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Topics - JeGX

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81
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:



82
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/



83
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








84
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/



85
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


86
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/

87
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);

88
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



89
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/



90
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.

91
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;
}

92
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.



93
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





94

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





95
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/

96
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

97
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









98
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:










99
3D-Tech News Around The Web / (Demoscene) How a 64k intro is made
« on: May 22, 2017, 10:01:58 AM »
How is made the Guberniya 64k intro, released at the Revision 2017:

Quote
The demoscene is about producing cool real time works (as in “runs on your computer”) called demos. Some demos are really small, say 64 kilobytes or less, and these are called intros. The name comes from “crack intros”. So an intro is just a demo that’s small.

I’ve noticed many people have interest in demoscene productions but have no idea how they are actually made. This is a braindump/post-mortem of our recent 64k intro Guberniya and I hope that it will be interesting to newcomers and seasoned veterans alike. This article touches basically all techniques used in the demo and should give you an idea what goes into making one. I refer to people with their nick names in this article because that’s what sceners do.

http://www.lofibucket.com/articles/64k_intro.html



100
GeeXLab - english forum / GeeXLab 0.15.0.1 for Windows 64-bit
« on: May 18, 2017, 09:46:32 PM »
Some news about GeeXLab 0.15.0.1. This version is available for Windows 64-bit only.

http://www.geeks3d.com/hacklab/20170518/geexlab-0-15-0-1-and-two-sided-lighting/


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