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Messages - JeGX

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3D-Tech News Around The Web / Re: ATI Catalyst 10.10 (8.782) for HD6800
« on: October 15, 2010, 09:07:21 AM »
ok thanks. Nice copy tracking!

3D-Tech News Around The Web / Re: ATI Catalyst 10.10 (8.782) for HD6800
« on: October 14, 2010, 09:49:24 PM »
Why there is a profile for ????
EndWar.exe SilentHill.exe cabalmain.exe Client.exe WheelmanGame*.exe CompatAFR-1x1.exe Unigine.exe wanted.exe

Stefan, where do you find this list of profiles ?

Photorealistic Organic and Fractal Art generator SUBSTANCE 3D [Classic edition] for Microsoft Windows is now available.

SUBSTANCE is a realtime 3D application for producing photorealistic Evolutionary Art.

Using OpenGL 3 for realtime rendering (including global illumination preview), SUBSTANCE is powered by exclusive technologies from NeuroSystems: P.O.M.E (Procedural Organic Modeling Engine) and cpu-based P.U.R.E (Physically-based Unbiased Rendering Engine). It has numerous features (genetic editor, fractal microscope, mutator, HD mesh exporter, etc.), most of them are presented here:

SUBSTANCE exists in 3 versions, Free, Classic and Complete.

The free version (viewer only) can be downloaded here:

3D-Tech News Around The Web / Re: NeoAxis SDK 0.91 released
« on: October 04, 2010, 09:15:56 AM »
News about the major release of NeoAxis Game Engine (0.9):

3D-Tech News Around The Web / Re: NVIDIA PhysX SDK released
« on: September 17, 2010, 08:26:52 PM »
Cool, thanks!

3D-Tech News Around The Web / Re: ATI GPU Services (AGS) Library v1.0
« on: September 16, 2010, 10:06:53 AM »
Will test it with the new GPU Caps Viewer!!

3D-Tech News Around The Web / New NVIDIA mobile and desktop GPUs
« on: August 30, 2010, 11:49:42 AM »
Listed in the new R295.47 driver:

- NVIDIA_DEV.0E23.01 = "NVIDIA GeForce GTS 455 "

- NVIDIA_DEV.0DC4.01 = "NVIDIA GeForce GTS 450 "

- NVIDIA_DEV.0DC5.01 = "NVIDIA GeForce GTS 450 "

- NVIDIA_DEV.0DC0.01 = "NVIDIA GeForce GT 440 "

- NVIDIA_DEV.0DE1.01 = "NVIDIA GeForce GT 430 "

- NVIDIA_DEV.0DE2.01 = "NVIDIA GeForce GT 420 "

- NVIDIA_DEV.0E30.01 = "NVIDIA GeForce GTX 470M "

- NVIDIA_DEV.0DD1.01 = "NVIDIA GeForce GTX 460M "

- NVIDIA_DEV.0DD2.01 = "NVIDIA GeForce GT 445M "

- NVIDIA_DEV.0DD3.01 = "NVIDIA GeForce GT 435M "

- NVIDIA_DEV.0DF2.01 = "NVIDIA GeForce GT 435M "

- NVIDIA_DEV.0DF0.01 = "NVIDIA GeForce GT 425M "

- NVIDIA_DEV.0DF3.01 = "NVIDIA GeForce GT 420M "

- NVIDIA_DEV.0DF1.01 = "NVIDIA GeForce GT 420M "

- NVIDIA_DEV.0DEE.01 = "NVIDIA GeForce GT 415M "


General Discussion / New GeeXLab forums on oZone3D.Net
« on: August 14, 2010, 09:57:02 AM »
GeeXLab forum on is stopped. Now, you can find on oZone3D.Net forums two new boards (french and english).

- english board:,41.0.html
- french board:,42.0.html

P.S. GPUCapsViewer needs a database update, lots of N/A here  ;)
Yes it's planned. ;)
Should be available shortly!

3D-Tech News Around The Web / Linus vs C++
« on: June 11, 2010, 05:35:05 PM »
And there is a very strong "culture" of C (and UNIX, for
that matter). And this is also where it's so important for
the language to be simple and unambiguous. One of the
absolute worst features of C++ is how it makes a
lot of things so context-dependent - which just means
that when you look at the code, a local view simply seldom
gives enough context to know what is going on.

That is a huge problem for communication. It immediately
makes it much harder to describe things, because you have
to give a much bigger context. It's one big reason why I
detest things like overloading - not only can you not grep
for things, but it makes it much harder to see what a
snippet of code really does.

Put another way: when you communicate in fragments (think
"patches"), it's always better to see "sctp_connect()"
than to see just "connect()" where some unseen context is
what makes the compiler know that it is in the sctp module.

Full story here:

More details on GL_AMD_transform_feedback3_lines_triangles:    ;D

The Fusion APU combines an x86 CPU, DirectX 11 graphics processing unit, video processor and other co-processors on a single silicon die. Rick Bergman, senior vice president and general manager of AMD’s Products Group, introduced Fusion by holding aloft a 300mm silicon wafer containing hundreds of the APUs each of which contains more than 1 billion transistors at 32nm.

Fusion APUs support open standards for GPU computing (DirectCompute and OpenCL) and 3D graphics (DirectX, OpenGL and WebGL) and AMD said it is working with software developers such as Adobe, Arcsoft, Corel, Cyberlink and Microsoft to optimize software for its APUs. AMD also announced an investment fund, the AMD Fusion Fund, to jumpstart this effort.


Word has reached KitGuru that Manju Hegde, nVidia’s VP for CUDA and PhysX, is moving to AMD. What can we infer from the situation, when Vidia’s own VPs seem to believe that Fusion is the Future?

The former professor of electrical engineering for Washington and Louisiana State Universities, founded Ageia in 2002 and has beed as responsible as anyone for putting physics and GPGPU centre stage in the evolving graphics market.

As nVidia confirms, Hegde has been on a mission to improve game play and Jen Hsun Huang was so impressed with the physics guru’s talents that, after buying Ageia out, Hegde was given a critical role in leading the development and deployment not only of PhysX, but also CUDA.

Full story:

With the recent buzz around DirectX 11, you’ve probably heard a lot about one of its biggest new features: tessellation. As a concept, tessellation is fairly straight forward—you take a polygon and dice it into smaller pieces. But why is this a big deal? And how does it benefit games? In this article, we’ll take a look at why tessellation is bringing profound changes to 3D graphics on the PC, and how the NVIDIA® GeForce® GTX 400 series GPUs provide breakthrough tessellation performance.

Read the complete story here:

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