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Messages - JeGX

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The benchmark crashes on my system  :'(
Win7 64, GT 240 + GTS 250 + R197.45...

P.S: if s.o. knows the coder of "MSI Afterburner", show him this screenshot
Why ? For the unreal amount of memory in OSD ?

P.P.S: those who copy my infos to other websites, link to the source next time
Do you have link ?

I'm too lazy to google this demo, do you have a link ?

3D-Tech News Around The Web / Difference between CUDA and OpenCL 2010
« on: April 23, 2010, 10:49:46 AM »
CUDA term                                       OpenCL term
GPU                                               Device                   
Multiprocessor                               Compute Unit
Scalar core                               Processing element
Global memory                               Global memory
Shared (per-block) memory               Local memory
Local memory (automatic, or local)       Private memory
kernel                                       program
block                                            work-group
thread                                          work item

On NVidia hardware, OpenCL is up to 10% slower (see Matt Harvey’s presentation); this is mainly because OpenCL is implemented on top of CUDA-architecture (this shouldn’t be a reason, but to say NVidia has put more energy in CUDA is just a wild guess also). On ATI 4000-series OpenCL is just slow, but gives very comparable to NVidia if compared to the 5000-series.



3D-Tech News Around The Web / Galaxy Custom-design GeForce GTX 470
« on: April 05, 2010, 09:39:04 AM »
Noteworthily, Galaxy GTX 470 has employed gray frosted design instead of the black design of reference board to make it look even cooler. The card is marked with an eye-catching tag of “Fermi GPU inside”.


Toshiba's R&D Labs in Cambridge, UK have developed a system capable of real-time 3D modeling of the human face and body — using a simple set of three different colored lights. Simple it may be, but the results are impressive.



3D-Tech News Around The Web / FRAPS 3.2.2 Available
« on: April 01, 2010, 06:12:25 PM »

3.2.2 - 31st Mar 2010
- Fixed trouble opening movies with VLC, Avidemux, AVI synth, Virtualdub and some other applications
- Fixed problem capturing stereoscopic movies at 1920x1080 and 1920x1200
- Fixed loop recordings sometimes becoming corrupted

General Discussion / Re: ATI Releases OpenGL 3.3 and 4.0 Drivers
« on: March 26, 2010, 09:33:50 AM »
Thanks for the feedback. Will fix it for version 1.8.6  ;)


Screen Space Fluid Rendering for Games, DirectCompute Performance, DX11 Effects in Metro 2033, Tesselation Performance...

The Khronos Group, the consortium of hardware and software companies that governs OpenGL, OpenCL, and other related specifications, made no bones about its intentions for OpenGL 4: providing standardized support for Direct3D 11 features to OpenGL developers was the prime concern. Direct3D 11 integrated two key features into the graphics pipeline: hardware tessellation and compute shaders. The former allows the video card to synthesize polygons programmatically, enabling considerably smoother, more natural looking curved surfaces. The latter is a key part in the development of using the GPU for general-purpose computation (GPGPU)—not just for producing graphics, but for performing various kinds of high-performance math.


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
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
“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.


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.

3D-Tech News Around The Web / Notepad++ 5.6.8
« on: March 05, 2010, 05:48:37 AM »
Notepad++ website:
Direct download page:

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.

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.


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