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Messages - JeGX

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English forum / Re: Problem Launching GLSL Hacker
« on: December 26, 2014, 09:40:11 AM »
There is a bug with the PhysX 3 plugin that prevents GLSL Hacker from starting in some cases. Two solutions:

1 - try to install the latest PhysX runtimes:

2 - if the PhysX runtimes do not fix the problem, just delete the PhysX plugin in the plugins folder:

Let me know.

General Discussion / Re: Real core clock
« on: December 04, 2014, 09:10:07 PM »
Yes GPU Shark shows the real clock speed in the current Pstate section (in blue).

General Discussion / Re: Real core clock
« on: December 03, 2014, 01:42:30 PM »
There is GPU Shark, based more or less on the same GPU monitoring code than FurMark, that displays all you need:

English forum / GL-Z 0.1.0 released
« on: November 21, 2014, 04:02:31 PM »
GL-Z is a simple OpenGL information tool. More information and download:

EIZO Corporation (TSE: 6737) today announced the new FlexScan EV2730Q, a 26.5-inch square monitor with a 1920 × 1920 resolution (1:1 aspect ratio). The monitor is the newest addition to EIZO’s FlexScan EcoView Series which combines both ergonomic and environmental features for an economical result.

FlexScan EV2730QThe FlexScan EV2730Q is wide all around – the unique 1920 × 1920 resolution provides users with 78% more pixels compared with a standard widescreen 1920 × 1080 monitor. The extended vertical space is convenient for displaying large amounts of information in long windows, reducing the need for excess scrolling and providing a more efficient view of data. This makes the monitor ideal for displaying information such as CAD or program development data with a more complete overall view on screen.

The non-glare IPS panel has wide viewing angles, making the monitor comfortable to view in any workstation and from any angle. The ergonomically designed stand with height adjustment, tilt, and swivel provides positioning flexibility and user comfort.

To lower eyestrain, the monitor utilizes an EIZO-developed solution that regulates brightness to make flicker unperceivable. In addition, the wide dimming range allows the monitor to be adjusted to just 1% of maximum brightness for higher comfort in dimly-lit work environments.

Five preset modes are included – sRGB, Movie, Paper, and two modes with user-adjustable settings. Paper mode reduces the amount of blue light to help prevent eye fatigue.

The monitor includes EIZO’s own EcoView technologies such as EcoView Optimizer 2, which saves power by reducing the backlight brightness and increasing the gain when displaying mostly dark content. In addition, Auto EcoView automatically adjusts the screen’s brightness in accordance with changes in ambient lighting to trim power usage while reducing eye fatigue.

A presence sensor called EcoView Sense 2 detects when the user leaves the desk and automatically switches to power save mode. When the user returns, EcoView Sense 2 powers the monitor on again. It detects both the user’s movements and body heat for increased accuracy.

- Press release:
- Home page:

3D-Tech News Around The Web / C++11/14/17 Features In VS 2015 Preview
« on: November 20, 2014, 01:54:01 PM »
Visual Studio 2015 Preview is now available, so here's an updated feature table for the Core Language:


So, you just got access to the latest supercomputer with thousands of GPUs. Obviously this is going to help you a lot with accelerating your scientific calculations, but how are you going to analyze, reduce and visualize this data?  Historically, you would be forced to write everything out to disk, just to later read it back into another data analysis cluster.

Wouldn’t it be nice if you could analyze and visualize your data as it is being generated, without having to go through a file system? And wouldn’t it be cool to interact with the simulation, maybe even modifying parameters while the simulation is running?

And wouldn’t it be nice to use your GPU for that as well? As it turns out, you can actually do this. It’s called in-situ visualization, meaning visualization of datasets in-place where they are computed. High-quality, high performance rendering and visualization is just one of the capabilities of the Tesla Accelerated Computing Platform.


Cosmological simulations like those undertaken by a group led by Professor Simon Portegies-Zwart  at the Leiden Observatory in the Netherlands provide a good example of present-day in-situ visualization. To understand how the Milky Way galaxy formed, and how dark matter influenced the process, they run very large-scale GPU-accelerated gravitational simulations with the Bonsai2 code. Their simulations are so powerful and efficient, that their code is one of the nominees for this year’s Gordon Bell awards.


