Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JeGX

Pages: 1 2 [3] 4 5 ... 56
English forum / Re: Raspberry Pi 3 as a tiny VJ platform
« on: February 07, 2017, 11:35:46 AM »
Can it run without the windows manager? (no XWindows, directly from terminal)
I don't understand what do you mean. Do you mean you can start GeeXLab from the command line (with options)?

Can the whole screen resolution show nothing but the visual programmed? i looked at the demos and they all had descriptions on screen

Yes absolutely. All descriptions you can see on demos are just for information. You can control their rendering by code. Actually, you have to code the display of information, because GeeXLab does not do it for you. GeeXLab renders exactly what you have coded. It does not render things that you didn't code. Some demos use frameworks (like the kx framework) to make demos coding easier. But you are not forced to use them. You can code with the low level GeeXLab API (lua and python) or create your own framework/lib. You are free!

thanks for the report. I will test the Vulkan demos with a RX 470 asap!

Will it see the day of light?

Immersive gaming has never been more portable. Introducing Project Valerie, the world’s first automated triple display laptop. Constructed to be incredibly powerful yet mobile, this revolutionary laptop gives you easy access to three eye-popping 4K displays. Regardless of where you are, you can have the visual superiority of a 12K desktop setup to excel at both work and play.

- Project Valerie - Homepage
- Project Valerie - CES 2017 @ youtube
- Razer Project Valerie revealed - 11520 x 2160 Laptop: CES 2017 @ youtube

CES 2017

A new shader stage has been added in the new Vega GPU architecture. This new stage is called primitive shader.

... the updated geometry engines will also feature one more advancement, which AMD is calling the primitive shader. A new shader stage that runs in place of the usual vertex and geometry shader path, the primitive shader allows for the high speed discarding of hidden/unnecessary primitives. Along with improving the total primitive rate, discarding primitives is the next best way to improve overall geometry performance, especially as game geometry gets increasingly fine, and very small, overdrawn triangles risk choking the GPU.

AMD isn’t offering any real detail here in how the primitive shader operates, and as a result I’m curious here whether this is something that AMD’s shader compiler can automatically add, or if it requires developers to specifically call it (like they would vertex and geometry shaders).


CES 2017

The power of Pascal-based GPU farms.

The new GeForce NOW service gives you instant access to a virtual GeForce GTX 1080 gaming PC in the cloud. It turns your Mac or PC into a high-performance GeForce gaming machine.

Want to play new PC games but have a macOS- or Windows-based machine that isn’t up to the task? Become an NVIDIA GeForce NOW™ user and get instant access to GeForce GTX 1080 gaming in the cloud to play the latest games in high-definition at maximum settings and smooth framerates.

GeForce NOW connects to the leading digital stores, which means you can install the platforms and the games you currently own on your virtual gaming PC in the cloud. You can even directly install free-to-play games. Whichever game you choose, GeForce NOW supports the standard features you’re used to, including multiplayer gaming, friends lists, chat, and achievements.

The GeForce NOW service has a cost:

Prices are tied to the virtual PCs’ GPUs. $25 will get you 20 hours on a GTX 1060, while the same amount of money buys 10 hours on a GTX 1080 PC. You'll get between four and eight free hours to start off with, and Nvidia says installing games doesn’t count toward play times.


- GeForce NOW homepage
- GeForce NOW FAQ
- news @
- news @

English forum / Re: GeeXLab released
« on: December 31, 2016, 10:47:59 AM »
I will update my mac-mini with the latest patch of Sierra and I will do some tests.
I let you you as soon as possible.

3D-Tech News Around The Web / Re: HWiNFO32 & HWiNFO64 v5.42 released
« on: December 23, 2016, 12:44:27 PM »
HWiNFO added in the Download Zone:

- HWiNFO64
- HWiNFO32

Geeks3D's GPU Tools / Re: GTX 970 FurMark Crash
« on: December 23, 2016, 11:45:46 AM »
A GeForce GTX 970 has a power consumption around 150W - 200W. The Corsair V650 should do the job correctly.

If you toggle the torus rendering, the GPU power and GPU usage should drop significantly like on the following screenshots:
- torus rendering ON: GPU power: 101%TDP and GPU usage: 99%
- torus rendering OFF: GPU power: 20%TDP and GPU usage: 34%

Test system: GTX 1070 + R376.09 + win10 64-bit

And yes, when the furry torus is not rendered, the GPU has less to do. Maybe a driver issue...

3D-Tech News Around The Web / Re: (Shadertoy) Rainforest
« on: December 23, 2016, 10:53:47 AM »
Thanks for porting the demo to GeeXLab!

Runs at 48-50FPS on a GTX 1060 with R376.19.

3D-Tech News Around The Web / VFPR - a Vulkan Forward Plus Renderer
« on: December 20, 2016, 04:33:20 PM »
In this project, we created a Forward Plus (tiled forward) renderer in Vulkan using compute shader to deal with light culling.

Our implementation is ~1000% faster than regular forward renderer (tested in Vulkan) under the condition of 200 lights.

