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Topics - JeGX

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261
3D-Tech News Around The Web / (PR) OpenGL 4.0 specification released
« on: March 11, 2010, 04:38:23 PM »
Khronos Unleashes Cutting-Edge, Cross-Platform Graphics Acceleration with OpenGL 4.0
 
Open standard 3D API specification available immediately; Provides performance, quality and flexibility enhancements including tessellation and double precision shaders; Tight integration with OpenCL for seamless visual computing

March 11, 2010 – San Francisco, GDC 2010 – The Khronos™ Group today announced the release of the OpenGL® 4.0 specification; a significant update to the most widely adopted 2D and 3D graphics API (application programming interface) that is used on all major desktop operating systems.  OpenGL 4.0 brings the very latest in cross-platform graphics acceleration and functionality to personal computers and workstations. The OpenGL standard also serves as the basis for OpenGL® ES, the graphics standard on virtually every shipping smart phone. 
 
The OpenGL 4.0 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.00 update to the OpenGL Shading language in order to enable developers to access the latest generation of GPU acceleration with significantly enhanced graphics quality, acceleration performance and programming flexibility.  This new release continues the rapid evolution of the royalty-free OpenGL standard to enable graphics developers to portably access cutting-edge GPU functionality across diverse operating systems and platforms. The full specification is available for immediate download at http://www.opengl.org/registry.
 
OpenGL 4.0 further improves the close interoperability with OpenCL™ for accelerating computationally intensive visual applications.  OpenGL 4.0 continues support for both the Core and Compatibility profiles first introduced with OpenGL 3.2, enabling developers to use a streamlined API or retain backwards compatibility for existing OpenGL code, depending on their market needs.
 
OpenGL 4.0 has been specifically designed to bring significant benefits to application developers, including:
- two new shader stages that enable the GPU to offload geometry tessellation from the CPU;
- per-sample fragment shaders and programmable fragment shader input positions for increased rendering quality and anti-aliasing flexibility;
- drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention;
- shader subroutines for significantly increased programming flexibility;
- separation of texture state and texture data through the addition of a new object type called sampler objects;
- 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality;
- performance improvements, including instanced geometry shaders, instanced arrays, and a new timer query.
 
Lastly, Khronos has simultaneously released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware, providing maximum flexibility and platform coverage for application developers.  The full OpenGL 3.3 specification is also available for immediate download at http://www.opengl.org/registry
 
“AMD sees the release of OpenGL 4.0 as another major accomplishment for the OpenGL ARB,” said Ben Bar-Haim, vice president of design engineering at AMD.  “AMD contributes to the Khronos workgroups, and we consistently find that Khronos is successful at developing healthy, thriving, and evolving open standards such as OpenGL and OpenCL.”
 
“OpenGL 4.0 continues the ARB’s schedule-driven roll-out of new functionality, and this significant major release enables developers to access leading-edge GPU functionality across multiple platforms with full backwards compatibility,” said Neil Trevett, president of the Khronos Group and vice president at NVIDIA.  “OpenGL continues to be a keystone in Khronos’ API ecosystem through driving innovation into OpenGL ES and WebGL™ to bring high-performance programmable graphics to mobile platforms and the Web,  and by interoperating with OpenCL to create a seamless visual and compute platform for application developers.”
 
Learn about OpenGL at Game Developer Conference March 11-13, 2010
Attend this session to learn about the latest updates on the OpenGL standard, and how the OpenGL ARB is addressing the latest graphics hardware capabilities. Also discover how WebGL is bringing OpenGL based graphics to browsers on any platform supporting the OpenGL or OpenGL ES standards, without the need for any plug-in.  Additionally, Khronos is offering sessions on OpenCL, COLLADA, and Khronos Mobile APIs.

262
Link: http://www.linux-mag.com/id/7725/

Quote
As stated, the fact that OpenCL is standard weighs heavily in determining its future. Having the support of pretty much the entire computer/video hardware industry helps a bit as well. From an ISV (Independent Software Developer) standpoint, OpenCL is is the gateway to hybrid (CPU/GPU) computing. As anyone with scar tissue in the HPC industry can tell you, investing resources and time into non-standard APIs (Applications Programing Interfaces) is a risky business.

...

