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Topics - JeGX

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61
3D-Tech News Around The Web / OpenGL 4.6 specifications released
« on: July 31, 2017, 03:18:12 PM »
OpenGL celebrates 25th anniversary with 4.6 release adding 11 ARB and EXT extensions into the core specification.

Link: http://www.geeks3d.com/20170731/opengl-4-6-specifications-released-spir-v-shaders-supported/



62



Intel Core i9 7900X price: USD $999




63
3D-Tech News Around The Web / 3DMark Serra (new benchmark?)
« on: July 31, 2017, 10:41:09 AM »
Found this picture in one the Radeon RX Vega 64 articles:



64
Quote
We're excited to announce that in Windows 10 Fall Creators Update (FCU) due to ship in fall 2017, Windows Subsystem for Linux (WSL) will no longer be a beta feature and will become a fully supported Windows feature. Early adopters on the Windows Insider program will notice that WSL is no longer marked as a beta feature as of Insider build 16251.

This will be great news for those who've held-back from employing WSL as a mainline toolset: You'll now be able to leverage WSL as a day-to-day developer toolset, and become ever more productive when building, testing, deploying, and managing your apps and systems on Windows 10.

Link:
- https://blogs.msdn.microsoft.com/commandline/2017/07/28/windows-subsystem-for-linux-out-of-beta/



65
Quote
The content is running real time in 4K, the frame rate depends on the use of settings and with some optimization can run very fast on a single Titan or 1080TI (around 45 or perhaps I can hit 60). In SLI it is no problems to hit 60, so is playing it HD on regular cards. I am making use of Unreal engine and Nvidia's VXGI solution for real time lighting.

Youtube video: https://www.youtube.com/watch?v=bXouFfqSfxg

The setup used to render this demo:
- Dual GTX 1080 Ti in SLI
- Intel Core i7 5960X
- Asus X99-E WS
- Corsair 64GB DDR4 2400MHz
- Acer 28" Predator XB281HK G-Sync 4K


More information and high resolution screenshots: http://overview.artbyrens.com








66
Geeks3D's GPU Tools / GPU Caps Viewer 1.35.x released
« on: July 28, 2017, 02:11:53 PM »
GPU Caps Viewer 1.35.0.1 is available.

More information and downloads links:
http://www.geeks3d.com/20170728/gpu-caps-viewer-1-35-x-released/



67
The Radeon GPU Profiler (RGP) is a ground-breaking low-level optimization tool from AMD.  It provides detailed timing information on Radeon Graphics using custom, built-in, hardware thread-tracing, allowing the developer deep inspection of GPU workloads.

This unique tool generates easy to understand visualizations of how your DirectX®12 and Vulkan® games interact with the GPU at the hardware level. Profiling a game is both a quick, and simple process using the Radeon Developer Panel and the public Crimson driver.

Supported GPUs:
- AMD Radeon R9 Fury and Nano series 
- AMD Radeon RX 400, RX 500 series

Links:
- Radeon-GPUProfiler @ github
- Radeon GPU Profiler DOWNLOADS


68
3D-Tech News Around The Web / Where do I start graphics programming?
« on: July 28, 2017, 08:21:44 AM »
Quote
Sometimes I get this question. And since it happens frequent enough, I decided I should write it publicly so that others can benefit, and also so I don’t have to repeat myself every time

In case you don’t know me, I’m self taught. I started doing graphics programming at age 14. My first experience was Visual C++ 6.0 and dived straight into C, C++ and assembly and came out just fine. The basics I learnt by reading a random PDF I found back then “Aprenda C++ como si estuviera en primero” (in Spanish) which was a very simple introduction to the language in 87 pages. What a variable is, what an enum is. How to do basic hello world.

Then I learnt a lot by trial and error. I started with several open source Glide Wrappers which were popular at the time. I used the debugger a lot to see line by line how the variables evolved. I would often remove some snippet of code to see what would happen if I took it out. I also played a lot with XviD’s source code.

