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 ... 3 4 [5] 6 7 ... 69
GeeXLab - english forum / GeeXLab 0.19.x.x released
« on: November 23, 2017, 11:19:03 AM »
GeeXLab has been released for all platforms: Windows, macOS, Linux and Raspberry Pi.

Release notes:


Version history:

General Discussion / Re: Suiss flat irons now with smartphone support
« on: November 23, 2017, 11:16:01 AM »
Looks like an AD post...

Marketing teams no longer know how to sell things and they put so called smart stuff every where...

The Intel Management Engine is a co-processor integrated in all post-2006 Intel-CPU-based PCs. This co-processor runs a customized version of MINIX at ring -3. That means the Intel Management Engine has full access to network, memory and to the whole computer!


- MINIX — The most popular OS in the world, thanks to Intel

- Intel Management Engine runs on MINIX 3 OS

- Disabling the Intel Management Engine with a Raspberry Pi 3

- Neutralizing Intel’s Management Engine

- Intel's Management Engine is a security hazard, and users need a way to disable it

- Intel ME: The Way of Static Analysis

- Intel Active Management Technology

3D-Tech News Around The Web / Re: TechPowerUp GPU-Z v2.5.0
« on: November 06, 2017, 07:46:01 PM »
GPU-Z 2.5.0 added to the download zone:

GeeXLab - english forum / GeeXLab released
« on: November 01, 2017, 03:04:04 PM »
GeeXLab is a small update for Windows platforms.

Version - 2017.10.30
+ added is_luajit() in gh_utils lib (lua only).
+ added text_wrapped(), columns(), column_next(),
  group_begin() and group_end() to gh_imgui lib (lua/ python).
* bugfix: in texture unit management of ImGui OpenGL renderer.

Version - 2017.10.28
+ color_picker_rgba(), radio_button(), get_window_pos_size(),
  set_tooltip() and image_button() to gh_imgui lib (lua / python).
+ added is_luajit() gh_utils lib (lua only).
+ added set_vertex_position_color() to gh_polyline lib (lua / python).
! [WINDOWS] improved mouse cursor management...
+ added exe_script_v3() and set_thread_affinity_mask() to gh_utils lib (lua / python).
  set_thread_affinity_mask() works on Windows only.
* bugfix: gh_utils.shared_variable_create_array().

Geeks3D's GPU Tools / GPU Caps Viewer 1.37.0 released
« on: October 31, 2017, 01:35:11 PM »
GPU Caps Viewer is available.

Release highlights and downloads:

Geeks3D's GPU Tools / FurMark 1.19.1 released
« on: October 31, 2017, 10:40:53 AM »
A new update of FurMark is available:

Version - 2017-10-30
+ added support of NVIDIA GeForce GTX 1070 Ti.
+ added support of AMD Radeon RX Vega 64 and Vega 56.
+ added support of AMD Radeon Vega Frontier Edition.
! updated: GPU Shark and GPU-Z 2.40
! updated: ZoomGPU 1.21.2 (GPU monitoring library)

Geeks3D's GPU Tools / GPU Shark released
« on: October 31, 2017, 09:52:23 AM »
A new update of GPU shark is available:

Version – 2017.10.30
+ added support of NVIDIA GeForce GTX 1070 Ti.
! updated: ZoomGPU 1.21.2 (GPU monitoring library).

Smartphones are ubiquitous, but smartphone habits are as diverse as the people using them. I like to buy a flagship device, such as an iPhone X or Pixel 2, and use it for four or five years. Others buy into upgrade plans with their carrier that lets them change out their phone every year. But lots of people still buy a phone, keep it for a year or two, and then buy a new one; their old phone ends up in a closet, shoebox, or nightstand.

Many people save these old phones in case of emergency, but the vast majority of them never get used again, and eventually become worthless. The phone-in-the-closet phenomenon has become a hidden store of e-waste; a two-year-old phone still has value and is still a powerful device. And so it's great news that Samsung is starting a new "Upcycling" initiative that is designed to turn old smartphones and turn them into something brand new.

Behold, for example, this bitcoin mining rig, made out of 40 old Galaxy S5 devices, which runs on a new operating system Samsung has developed for its upcycling initiative.


3D-Tech News Around The Web / Vulkan API specifications 1.0.65 released
« on: October 28, 2017, 02:00:57 PM »
Change log for October 27, 2017 Vulkan 1.0.65 spec update:
  * Bump API patch number and header version number to 65 for this update.