One final feature of OpenCL should not be overlooked. As mentioned, OpenCL supports data-parallelism and task-parallelism. In the hybrid computing world, there is currently an implied assumption that the GPU is a slave to the CPU, that is the GPU cannot run on its own as it must have a CPU present. Given this assumption, one should be able to write OpenCL programs that can adapt to the hardware environment and run minimally on a single CPU (core). Of course it will run slower, but it will still run. If more cores or GPUs are found in a different hardware environment, then an OpenCL program should be able to adapt to the new hardware at run-time. The rather distasteful alternative is separate binaries for various combinations of CPU and GPU resources.

263
3D-Tech News Around The Web / Notepad++ 5.6.8
« on: March 05, 2010, 05:48:37 AM »
Notepad++ website: http://notepad-plus.sourceforge.net/
Direct download page: http://sourceforge.net/projects/notepad-plus/files/

Notepad++ v5.6.8 new features and fixed bugs (from v5.6.7) :
1.  Fix comment stream without selection bug.
2.  Fix Find in files results highlighting regression bug.
3.  Fix regression bug (include the correct SciLexer.dll) about insensible case search mode.


264
Nvidia Corp. has blamed its partners among computer makers for frequent re-branding of their products. The company said that original equipment manufacturers (OEMs) need to constantly offer customers something new, which is why Nvidia is forced to rename its old products.

Source: http://www.xbitlabs.com/news/video/display/20100304051815_Nvidia_OEMs_Want_Us_to_Re_Brand_Graphics_Cards.html

267
Linked to this news: http://www.geeks3d.com/20100218/test-ati-catalyst-10-2-better-crossfire-and-opengl-support/

1 - OpenGL Extensions:

Here is the complete list of the <b>181 OpenGL extensions</b> exposed by Catalyst 10.2 (under Windows 7 64-bit)

