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Topics - JeGX

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61
Big Pictures / Unreal Engine 4 - Shooter game demo (Direct3D 11)
« on: May 01, 2014, 02:32:49 PM »
Unreal Engine 4 - Shooter game demo (D3D11)

The shooter game can be downloaded HERE




66
Just tested one of the PhysX3 demos of the code sample pack (host_api/PhysX3/Fluids/) with the DEV version I'm working on (v0.6.3.18) and now collisions of a fluid with a static mesh work fine. In the following screenshot, two particle emitters are inside a mesh box:




With prev versions, collisions were not handled with GPU fluids and CPU fluids led to a crash...

67
Big Pictures / ASUS GeForce GTX 750 Ti OC Unboxing
« on: April 11, 2014, 02:00:42 PM »
ASUS GeForce GTX 750 Ti OC (GTX750TI-OC-2GD5)














Unboxing possible thanks to the guys at internex.ch

68
Big Pictures / ASUS Geforce GTX 780 DirectCU II OC Unboxing
« on: April 11, 2014, 01:07:42 PM »
GeForce GTX 780 DirectCU II OC (GTX780-DC2OC-3GD5)

Unboxing thanks to the guys at internex.ch

This GTX 780 has been launched few months ago but it still cool to have some big pictures of that card, better later than never!















69
Quote
University of California researchers have created a system that shows how the brain works in real time, allowing users to navigate right inside their own heads and see their neuronal activity firing in three dimensions, showing “real-time source-localised activity from electroencephalographic signals”.

http://www.gizmodo.com.au/2014/03/scientists-create-system-that-shows-your-brain-activity-in-3d/

70
Quote
The two consoles' Graphics Processing Units - called Flipper on the GameCube and Hollywood on the Wii - have a lot in common with their modern PC counterparts, but there are just enough differences to make perfect emulation an absolute nightmare. One quirk in particular is the use of integer math within the console GPU pipeline - as opposed to floating point math which is the norm for PC GPUs.

https://dolphin-emu.org/blog/2014/03/15/pixel-processing-problems/

73
GpuTest / GpuTest 0.7.0
« on: March 04, 2014, 09:51:08 PM »

74
Quote
Renderdoc™ is a standalone program that can be used to capture and replay frames from any Windows application using Direct3D 11.0 or 11.1, and provides tools for deep analysis and graphics inspection, as well as detailed examination of API usage - allowing developers to locate bugs and problems in their programs.

Developed by Crytek, Renderdoc™ has been built from the ground up to reflect the real needs of graphics programmers, and has evolved based on its day-to-day usage in the creation of CRYENGINE titles.

Plans are in place to increase Renderdoc™'s functionality over time, adding support for other platforms and APIs such as OpenGL.

http://cryengine.com/renderdoc

75
Quote
The introduction this week of NVIDIA’s first-generation “Maxwell” GPUs is a very exciting moment for GPU computing. These first Maxwell products, such as the GeForce GTX 750 Ti, are based on the GM107 GPU and are designed for use in low-power environments such as notebooks and small form factor computers. What is exciting about this announcement for HPC and other GPU computing developers is the great leap in energy efficiency that Maxwell provides: nearly twice that of the Kepler GPU architecture. That makes Maxwell a great architecture for future NVIDIA Tesla products, so stay tuned.

This post will tell you 10 things that you need to know about Maxwell as a GPU computing programmer, including high-level benefits of the architecture, specifics of the new Maxwell multiprocessor, guidance on tuning and pointers to more resources.

https://devblogs.nvidia.com/parallelforall/5-things-you-should-know-about-new-maxwell-gpu-architecture/

76
3D-Tech News Around The Web / Scaling Mercurial at Facebook
« on: February 17, 2014, 08:11:12 PM »
Quote
With thousands of commits a week across hundreds of thousands of files, Facebook's main source repository is enormous--many times larger than even the Linux kernel, which checked in at 17 million lines of code and 44,000 files in 2013. Given our size and complexity—and Facebook's practice of shipping code twice a day--improving our source control is one way we help our engineers move fast.


https://code.facebook.com/posts/218678814984400/scaling-mercurial-at-facebook/

77
English forum / Atomic counters demo
« on: November 06, 2013, 05:35:25 PM »
OpenGL 4.2 Atomic Counters: Rasterization Pattern, Helper for Rendering Optimization:

http://www.geeks3d.com/20131031/opengl-4-2-atomic-counters-rasterization-pattern-helper-for-rendering-optimization-windows-linux/

78
English forum / MadShaders 0.1.0
« on: November 06, 2013, 05:34:23 PM »
MadShaders is graphical user interface over GLSL Hacker to easily launch Shadertoy, GLSL Sandbox demos:
 
http://www.geeks3d.com/20131106/madshaders-0-1-0-best-glsl-pixel-shaders-glslhacker-windows-linux-osx-downloads/

80
GpuTest / Scores comparative tables
« on: October 31, 2013, 05:18:34 PM »
Some comparative tables for GpuTest 0.6.0 benchmarks are available here:

http://www.geeks3d.com/20131031/gputest-benchmark-score-tables-windows-linux-os-x/

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