Github Issues:

  * Replaced inaccurate "`pixel`" with "`texel`" or "`compressed texel
    block`" as appropriate in the <<sparsememory, Sparse Resources>> chapter
    (public issue 86).
  * Attempt to clarify security/integrity guarantees in the
    <<fundamentals-errors, Errors>> section (public issue 147).
  * Update the <<memory-device,Device Memory>> section with clarifications
    and markup fixes (public pull request 194).
  * Fix typo VkDeviceCreateInfo -> slink:VkDebugMarkerObjectNameInfoEXT in
    sample code for `VK_EXT_debug_marker` extension (public pull request
  * Clarified slink:VkFramebufferCreateInfo language regarding concurrent
    use of attachment resources during a render pass instance (public issue
  * Added overlap rules for destination regions in <<copies,copy commands>>.
    Also unified the sparse and non-sparse source-destination overlap rules,
    since the non-sparse rules were technically inaccurate in the face of
    aliasing in flink:vkBindMemory2 - the new rules are true regardless
    (public issue 317).
  * Clarified the <<features-features-samplerAnisotropy,
    pname:samplerAnisotropy feature>> to only affect the
    slink:VkSamplerCreateInfo::pname:anisotropyEnable value, and that
    pname:maxAnisotropy is ignored when pname:anisotropyEnable is VK_FALSE
    (public issue 503).
  * Clarify pointer valid usage statements to use "`valid pointer to valid
    _object_`" terminology and update the
    <<fundamentals-validusage-pointers,Valid Usage for Pointers>> section
    accordingly (public pull request 547).
  * Some operations that use integer coordinates can also accept a LOD to
    sample from. Add a description of that selection and the validity
    conditions in the new <<textures-integer-coordinate-operations, Integer
    Texel Coordinate Operations>> section (public issue 548).
  * Update stext:VkImageSubresource* valid usage statements (public pull
    request 550).
  * Added text tying ename:VK_OUT_OF_POOL_MEMORY error for
    flink:vkAllocateDescriptorSets to the number of descriptor types in the
    allocating pool. Removed redundant "`length`" text about number of
    descriptors returned (public issue 582).
  * Update slink:VkSwapchainCreateInfoKHR descriptions (public pull request
  * Update slink:VkPipelineViewportWScalingStateCreateInfoNV and related
    structures' valid usage statements (public pull request 587).
  * Change some dates to conform to ISO 8601 as specified in the style guide
    (public pull request 601).
  * Fix some math markup problems and be more consistent in use of asciidoc
    math markup (public pull request 602).

Internal Issues:

  * Clarified that attribute reads from incomplete vertex buffer elements
    are considered out of bounds accesses, in the
    slink:VkPhysicalDeviceFeatures and flink:vkCmdBindVertexBuffers.txt
    sections (internal issue 842).

Other Issues:

New Extensions:


3D-Tech News Around The Web / How Unreal Engine Renders a Frame
« on: October 28, 2017, 08:52:27 AM »
I was looking around the Unreal source the other day and inspired by some excellent breakdowns of how popular games render a frame, I thought to try something similar with it as well, to study how it renders a frame (with the default settings/scene setup).

Since we have access to the source code, it is possible to study the renderer source to see what it does, although it is quite a beast and rendering paths depend a lot on the context so a clean, low-level API call list will be easier to follow (looking into the code to fill in any missing gaps).

I put together a simple scene with a few static and dynamic props, a few lights, volumetric fog, transparent objects and a particle effect to cover a large enough range of materials and rendering methods.

- part 1:
- part 2:
- part 3:

Julia is a high-level programming language for mathematical computing that is as easy to use as Python, but as fast as C. The language has been created with performance in mind, and combines careful language design with a sophisticated LLVM-based compiler [Bezanson et al. 2017].

Julia is already well regarded for programming multicore CPUs and large parallel computing systems, but recent developments make the language suited for GPU computing as well. The performance possibilities of GPUs can be democratized by providing more high-level tools that are easy to use by a large community of applied mathematicians and machine learning programmers. In this blog post, I will focus on native GPU programming with a Julia package that enhances the Julia compiler with native PTX code generation capabilities: CUDAnative.jl.


GeeXLab - english forum / GeeXLab released
« on: October 26, 2017, 03:39:43 PM »

GeeXLab - english forum / Simple CPU meter demo for Windows
« on: October 25, 2017, 10:26:21 AM »

GeeXLab - english forum / Gear mesh demo
« on: October 25, 2017, 10:06:05 AM »
Here is small demo that shows how to use the new built-in gear mesh:

Demo running on the Raspberry Pi

Demo running on Windows

GeeXLab - english forum / GeeXLab released
« on: October 25, 2017, 10:01:15 AM »
A new version od GeeXLab is available for all platforms: Windows, Linux, macOS and Raspberry Pi.
This version improves the ImGui support and adds a new built-in mesh:

Pages: 1 ... 3 4 [5] 6 7 ... 69