- GL_AMDX_name_gen_delete
- GL_AMDX_random_access_target
- GL_AMDX_vertex_shader_tessellator
- GL_AMD_draw_buffers_blend
- GL_AMD_performance_monitor
- GL_AMD_seamless_cubemap_per_texture
- GL_AMD_shader_stencil_export
- GL_AMD_texture_compression_dxt6
- GL_AMD_texture_compression_dxt7
- GL_AMD_texture_cube_map_array
- GL_AMD_texture_texture4
- GL_AMD_vertex_shader_tessellator
- GL_ARB_blend_func_extended
- GL_ARB_color_buffer_float
- GL_ARB_copy_buffer
- GL_ARB_depth_buffer_float
- GL_ARB_depth_clamp
- GL_ARB_depth_texture
- GL_ARB_draw_buffers
- GL_ARB_draw_buffers_blend
- GL_ARB_draw_elements_base_vertex
- GL_ARB_draw_instanced
- GL_ARB_fragment_coord_conventions
- GL_ARB_fragment_program
- GL_ARB_fragment_program_shadow
- GL_ARB_fragment_shader
- GL_ARB_framebuffer_object
- GL_ARB_framebuffer_sRGB
- GL_ARB_geometry_shader4
- GL_ARB_half_float_pixel
- GL_ARB_half_float_vertex
- GL_ARB_instanced_arrays
- GL_ARB_map_buffer_range
- GL_ARB_multisample
- GL_ARB_multitexture
- GL_ARB_occlusion_query
- GL_ARB_pixel_buffer_object
- GL_ARB_point_parameters
- GL_ARB_point_sprite
- GL_ARB_provoking_vertex
- GL_ARB_sample_shading
- GL_ARB_seamless_cube_map
- GL_ARB_shader_objects
- GL_ARB_shader_texture_lod
- GL_ARB_shading_language_100
- GL_ARB_shadow
- GL_ARB_shadow_ambient
- GL_ARB_sync
- GL_ARB_texture_border_clamp
- GL_ARB_texture_buffer_object
- GL_ARB_texture_compression
- GL_ARB_texture_compression_rgtc
- GL_ARB_texture_cube_map
- GL_ARB_texture_cube_map_array
- GL_ARB_texture_env_add
- GL_ARB_texture_env_combine
- GL_ARB_texture_env_crossbar
- GL_ARB_texture_env_dot3
- GL_ARB_texture_float
- GL_ARB_texture_gather
- GL_ARB_texture_mirrored_repeat
- GL_ARB_texture_multisample
- GL_ARB_texture_non_power_of_two
- GL_ARB_texture_query_lod
- GL_ARB_texture_rectangle
- GL_ARB_texture_rg
- GL_ARB_texture_snorm
- GL_ARB_transpose_matrix
- GL_ARB_uniform_buffer_object
- GL_ARB_vertex_array_bgra
- GL_ARB_vertex_array_object
- GL_ARB_vertex_buffer_object
- GL_ARB_vertex_program
- GL_ARB_vertex_shader
- GL_ARB_window_pos
- GL_ATI_draw_buffers
- GL_ATI_envmap_bumpmap
- GL_ATI_fragment_shader
- GL_ATI_meminfo
- GL_ATI_separate_stencil
- GL_ATI_texture_compression_3dc
- GL_ATI_texture_env_combine3
- GL_ATI_texture_float
- GL_ATI_texture_mirror_once
- GL_EXT_abgr
- GL_EXT_bgra
- GL_EXT_bindable_uniform
- GL_EXT_blend_color
- GL_EXT_blend_equation_separate
- GL_EXT_blend_func_separate
- GL_EXT_blend_minmax
- GL_EXT_blend_subtract
- GL_EXT_compiled_vertex_array
- GL_EXT_copy_buffer
- GL_EXT_copy_texture
- GL_EXT_draw_buffers2
- GL_EXT_draw_instanced
- GL_EXT_draw_range_elements
- GL_EXT_fog_coord
- GL_EXT_framebuffer_blit
- GL_EXT_framebuffer_multisample
- GL_EXT_framebuffer_object
- GL_EXT_framebuffer_sRGB
- GL_EXT_geometry_shader4
- GL_EXT_gpu_program_parameters
- GL_EXT_gpu_shader4
- GL_EXT_histogram
- GL_EXT_multi_draw_arrays
- GL_EXT_packed_depth_stencil
- GL_EXT_packed_float
- GL_EXT_packed_pixels
- GL_EXT_pixel_buffer_object
- GL_EXT_point_parameters
- GL_EXT_provoking_vertex
- GL_EXT_rescale_normal
- GL_EXT_secondary_color
- GL_EXT_separate_specular_color
- GL_EXT_shadow_funcs
- GL_EXT_stencil_wrap
- GL_EXT_subtexture
- GL_EXT_texgen_reflection
- GL_EXT_texture3D
- GL_EXT_texture_array
- GL_EXT_texture_buffer_object
- GL_EXT_texture_buffer_object_rgb32
- GL_EXT_texture_compression_latc
- GL_EXT_texture_compression_rgtc
- GL_EXT_texture_compression_s3tc
- GL_EXT_texture_cube_map
- GL_EXT_texture_edge_clamp
- GL_EXT_texture_env_add
- GL_EXT_texture_env_combine
- GL_EXT_texture_env_dot3
- GL_EXT_texture_filter_anisotropic
- GL_EXT_texture_integer
- GL_EXT_texture_lod
- GL_EXT_texture_lod_bias
- GL_EXT_texture_mirror_clamp
- GL_EXT_texture_object
- GL_EXT_texture_rectangle
- GL_EXT_texture_sRGB
- GL_EXT_texture_shared_exponent
- GL_EXT_texture_snorm
- GL_EXT_texture_swizzle
- GL_EXT_timer_query
- GL_EXT_transform_feedback
- GL_EXT_vertex_array
- GL_EXT_vertex_array_bgra
- GL_IBM_texture_mirrored_repeat
- GL_KTX_buffer_region
- GL_NV_blend_square
- GL_NV_conditional_render
- GL_NV_copy_depth_to_color
- GL_NV_explicit_multisample
- GL_NV_primitive_restart
- GL_NV_texgen_reflection
- GL_SGIS_generate_mipmap
- GL_SGIS_texture_edge_clamp
- GL_SGIS_texture_lod
- GL_SUN_multi_draw_arrays
- GL_WIN_swap_hint
- WGL_ARB_extensions_string
- WGL_ARB_pixel_format
- WGL_ATI_pixel_format_float
- WGL_ARB_pixel_format_float
- WGL_ARB_multisample
- WGL_EXT_swap_control
- WGL_ARB_pbuffer
- WGL_ARB_render_texture
- WGL_ARB_make_current_read
- WGL_EXT_extensions_string
- WGL_ARB_buffer_region
- WGL_EXT_framebuffer_sRGB
- WGL_ATI_render_texture_rectangle
- WGL_EXT_pixel_format_packed_float
- WGL_I3D_genlock
- WGL_NV_swap_group
- WGL_ARB_create_context
- WGL_AMD_gpu_association
- WGL_AMDX_gpu_association
- WGL_ARB_create_context_profile