3D-Tech News Around The Web / NVIDIA MFAA tested on GTX 980
« on: November 19, 2014, 10:34:03 AM »
First up is a new antialiasing method called MFAA, or Multi-Frame Sampled AA. This new method alternates the AA sample pattern, which is now programmable via software, in both temporal and spatial directions.

The goal is to change the AA sample pattern in a way to produce near 4xMSAA quality at the effective cost of 2x MSAA (in terms of performance).


NVIDIA's new Multi-Frame Sampled Anti-Aliasing is finally coming out, two full months behind the release and reveal of the GTX 980 and the MFAA technology in general. Despite that delay, the current shipping driver only supports MFAA on twenty PC games and uses a silent white list method that requires a lot of research on the part of the gamer to determine compatibility. Clearly this isn't what NVIDIA expected or desired, but that is where we are on the launch of the AA method with the baddest name around.

Still, even though we could fairly call this MFAA release small by expectations placed on the tech by NVIDIA, it does appear to work as desired in those games that are supported. In my time with it, the image quality it provided was better than 2x MSAA and nearly to that of 4x MSAA with performance closer to 2x MSAA than 4x MSAA. That alone would give MFAA a spot in our list of favorite features for Maxwell if it just supported more games!

Time will tell if MFAA is a feature that NVIDIA continues to work on and improve or if it will be one of the many graphics technologies from the last 15 years to find its way to the list of also-rans. Even looking at the list of ATI/AMD/NVIDIA specific AA methods alone will leave you dizzy with acronym-confusion. Not having SLI support for MFAA also seems like a really glaring omission considering these are the same types of users that are willing to enable off-shoot options in the control panel like this.

For now though, a very limited subset of NVIDIA's gamers (GTX 980/970) will be able to enjoy the benefits of MFAA on a very limited subset of modern PC games. It has potential, but needs a lot of work and attention from the driver team to keep the plates spinning.


After the long hard working in HPC field, ASUS now presents the GPU server ESC8000 G3 supporting up to eight double deck GPU cards as well as optimized thermal design for both CPUs and GPUs. ESC8000 G3 is the latest supercomputer based on Intel® Xeon® processor E5-2600 v3 product family, featuring front parallel redundant fan placement and dedicated air-tunnel for individual GPUs, six hot-swappable 2.5” SATA HDD/SSD bays, 2+1 80 PLUS Platinum 1600W CRPS , 8 PCI-E Gen3 x16 and 2 PCI-E Gen3 x8 expansion slots. ESC8000 G3 is targeted to hit 20Tera floating points with the latest generation GPU cards and achieve an outstanding performance result in Top500 and Green500.





3D-Tech News Around The Web / C++ code to HTML canvas with emscripten
« on: November 18, 2014, 10:40:28 AM »
This test makes C++ code draw into an HTML canvas element.

The C++ code renders to an uint8 buffer directly (without OpenGL or anything like that). That C++ code is converted to asm.js, then executed from JS making it modify the contents of an HTML canvas element.

Performance is quite low compared to GPU rendering, but still quite usable if target resolution is not very big. For "retro"-style, pixel-art stuff it should work quite well.


3D-Tech News Around The Web / (WebGL) SPH Fluid Simulator
« on: November 18, 2014, 10:28:31 AM »
A WebGL realtime simulation of fluids using SPH particles animations and marching cubes to create the geometry.


3D-Tech News Around The Web / UVAtlas - isochart texture atlasing
« on: November 18, 2014, 10:24:47 AM »
UVAtlas is a shared source library for creating and packing an isochart texture atlas:


- UVAtlas: Return of the Isochart @ MSDN blogs

In this series we’ll be looking at the benefits of AMD’s Mantle API over Microsoft’s DirectX 11.
This is a five part series; in part 1 we’ll be looking at the performance of AMD’s flagship single GPU the Radeon R9 290X.