Yes, Vulkan is really powerful! We learned about Vulkan at SIGGRAPH 2016 at Anaheim, and decided to dive into it at our final project.

- VFPR @ github

The Nintendo Switch, the upcoming home gaming system from Nintendo, has been added on December 18 2016  to the list of Vulkan and OpenGL conformant products at Khronos. The gaming console will support the following APIs: Vulkan 1.0, OpenGL 4.5 and OpenGL ES 3.2.

- Vulkan Conformant Products @ Khronos
- OpenGL Conformant Products @ Khronos
- OpenGL ES Conformant Products @ Khronos
- News @

- Nintendo Switch Press Release
- First Look at Nintendo Switch @ youtube

3D-Tech News Around The Web / Vulkan API specifications 1.0.38 released
« on: December 19, 2016, 08:22:09 PM »
* Bump API patch number and header version number to 38 for this update.

Github Issues:

  * Make ename:VK_PIPELINE_STAGE_HOST_BIT invalid for all stage masks,
    except for flink:vkCmdWaitEvents (public issue 261).

Internal Issues:

  * Added validation language for flink:vkQueueBindSparse,
    slink:VkPresentInfoKHR, and slink:VkSubmitInfo, and a note to the
    <<synchronization-semaphores-waiting,Semaphore Waiting and Unsignaling>>
    section to clarify that semaphores must be signaled and waited on in a
    1:1 fashion (internal issue 546).
  * Modify valid usage for slink:VkBufferImageCopy to only require
    pname:bufferOffset to be a multiple of the image format's element size
    when the format is not depth/stencil (internal issue 594).

Other Issues:

  * Vulkan(R) is now a registered trademark symbol, and this is reflected in
    documents and copyright statements.


3D-Tech News Around The Web / Re: TechPowerUp GPU-Z v1.16.0
« on: December 12, 2016, 06:13:10 PM »
Download zone updated again: [ GPU-Z 1.16.0 Download ]  ;)

3D-Tech News Around The Web / Re: TechPowerUp GPU-Z v1.15.0
« on: December 12, 2016, 06:07:43 PM »
Download zone updated: [ GPU-Z 1.15.0 Download ]

Last article: Rendering Real Time 3D Graphics on a 32×32 RGB LED Matrix Panel with a Raspberry Pi and GeeXLab

In the previous article, I explained how to control the color of a particular LED of the RGB LED matrix panel. Thanks to that knowledge, you can draw simple graphics: points, circles, lines and so on. But how can we easily draw a rotating triangle? Or a mesh like a torus? Or any 3D scene? Answer in this article!


3D-Tech News Around The Web / Re: NVIDIA GeForce driver 376.19
« on: December 06, 2016, 05:20:46 PM »

English forum / Re: List of pixel formats for render target in GeeXLab
« on: December 06, 2016, 10:16:26 AM »
But unfortunately I'm working with a GNU/Linux build of GeeXLab.

I will try to compile the DLLs for Linux asap.

If you only need to store data in the render target, no need to bind the render target texture. The shader will automatically write on the render target texture. You have to bind the render target texture later when you will read it in a shader:

Code: [Select]
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)

-- frame --
-- Render some stuff in the render target

-- Now read from the render target texture
local col_tex_unit = 0
gh_texture.activate_rt_color(render_tex_tgt, col_tex_unit)

The reference guide is not up to date. There is another function that binds a particular render target texture when you create a render target with several color targets.

English forum / Re: List of pixel formats for render target in GeeXLab
« on: December 05, 2016, 03:15:24 PM »
I updated the GeeXLab core DLLs with new pixels formats for the render targets:
Code: [Select]
PF_UI32_R = 13
PF_UI32_RG = 14
PF_UI32_RGBA = 15
PF_I32_R = 16
PF_I32_RG = 17
PF_I32_RGBA = 18
PF_UI16_R = 19
PF_UI16_RG = 20
PF_UI16_RGBA = 21
PF_I16_R = 22
PF_I16_RG = 23
PF_I16_RGBA = 24
PF_UI8_R = 25
PF_UI8_RG = 26
PF_UI8_RGBA = 27
PF_I8_R = 28
PF_I8_RG = 29
PF_I8_RGBA = 30

You can downloads the DLLs from this link:

Just copy these DLLs in GeeXLab folder. These DLLs work with GeeXLab 0.13.0 for Windows.

I didn't test these new PFs so let me know.

English forum / Re: List of pixel formats for render target in GeeXLab
« on: December 05, 2016, 01:42:04 PM »
Currently, all pixel formats supported for the render targets are:

Code: [Select]
PF_U8_RGB = 1
PF_U8_BGR = 2
PF_U8_RGBA = 3
PF_U8_BGRA = 4

PF_F32_RGB = 5
PF_F32_RGBA = 6

PF_F32_R = 7

PF_F16_RGB = 8
PF_F16_RGBA = 9
PF_F16_R = 10

Let me know what pixel formats you need (like RG16UI) and I will try to update GeeXLab (Windows version) asap.


Pages: 1 2 [3] 4 5 ... 56