2 - OpenCL Details

- Num OpenCL platforms: 1
- Name: ATI Stream
- Version: OpenCL 1.0 ATI-Stream-v2.0.1
- Profile: FULL_PROFILE
- Vendor: Advanced Micro Devices, Inc.
- Num devices: 3

   - <b>CL_DEVICE_NAME: Intel(R) Core(TM)2 Extreme CPU X9650  @ 3.00GHz</b>
   - CL_DEVICE_VENDOR: GenuineIntel
   - CL_DRIVER_VERSION: 1.0
   - CL_DEVICE_PROFILE: FULL_PROFILE
   - CL_DEVICE_VERSION: OpenCL 1.0 ATI-Stream-v2.0.1
   - CL_DEVICE_TYPE: CPU
   - CL_DEVICE_VENDOR_ID: 0x1002
   - CL_DEVICE_MAX_COMPUTE_UNITS: 4
   - CL_DEVICE_MAX_CLOCK_FREQUENCY: 3007MHz
   - CL_DEVICE_ADDRESS_BITS: 32
   - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 524288KB
   - CL_DEVICE_GLOBAL_MEM_SIZE: 1024MB
   - CL_DEVICE_MAX_PARAMETER_SIZE: 4096
   - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 64 Bytes
   - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 64KB
   - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO
   - CL_DEVICE_LOCAL_MEM_TYPE: Global
   - CL_DEVICE_LOCAL_MEM_SIZE: 32KB
   - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 64KB
   - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3
   - CL_DEVICE_MAX_WORK_ITEM_SIZES: [1024 ; 1024 ; 1024]
   - CL_DEVICE_MAX_WORK_GROUP_SIZE: 1024
   - CL_EXEC_NATIVE_KERNEL: 4632744
   - CL_DEVICE_IMAGE_SUPPORT: NO
   - CL_DEVICE_MAX_READ_IMAGE_ARGS: 0
   - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 0
   - CL_DEVICE_IMAGE2D_MAX_WIDTH: 0
   - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 0
   - CL_DEVICE_IMAGE3D_MAX_WIDTH: 0
   - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 0
   - CL_DEVICE_IMAGE3D_MAX_DEPTH: 0
   - CL_DEVICE_MAX_SAMPLERS: 0
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 16
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 8
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 4
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 2
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 4
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 0
   - CL_DEVICE_EXTENSIONS: 6
   - Extensions:
      - cl_khr_icd
      - cl_khr_global_int32_base_atomics
      - cl_khr_global_int32_extended_atomics
      - cl_khr_local_int32_base_atomics
      - cl_khr_local_int32_extended_atomics
      - cl_khr_byte_addressable_store

