version,” explains Nicolas Peri, Stonetrip CTO. “As we focus our future development on iPhone OpenGL ES 2.0 and Linux-powered mobile systems such as Android, we have to provide the highest-quality engine,” says Philip Belhassen, Stonetrip CEO.

Visit http://www.stonetrip.com to see the full list of new features and improvements!

About Stonetrip

Stonetrip is an innovative company founded 6 years ago, with its head office in Sophia Antipolis, France. The company designs ShiVa, the development tool for creating amazing 3D real-time applications and games with ease on Windows, MacOS, Linux and iPhone, with much more to come…
For more information about Stonetrip, visit Stonetrip.com.

Contact:
Philip Belhassen
contact@stonetrip.com
+33 492 029 922

259
Link: http://books.slashdot.org/story/09/11/13/1712253/OpenGL-Shading-Language-3rd-Edition

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The “OpenGL Shading Language” (also called the Orange Book because of its orange cover) is back in its meanwhile third edition with updated discussions of the OpenGL shading language up to version 1.40 introduced with OpenGL 3.1. Like the previous edition, the third edition of the book is one of the best introductions to GLSL — the OpenGL Shading Language — that not only teaches the ins and outs of GLSL itself but also explains in-depth how to develop shaders in GLSL for lighting, shadows, animation, and other topics relevant to real-time computer graphics.

260
Link: http://hardocp.com/article/2009/11/06/unigine_heaven_benchmark_dx11_tessellation

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We don’t typically cover 3D benchmark programs, primarily since they generally have nothing to do with real-world gaming experiences. This new application from Unigine  is a bit different than others though. Unigine is a 3D framework middleware engine that has been used in published games, and will also be used in some upcoming games currently under NDA. The Heaven Benchmark is the first 3D application that is available to us that utilizes DX11 and Tessellation, which will give us a glimpse of what Tessellation could do for us in games.

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