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Messages - JeGX

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Here is an article that explains how to run a Vulkan demo on particular GPU:

MUNICH, Germany. Officials at the Khronos Group consortium announced the availability of the OpenGL SC 2.0 specification for bringing programmable graphics to systems that require system safety certification such as commercial and military avionics systems as well as automotive safety systems. Khronos officials made the announcement at the Aviation Electronics Europe show held last week in Munich.

OpenGL SC 2.0 is a subset of OpenGL ES 2.0 that includes GLSL-based programmable shaders to enable enhanced graphics functionality, with increased performance and reduced power. It removes all debug functionality from OpenGL ES 2.0, but integrates the OpenGL robustness extension into the core specification for scheduling and memory access integrity. OpenGL SC 2.0 is designed to be both deterministic and testable while keeping compatibility with existing OpenGL ES 2.0-capable silicon, enabling the immediate deployment of high-volume desktop, mobile, and embedded silicon solutions.

Complete story:

* Bump API patch number and header version number to 12 for this

Github Issues:

  * Change valid usage statements intended to be "sub-points" to
    be actual sub-points (public issue 66).
  * Replace double negation in description of
    slink:VkRenderPassBeginInfo::pname:pClearValues (based on public
    merge 142).
  * Cleanup minor typos in spec, ref pages and XML, including those
    proposed in public pull requests 144, 150, 151, 167, 168, 181, and
  * Use *strict subset* in describing the partial order of memory
    property types for slink:VkMemoryType, and update the style guide
    accordingly (public issue 190).
  * Fix various "a image" -> "an image" typos (public issue 191).
  * Note in the <<fundamentals-validusage,Valid Usage>> and
    <<extensions-interactions,Extension Interactions>> sections that
    structures defined by extensions which may be passed in structure
    chains using the ptext:pNext member must: include initial
    ptext:sType and ptext:pNext members (public issue 192).

Internal Issues:

  * Remove duplicate language from the description of the pname:fence
    parameter to flink:vkQueueSubmit and improve validity language
    (internal issue 91).
  * Added documentation for "optional" attribute to XML readme.tex/pdf
    (internal issue 149).
  * Clarify the host-side data validity rules and behavior of
    flink:vkFlushMappedMemoryRanges and
    flink:vkInvalidateMappedMemoryRanges (internal issue 266).

Other Commits:

  * Added clarification to flink:vkCmdFillBuffer regarding the use of
  * Fixed and documented implementation of "validextensionstructs"
    attribute. in XML processing scripts and readme.tex/pdf.
  * Add missing validity statements to flink:vkResetEvent and
  * Fix validity for the
    Correct all the draw/dispatch commands to mention optimally tiled
    images as well as linear tiled images, and say image VIEWS instead
    of images. Add validity statement to flink:vkCmdBlitImage
  * Replace the {apiname} macro with hardcoded "Vulkan", now that we've
    committed to that name.
  * Add the VK_AMD_rasterization_order extension to vk.xml.


3D-Tech News Around The Web / NVIDIA R364.19 for Linux
« on: April 22, 2016, 06:27:33 PM »
Release highlights since 364.15:
Added support for the following GPU:
Tesla M40 24GB

Fixed some locking issues in
Fixed several interaction problems with buffer management Wayland protocols.

- Linux 64-bit
- Linux 32-bit
- Linux ARM
- Solaris
- FreeBSD 32-bit
- FreeBSD 64-bit

GeeXLab - english forum / GeeXLab released
« on: April 21, 2016, 05:39:50 PM »
GeeXLab is available for Windows 64-bit only. This is a bugfix release. More information can be found here:

The changelog is available here:

If the shader posted on geeks3d (shaderlib or in the posts) is a simple copy with minor modifications of another shader, you have to check the license of the original shader (there is always a link to the original shader). If the shader author is Geeks3D (there is no link to a source, except if I forgot it...), yes you can use it as you want, I don't care.  If you have a doubt, do not hesitate to use the forum.

GeeXLab - english forum / Re: GeeXLab command line parameters?
« on: April 19, 2016, 08:46:23 AM »
I forgot to check command line parameters in GeeXLab but this is done for v0.10.1.1.
The /benchmark_duration_ms parameter is fixed (as well as the display of the score box).

GeeXLab - english forum / Re: Fastest way to upload vertices?
« on: April 14, 2016, 06:27:32 PM »
A code sample that shows how to initialize a vertex pool with a Python array is available in the new code sample pack:


I tested with 1'000'000 particles and initialization from Python arrays is really fast!

GeeXLab - english forum / GeeXLab released
« on: April 14, 2016, 06:20:49 PM »

The Vulkan plugin now works on Linux too (tested on Linux Mint 17.3 + GeForce GTX 780 + R364.12). I can now release the first version of GeeXLab with Vulkan support...

NVIDIA Pascal GP100 GPU architecture announced today at the GPU Technology Conference 2016:

A list of the "world's 15 greatest living programmers" was published by IT World last year, based on names which came up again and again in coder discussion forums. Alongside the woman who programmed Nasa's Apollo flight control software, the creator of the Linux operating system and the man who created the game Doom, was Jon Skeet, a programmer from Reading.


Although he has written 32,599 answers to questions about programming since joining Stack Overflow he says he just "fits it in when he can" around working for Google, looking after his three children and caring for his three Bengal cats - Milly, Starshine and Poppy.

Complete story:

Jon Skeet user profile on stackoverflow:

Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror’s Edge game isn’t an easy task.

In this talk, the tools and technology used to render Mirror’s Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.



Here's how Windows 10's Ubuntu-based Bash shell will actually work:

Aimed at developers, Bash brings a complete Linux command line to Windows, but only the command line.

3D-Tech News Around The Web / Unreal Engine 4.11 Released
« on: April 02, 2016, 12:32:46 PM »
This release is packed with many new features and numerous performance optimizations. Performance has been a big focus for us as we prepare to ship our next game, Paragon. Several new rendering and animation features focused on rendering realistic characters are in 4.11, as are new audio features and tools improvements. UE4 continues to push VR forward with improvements to VR rendering and support for the latest SDKs so that you can ship your games as VR hardware becomes available to consumers.

Full story:

Realistic Eye Shading:

Performance and Multithreading:

3D-Tech News Around The Web / DOOM - Fight Like Hell Cinematic Trailer
« on: April 01, 2016, 10:01:30 AM »
Fight. Like. Hell. Celebrate DOOM's upcoming launch with our all-new live-action cinematic trailer. Directed by Joe Kosinski (Oblivion, Tron: Legacy), the trailer evokes the pillars of DOOM's gameplay: Relentless Combat, Terrifying Demons, and Bad Ass Guns.

DOOM releases on Friday, May 13th on Xbox One, PlayStation 4, and PC, and can be pre-ordered by heading to


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