   - <b>CL_DEVICE_NAME: Juniper</b>
   - CL_DEVICE_VENDOR: Advanced Micro Devices, Inc.
   - CL_DRIVER_VERSION: CAL 1.4.553
   - CL_DEVICE_PROFILE: FULL_PROFILE
   - CL_DEVICE_VERSION: OpenCL 1.0 ATI-Stream-v2.0.1
   - CL_DEVICE_TYPE: GPU
   - CL_DEVICE_VENDOR_ID: 0x1002
   - CL_DEVICE_MAX_COMPUTE_UNITS: 10
   - CL_DEVICE_MAX_CLOCK_FREQUENCY: 875MHz
   - CL_DEVICE_ADDRESS_BITS: 32
   - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 262144KB
   - CL_DEVICE_GLOBAL_MEM_SIZE: 256MB
   - CL_DEVICE_MAX_PARAMETER_SIZE: 1024
   - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 0 Bytes
   - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 0KB
   - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO
   - CL_DEVICE_LOCAL_MEM_TYPE: Local (scratchpad)
   - CL_DEVICE_LOCAL_MEM_SIZE: 32KB
   - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 64KB
   - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3
   - CL_DEVICE_MAX_WORK_ITEM_SIZES: [256 ; 256 ; 256]
   - CL_DEVICE_MAX_WORK_GROUP_SIZE: 256
   - CL_EXEC_NATIVE_KERNEL: 4632744
   - CL_DEVICE_IMAGE_SUPPORT: NO
   - CL_DEVICE_MAX_READ_IMAGE_ARGS: 0
   - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 0
   - CL_DEVICE_IMAGE2D_MAX_WIDTH: 0
   - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 0
   - CL_DEVICE_IMAGE3D_MAX_WIDTH: 0
   - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 0
   - CL_DEVICE_IMAGE3D_MAX_DEPTH: 0
   - CL_DEVICE_MAX_SAMPLERS: 0
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 16
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 8
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 4
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 2
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 4
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 0
   - CL_DEVICE_EXTENSIONS: 4
   - Extensions:
      - cl_khr_global_int32_base_atomics
      - cl_khr_global_int32_extended_atomics
      - cl_khr_local_int32_base_atomics
      - cl_khr_local_int32_extended_atomics

   - CL_DEVICE_NAME: Juniper
   - CL_DEVICE_VENDOR: Advanced Micro Devices, Inc.
   - CL_DRIVER_VERSION: CAL 1.4.553
   - CL_DEVICE_PROFILE: FULL_PROFILE
   - CL_DEVICE_VERSION: OpenCL 1.0 ATI-Stream-v2.0.1
   - CL_DEVICE_TYPE: GPU
   - CL_DEVICE_VENDOR_ID: 0x1002
   - CL_DEVICE_MAX_COMPUTE_UNITS: 10
   - CL_DEVICE_MAX_CLOCK_FREQUENCY: 875MHz
   - CL_DEVICE_ADDRESS_BITS: 32
   - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 262144KB
   - CL_DEVICE_GLOBAL_MEM_SIZE: 256MB
   - CL_DEVICE_MAX_PARAMETER_SIZE: 1024
   - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 0 Bytes
   - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 0KB
   - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO
   - CL_DEVICE_LOCAL_MEM_TYPE: Local (scratchpad)
   - CL_DEVICE_LOCAL_MEM_SIZE: 32KB
   - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 64KB
   - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3
   - CL_DEVICE_MAX_WORK_ITEM_SIZES: [256 ; 256 ; 256]
   - CL_DEVICE_MAX_WORK_GROUP_SIZE: 256
   - CL_EXEC_NATIVE_KERNEL: 4632744
   - CL_DEVICE_IMAGE_SUPPORT: NO
   - CL_DEVICE_MAX_READ_IMAGE_ARGS: 0
   - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 0
   - CL_DEVICE_IMAGE2D_MAX_WIDTH: 0
   - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 0
   - CL_DEVICE_IMAGE3D_MAX_WIDTH: 0
   - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 0
   - CL_DEVICE_IMAGE3D_MAX_DEPTH: 0
   - CL_DEVICE_MAX_SAMPLERS: 0
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 16
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 8
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 4
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 2
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 4
   - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 0
   - CL_DEVICE_EXTENSIONS: 4
   - Extensions:
      - cl_khr_global_int32_base_atomics
      - cl_khr_global_int32_extended_atomics
      - cl_khr_local_int32_base_atomics
      - cl_khr_local_int32_extended_atomics


268
Link: http://www.microsoft.com/downloads/details.aspx?FamilyID=f9c0b89b-4964-4906-94c6-60ad8a429690&displaylang=en

Quick Details
Version:   RC
Date Published:   2/10/2010
Language:   English
Download Size:   67.0 MB - 2167.0 MB*

269
3D-Tech News Around The Web / TNGViewer 1.2.0.495 Available
« on: February 10, 2010, 07:52:32 AM »
The new version of TNGViewer is out with an advanced cached management and unlimited scrolling in Top Scenes.
TNGViewer is a standalone application for real time 3D interactive presentations.