Back then I had the DirectX SDK 7.0 samples and documentation to play with and I learnt a lot from it. In particular, Mathematics of Direct3D lighting fascinated me. I ended up writing my own TnL C library written in SSE assembly. It wasn’t very useful and I haven’t really updated it in more than a decade, but it helped a lot paving my foundations for when I came into contact with Vertex & Pixel Shaders. I was shocked that what took me an entire summer vacation and lots of assembly instructions (e.g. a matrix multiplication) could be done in one line of vertex shader code.

...

Link: http://www.yosoygames.com.ar/wp/2017/07/where-do-i-start-graphics-programming/

69
3D-Tech News Around The Web / Vulkan Synchronization Examples
« on: July 28, 2017, 08:19:24 AM »
Lot of synchronization examples are available here:

https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples

Quote
Synchronization in Vulkan can be confusing. It takes a lot of time to understand, and even then it's easy to trip up on small details. Most common use of Vulkan synchronization can be boiled down to a handful of use cases though, and this page lists a number of examples. May expand this in future to include other questions about synchronization.


Swapchain Image Acquire and Present:
Code: [Select]
VkAttachmentReference attachmentReference = {
    .attachment = 0,
    .layout     = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};

// Subpass containing first draw
VkSubpassDescription subpass = {
    ...
    .colorAttachmentCount = 1,
    .pColorAttachments = &attachmentReference,
    ...};

/* Only need a dependency coming in to ensure that the first
   layout transition happens at the right time.
   Second external dependency is implied by having a different
   finalLayout and subpass layout. */
VkSubpassDependency dependency = {
    .srcSubpass = VK_SUBPASS_EXTERNAL,
    .dstSubpass = 0,
    .srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
    .dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
    .srcAccessMask = 0,
    .dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
    .dependencyFlags = 0};

VkAttachmentDescription attachmentDescription = {
    ...
    .loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
    ...
    .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
    .finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};

VkRenderPassCreateInfo renderPassCreateInfo = {
    ...
    .attachmentCount = 1,
    .pAttachments    = &attachmentDescription,
    .subpassCount    = 1,
    .pSubpasses      = &subpass,
    .dependencyCount = 1,
    .pDependencies   = &dependency};

vkCreateRenderPass(...);

...

vkAcquireNextImageKHR(
    ...
    acquireSemaphore,   //semaphore
    ...
    &imageIndex);       //image index

VkPipelineStageFlags waitDstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;

VkSubmitInfo submitInfo = {
    ...
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &acquireSemaphore,
    .pWaitDstStageMask = &waitDstStageMask,
    ...
    .signalSemaphoreCount = 1,
    .pSignalSemaphores = &graphicsSemaphore};

vkQueueSubmit(..., &submitInfo, ...);

VkPresentInfoKHR presentInfo = {
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &graphicsSemaphore,
    ...};

vkQueuePresentKHR(..., &presentInfo);

70
3D-Tech News Around The Web / Linux Graphics Demystified
« on: July 26, 2017, 07:16:53 PM »
A 49-page PDF about graphics on Linux is available here:
https://keyj.emphy.de/files/linuxgraphics_en.pdf



71
GeeXLab - english forum / New way to live-code a GLSL shader
« on: June 18, 2017, 04:46:22 PM »
GeeXLab 0.16+ comes with a new and cross-platform way to live code GLSL shaders:

http://www.geeks3d.com/hacklab/20170618/new-way-to-live-code-glsl-shaders-in-geexlab-0-16/



72
GeeXLab - english forum / GeeXLab 0.16.x released
« on: June 18, 2017, 04:41:43 PM »
A new version of GeeXLab is available for Windows 64-bit and Linux 64-bit.