Clearly Mantle offers current Radeon R9 290X owners an easy way to boost the performance of their hardware for free. That’s good news for those users that purchased their hardware with the belief that Mantle enabled games would eventually come this far into the mainstream. It’s also good news for AMD and its partners in the video game industry who have stacked up quite a bit of support for this API.


Highlights of AMD Catalyst 14.11.2 Windows Beta Driver Performance Improvements:
- Dragon Age: Inquisition performance optimizations
    - Up to 5% performance increase over Catalyst™ 14.11.1 beta in single GPU scenarios with Anti-Aliasing enabled.
    - Optimized AMD CrossFire™ profile

- Far Cry 4 performance optimizations
    - Up to 50% performance increase over Catalyst™ 14.11.1 beta in single GPU scenarios with Anti-Aliasing enabled.

- Cat 14.11.2 Win7/Win8 64-bit

- Cat 14.11.2 Win7/Win8 32-bit

- Release notes

General Discussion / Re: Stefan is missed!?
« on: November 18, 2014, 09:35:16 AM »
Stefan just answered me, he's fine and will be back soon.

General Discussion / Re: Stefan is missed!?
« on: November 17, 2014, 08:15:29 PM »
to be honest, I have no news from Stefan. I just sent him an email. Wait and see. I hope he's fine!

English forum / GLSL compiler: NVIDIA vs AMD vs Intel (02)
« on: November 16, 2014, 12:11:28 PM »
In a recent shader, I wrote this line:
Code: [Select]
float lum =  T * vec4(0.21, 0.72, 0.07, 0);

where T is a vec4.

This line works perfectly on NVIDIA GLSL compiler but generates an error on AMD compiler:
ERROR: 0:78: '=' :  cannot convert from '4-component vector of float' to 'float' 

The error produced by AMD GLSL compiler is correct and NVIDIA should do the same thing.  Weirdly, the shader works properly and the rendering was  the one expected on NVIDIA GPUs.

The right code is:
Code: [Select]
float lum =  dot(T, vec4(0.21, 0.72, 0.07, 0));

which is ok on all graphics hardware!

General Discussion / Re: 3D Algorithms
« on: November 16, 2014, 11:58:34 AM »
Thanks fro your links. I updated the subject of your topic to be more relevant.

English forum / GLSL Hacker Blog
« on: November 14, 2014, 07:49:58 PM »

3D-Tech News Around The Web / Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« on: November 12, 2014, 12:09:15 PM »
This requires a GM204 GPU (GTX 980/970) due to the use of the following features: Viewport Multicast, Conservative Raster and Tiled Resources.

In traditional computer graphics, a light contributes diffuse and specular illumination to any surface that has an unobstructed ray to that light.  The images resulting from this technique are characteristically black in unlit regions because this over-simplification fails to account for light reflected from other surfaces in the scene.

To improve visuals, most games describe indirect illumination by pre-computing lighting and storing the result statically in vertex data or textures.  The results can look very realistic if the scene remains static, but we want to be able to open doors, move lights, and tear down walls.  Clearly games would benefit greatly if we could create a "global illumination" solution that computes direct and indirect lighting in real time.

NVIDIA's VXGI computes indirect light by rendering the scene's lit geometry into a 3D voxel grid, then using that grid as an acceleration structure for computing indirect diffuse light and reflections.  Indirect diffuse light is calculated by tracing broad cones through the voxel grid in the direction of the surface normal and accumulating the light from those voxels.  Reflections are likewise calculated by tracing through the voxel grid in the direction of the reflection vector.

This new technique is made possible from several new features of GeForce GTX 980 including:

"Viewport Multicast" :
  Accelerates the rendering of each triangle into the voxel structure(s)
  by broadcasting it to the 6 directional render targets rather than
  duplicating data.

"Conservative Raster" :
  Ensures that each triangle in a voxel's space can contribute to that
  voxel even if the triangle does not cross that voxel's sample point.

"Tiled Resources" :
  Permits us to create a high resolution 3D Texture but only allocate
  memory for those regions that are occupied by voxels.

NVIDIA can now employ Voxelized Global Illumination on Geforce GTX 980 to test the validity of the alleged moon landing media.

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