Download: http://tng3d.com/index.php?page=download

Changelog: http://tng3d.com/index.php?page=version_history

More links:
- http://www.geeks3d.com/20090617/tngviewer-1-0-0-435-available-for-3d-real-time-interactive-presentations/
- http://www.geeks3d.com/20090730/tngviewer-1-0-0-445-available/
- http://www.geeks3d.com/20091130/tngviewer-1-1-0-470-available/

270
3D-Tech News Around The Web / EVGA GTX275 CO-OP PhysX Edition Review
« on: February 08, 2010, 09:40:27 AM »
NVIDIA and ATI dominate the market for gaming-oriented video cards. But neither company sells video cards directly to the consumer; rather, they produce "reference designs" that are manufactured by a number of "partners". Most partners simply produce the reference design and slap an identifying sticker on the card's cooler; although some might replace the reference design cooler with a quieter or more powerful solution, with few exceptions there's little to distinguish one partner's version of a specific card from another partner's version of the same card. EVGA breaks out of this rut with their EVGA GTX 275 CO-OP PhysX Edition, model 012-P3-1178-TR, which combines NVIDIA GTS250 and GTX275 GPUs on the same card, and Benchmark Reviews takes it around the block to see what it's got.

Review: http://benchmarkreviews.com/index.php?option=com_content&task=view&id=460&Itemid=72

271
3D-Tech News Around The Web / GIGABYTE HD5670 Video Card Test
« on: February 03, 2010, 06:13:15 PM »
Link: http://www.bjorn3d.com/read.php?cID=1780&pageID=8327

Quote
ATI has always released video cards for just about everyone in every possible price bracket. This normally entails having the most up to date Direct X capabilities on every one of their price bracketed video cards. We all know that Direct X 11 is going to be a reality in our games. Unlike Direct X 10, Direct X 11 is very well optimized and brings to the table a whole slew of newer and exciting features we never have seen before in our games.

What does this have anything to do with ATI releasing affordable video cards? Well, everything. This time around though ATI is releasing a video card that is targeted for people in the sub 100 USD price bracket who just want a video card for their HTPC's or for their casual gaming lifestyle. Gigabyte like many other video card manufacturers has included the 5670 video card into their video card line up. This time Gigabyte has made their 5670 variant overclocked right from the start.

272
3D-Tech News Around The Web / Windows hole discovered after 17 years
« on: January 21, 2010, 09:38:11 PM »
Link: http://www.h-online.com/security/news/item/Windows-hole-discovered-after-17-years-Update-908917.html

Microsoft isn't having an easy time of it these days. In addition to the unpatched hole in Internet Explorer, a now published hole in Windows allows users with restricted access to escalate their privileges to system level – and this is believed to be possible on all 32-bit versions of Windows from Windows NT 3.1 up to, and including Windows 7. While the vulnerability is likely to affect home users in only a minor way, the administrators of corporate networks will probably have their hands full this week.

The problem is caused by flaws in the Virtual DOS Machine (VDM) introduced in 1993 to support 16-bit applications (real mode applications for 8086). VDM is based on the Virtual 8086 Mode (VM86) in 80386 processors and, among other things, intercepts hardware routines such as BIOS calls. Google security team member Tavis Ormandy has found several vulnerabilities in this implementation that allow an unprivileged 16-bit program to manipulate the kernel stack of each process via a number of tricks. This potentially enables attackers to execute code at system privilege level.

273
3D-Tech News Around The Web / Anti-Aliasing and Subpixel Accuracy
« on: January 21, 2010, 09:31:25 PM »
Link: http://www.antigrain.com/doc/introduction/introduction.agdoc.html

Quote
Anti-Aliasing is a very well known technique used to improve the visual quality of images when displaying them on low resolution devices. It's based on the properties of the human vision. Look at the following picture and try to guess what it means.

Well, it's a word drawn with Anti-Aliasing. In terms of Kotelnikov-Shannon's theorem, the maximal frequency of the image is far above of the Shannon limit.

Now look at the same picture that has normal size and within the context. You easily recognize word “stereo”. However, the pictrures are exactly the same. The first one is just an enlarged version of the last one. This very property allows us to reconstruct missing information on the basis of accumulated experience. Anti-Aliasing doesn't make you see better, it basically makes you brain work better and reconstruct missing details. The result is great. It allows us to draw much more detailed maps for example.