Release highlights:
http://www.geeks3d.com/hacklab/20170618/geexlab-0-16-0-2-released-for-windows-and-linux-64-bit/

Quote
Version 0.16.0.2 - 2017.06.17
-----------------------------
+ added a new command line param to select the GPU for Vulkan (or Direct3D 12)
  demos: /gpu_index=x
! [WINDOWS] Vulkan plugin recompiled with latest Vulkan API headers (v1.0.51).
- [WINDOWS] removed from Tools menu entries related to network live updaters.
  Network live updaters tools are still available but in the nettools/ folder.
! [WINDOWS] GPU Shark utility moved to gpushark/ sub-folder. For some very
  obscure reasons, GPU Shark utility no longer works in the root
  folder of GeeXLab. But it works fine from the sub folder gpushark/.
* fixed a minor bug in the Lua kx framework for Vulkan.
+ added support of live-coding of GLSL shaders by editing the source
  code of a shader with any text editor.
+ added delay between two reloads of script files for live-coding of scripts.
! improved the performance of the Vulkan renderer.
! improved the support of AMD GPUs in the Vulkan renderer.
* fixed a bug in the Vulkan renderer in the creation of swapchain that led
  to a crash on NVIDIA GPUs.
+ added an automatic call to wait_for_gpu after all INIT scripts.
  Usefull with Vulkan or Direct3D 12 renderers.
+ added support of render targets in the Vulkan renderer.
! updated gh_texture.create_2d_from_rt() internals.
! [WINDOWS] updated the GPU monitoring plugin with NVIDIA GeForce GT 1030.

73
Boost.Compute is a GPU/parallel-computing library for C++ based on OpenCL.

The core library is a thin C++ wrapper over the OpenCL API and provides access to compute devices, contexts, command queues and memory buffers.

On top of the core library is a generic, STL-like interface providing common algorithms (e.g. transform(), accumulate(), sort()) along with common containers (e.g. vector<T>, flat_set<T>). It also features a number of extensions including parallel-computing algorithms (e.g. exclusive_scan(), scatter(), reduce()) and a number of fancy iterators (e.g. transform_iterator<>, permutation_iterator<>, zip_iterator<>).

Links:
- https://github.com/boostorg/compute/
- http://boostorg.github.io/compute/


The development branch brings the full support of OpenCL 2.1:
https://github.com/boostorg/compute/tree/develop



Code sample:
Code: [Select]
#include <vector>
#include <algorithm>
#include <boost/compute.hpp>

namespace compute = boost::compute;

int main()
{
    // get the default compute device
    compute::device gpu = compute::system::default_device();

    // create a compute context and command queue
    compute::context ctx(gpu);
    compute::command_queue queue(ctx, gpu);

    // generate random numbers on the host
    std::vector<float> host_vector(1000000);
    std::generate(host_vector.begin(), host_vector.end(), rand);

    // create vector on the device
    compute::vector<float> device_vector(1000000, ctx);

    // copy data to the device
    compute::copy(
        host_vector.begin(), host_vector.end(), device_vector.begin(), queue
    );

    // sort data on the device
    compute::sort(
        device_vector.begin(), device_vector.end(), queue
    );

    // copy data back to the host
    compute::copy(
        device_vector.begin(), device_vector.end(), host_vector.begin(), queue
    );

    return 0;
}

74
Samsung has unveiled the CHG90, the first 49-inch gaming monitor.

Main features:

- Resolution of 3840x1080 (DFHD or Double FullHD)
- AMD’s new Radeon FreeSync 2 technology
- High Dynamic Range (HDR) picture enhancement technology
- QLED Quantum Dot technology
- supports 125 percent of the sRGB color space
- ultra-wide 178-degree viewing angle

The 49-inch CHG90 is now available for pre-order on Amazon.com and at local Micro Center retail stores for $1499.

The complete press-release is available HERE.



75
Quote
Provides the optimal gaming experience for DiRT 4 and Nex Machina

Desktop downloads
- win10 x64
- win10 x32
- win7 / win8 x64
- win7 / win8 x32

Notebook downloads
- win10 x64
- win10 x32
- win7 / win8 x64
- win7 / win8 x32





76

Quote
San Jose, California — Apple today gave a sneak peek of iMac Pro, an entirely new workstation-class product line designed for pro users with the most demanding workflows. The all-new iMac Pro, with its gorgeous 27-inch Retina 5K display, up to 18-core Xeon processors and up to 22 Teraflops of graphics computation, is the most powerful Mac ever made. Featuring a stunning new space gray enclosure, iMac Pro packs incredible performance for advanced graphics editing, virtual reality content creation and real-time 3D rendering. iMac Pro is scheduled to ship in December starting at $4,999 (US).

For $5000 you will have:

- a 27-inch 5K display
- an 8-Core Intel Xeon CPU
- 32GB of 2666MHz DDR4 ECC RAM
- 1TB PCIe SSD
- AMD Radeon Pro Vega 56 GPU with 8GB of HBM2
- front 1080p FaceTime HD camera
- built-in stereo speakers, with 4 microphones, 3.5mm headphone jack
- 10GbE Ethernet
- 4 x Thunderbolt 3 (USB-C) ports
- 4x USB 3.0 ports
- 802.11ac wireless with Bluetooth 4.2


Links:
- Press release
- iMac Pro homepage
- Apple's new iMac Pro costs $5000, but is it overpriced?
- With the iMac Pro, Apple Rediscovers the Creative Class @ wired





77
AMD introduces Radeon Pro 500 Series graphics hardware for Mac based on Polaris architecture:
Quote
Radeon™ Pro 500 series graphics embody the pinnacle of the latest graphics technology. Powering both the groundbreaking 15-inch MacBook Pro notebook and unparalleled 21.5 and 27 inch iMac all-in-one line-up, Radeon Pro 500 series graphics deliver the optimal combination of high performance and cool + quiet operation. The “Polaris” architecture in Radeon™ Pro GPUs enable graphics and compute workloads to work together seamlessly. Complex workloads, including advanced 3D modeling/rendering and multi stream 4k non-linear editing are only bounded by your imagination.

The Radeon Pro 500 family: Radeon Pro 580, Radeon Pro 575, Radeon Pro 570, Radeon Pro 560 and Radeon Pro 555.

Link: http://creators.radeon.com/radeon-pro/

78
3D-Tech News Around The Web / Windows 10 Pro for Workstation PCs
« on: June 05, 2017, 02:16:08 PM »
Microsoft is working on a Workstation version of Windows 10 Pro. This new variant of Windows 10 is intended for advanced users and includes ReFS (the successor of NTFS), faster files handling, support up to 4 CPUs and up to 6TB of RAM.



source

79
World’s thinnest gaming laptop powered by 7th Gen Intel Core i7 and NVIDIA GeForce GTX 1080, with 120Hz Full HD G-SYNC display and Windows 10 Pro

KEY POINTS
  • Ultraslim profile tapers from 17.9mm to just 16.9mm
  • High-performance best-in-class components including 7th Gen Intel Core i7 (Kaby Lake) CPU and the latest NVIDIA GeForce GTX 1080 GPU
  • ROG-exclusive Active Aerodynamic System delivers powerful cooling and strikingly efficient performance for marathon gaming sessions
  • Front-mounted keyboard has individually backlit keys with Aura RGB lighting, customizable WASD and QWER key lighting, and anti-ghosting 30-key rollover


More information and press release: The ROG Zephryus GX501 brings hardcore gaming to ultra-slim laptops









80
Computex 2017 - Intel introduced its new HEDT (high-end desktop) processor family (Skylake-X and Kaby Lake-X), the Core X-Series with a big Core i9 7980-XE CPU with 18C/36T. To support these new CPUs, Intel has also announced a new chipset, the X299 platform.

- Core i7-7800X: 6C/12T - price: $389
- Core i7-7820X: 8C/16T - price: $599
- Core i9-7900X: 10C/20T - price: $999
- Core i9-7920X: 12C/24T - price: $1199
- Core i9-7940X: 14C/28T - price: $1399
- Core i9-7960X: 16C/32T - price: $1699
- Core i9-7980XE: 18C/36T - price: $1999




Some links:
- anandtech.com
- pcper.com
- tweaktown.com


Some slides:










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