274
3D-Tech News Around The Web / Follow Bill Gates on Twitter
« on: January 21, 2010, 05:16:25 PM »
... like already 280,000 other followers  ;D

Link: http://twitter.com/billgates

275
Link: http://www.legitreviews.com/article/1176/1/

When it comes to gaming frame-rates can make or break the quality of the experience. Despite the fact that the pair of XFX GTX 260 Black Editions did score higher on most of the benchmarks, I do think the HIS Radeon HD5870 may be the better choice if torn between those two choice. As demonstrated in Colin McRae: DiRT 2 SLI doesn't always improve performance. In fact having SLI enabled we can actually see a hit in performance in DiRT 2. That is just one of many games that may experience an effect like that. Add to that the fact that you cut down the overall power consumption of your computer by nearly 200 Watts, in my opinion it is a clear choice. Don't forget to consider the fact that the ATI Radeon 5000 series is currently the only DirectX 11 platform if you are looking to get the best visual experience in the latest DirectX 11 games...

276
3D-Tech News Around The Web / OpenGL: Uniform Buffers vs Texture Buffers
« on: January 21, 2010, 03:01:55 PM »
Link: http://rastergrid.com/blog/2010/01/uniform-buffers-vs-texture-buffers/

Uniform Buffers
- Maximum size: 64KByte (or more)
- Memory storage: usually local memory
- Use case examples: geometry instancing, skeletal animation, etc.

Uniform buffers were introduced in OpenGL 3.1 but are available on driver implementations that don’t conform to the version 3.1 of the standard via the GL_ARB_uniform_buffer_object  extension. As the specification says, uniform buffers provide a way to group GLSL uniforms into so called “uniform groups” and source their data from buffer objects to provide more streamlined access possibilities for the application.


Texture Buffers
Maximum size: 128MByte (or more)
Memory storage: global texture memory
Use case examples: skinned instancing, geometry tesselation etc.

Texture buffers were also became core OpenGL in version 3.1 of the specification but are available also via the GL_ARB_texture_buffer_object extension (or via the GL_EXT_texture_buffer_object extension on earlier implementations). Buffer textures are one-dimensional arrays of texels whose storage comes from an attached buffer object. They provide the largest memory footprint for raw data access, much higher than equivalent 1D textures. However, they don’t provide texture filtering and other facilities that are usually available for other texture types. They represent formatted 1D data arrays rather than texture images. From some perspective, however, they are still textures that are resided in global memory so the access method is totally different than that of uniform buffers’.


277
3D-Tech News Around The Web / MSI HD 5870 Lightning disassembled
« on: January 21, 2010, 02:58:48 PM »
Link: http://www.techpowerup.com/113418/MSI_HD_5870_Lightning_disassembled.html

The card will be designed with overclockers in mind and comes with two 8-pin PCI-Express power connectors for maximum power delivery. It also has easily accessible measuring points for the GPU voltages - a voltmodder's dream.

278
Without a doubt one of the most highly anticipated releases for 2010 will be the NVIDIA GF100 Fermi graphics card. For nearly a year NVIDIA has told the media and their fans that GF100 is coming and that it will be the best performing graphics card that the world has ever seen. Read on to see what we think after we spend some time with GF100!

Link: http://www.legitreviews.com/article/1193/1/

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Link: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=4495

Quote
For 2010 we have some exciting plans towards Bullet 3.x with support for OpenCL acceleration, binary serialization in a new .bullet file format with improved authoring tools and improved compatibility with Sony PlayStation 3 and other platforms. We plan a new Bullet 2.76 release for January 2010.

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3D-Tech News Around The Web / NVIDIA Optimus Technology
« on: January 07, 2010, 04:42:01 PM »
Link: http://blogs.nvidia.com/ntersect/2010/01/new-nvidia-optimus-primer.html

Quote
NVIDIA Optimus technology works on notebook platforms with NVIDIA GPUs. It is unique to NVIDIA. It is seamless and transparent to the user. Its purpose is to optimize the mobile experience by letting the user get the performance of discrete graphics from a notebook while still delivering great battery life. Look for more details next month.

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