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Messages - Stefan

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3D-Tech News Around The Web / TechPowerUp GPU-Z v1.14.0
« on: December 09, 2016, 04:27:44 PM »
GPU-Z is a lightweight utility designed to provide you with all information about your graphics card and GPU.

 Version History

  • Fixed clock reading on AMD cards which do not support Wattman
  • Added support for Wattman overclocking on older AMD Radeon cards
  • Fixed memory leak when running for long time on NVIDIA Pascal
  • Fixed driver WHQL detection
  • WHQL status is now displayed after the version name
  • Fixed reporting format of PCIe bus interface
  • Integrated graphics now display N/A as bus interface
  • Fixed double error message on startup when log file can't be written to
  • Fixed Kaveri DDR3/DDR4 detection
  • Added support for AMD Radeon Pro Duo, WX 7100, WX 5100, WX 4100, early support for AMD Stoney
  • Added support for VIA graphics

3D-Tech News Around The Web / AMD GPU Services (AGS) library 5.0
« on: December 08, 2016, 09:55:50 PM »
 Version 5.0 is a major overhaul of the library designed to provide a much clearer view of the GPUs in the system and the displays attached to them. It also exposes the ability to query each display for HDR capabilities and put those HDR-capable displays into various HDR modes.
Highlights include the following:
  • Full GPU enumeration with adapter string, device id, revision id and vendor id.
  • Per-GPU display enumeration including information on display name, resolution, and HDR capabilities.
  • Optional user-supplied memory allocator.
  • Function to set displays into HDR mode.1
  • DirectX 11 shader compiler controls.1
  • DirectX 11 multiview extension.2
  • DirectX 11 Crossfire API updates.
    • Now supports using the API without needing a driver profile.
    • You can also now specify the transfer engine.

3D-Tech News Around The Web / AMD Crimson ReLive Edition 16.12.1 WHQL
« on: December 08, 2016, 09:47:04 PM »
Radeon Software Crimson Edition ReLive Graphics Driver

 Fixed Issues
  • Unable to launch the Problem Report Wizard from CCCSlim in Radeon Settings.
  • Radeon WattMan Power Limit setting may not retain after hitting apply when Auto Temperature is enabled.
  • DOTA™ may experience flickering in some hero and effect models when running the application in Fullscreen.
  • Pixel Format options may not appear in Radeon Settings on some 4K TV's with Radeon RX 480.
  • The Division™ may experience flicker during gameplay when using AMD Multi GPU configurations.
  • The Division™ may experience an application freeze or hang when running in AMD Multi GPU configurations after extended periods of play.
  • Game quality or performance may be degraded when launching multimedia content on a secondary display before running a game.
  • CIM folder retains under program files even after complete driver uninstallation.
  • Radeon Settings may experience an intermittent crash when accessing Radeon WattMan.
  • Display tab with virtual super resolution may be removed or missing in Radeon Settings.
  • The Radeon WattMan feature may intermittently display a Radeon Software popup error regarding Radeon WattMan for non-supported products.
  • Random crashes may be experienced on Mozilla Firefox.
  • DirectX®12 content may be unable to launch on some older CPUs that do not support popcnt instruction.
  • Intermittent Mouse Cursor corruption may be experienced on Radeon RX 480.

3D-Tech News Around The Web / NVIDIA HairWorks 1.2.1 released
« on: December 07, 2016, 05:16:37 PM »
NVIDIA HairWorks is a library for simulating and rendering dynamic hair and fur.

 What’s New

This is a minor update release. It does contain small API changes.
  • Improved versioning information
  • More explicit handling of rendering state with debug rendering
API changes
  • AssetHeaderInfo - m_fileVersion string becomes m_serialVersion integer
  • VisualizationSettings structure can control depth buffer on call to renderVisualization
  • const BuildInfo& getBuildInfo() replaces getBuildString(). The m_buildString member of BuildInfo holds the same value as getBuildString().
  • BuildInfo structure contains methods that can convert version numbers encoded as ints to strings and vice versa

3D-Tech News Around The Web / Intel HD Graphics Driver
« on: December 07, 2016, 02:04:12 AM »
Downloads the Intel® Beta Graphics Driver for Skyrim SE* and Fallout 4*.

This beta driver improves image quality while fixing certain graphics issues observed in Fallout 4* and The Elder Scrolls V: Skyrim Special Edition* on Intel® graphics devices.

;    Windows 7 Install - DT Only
%iSKLULTGT1%     = iSKLD_w7, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w7, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w7, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w7, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w7, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w7, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w7, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w7, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w7, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w7, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w7, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w7, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w7, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w7, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193D
;    Windows 8 Install - DT Only

;    Windows 8.1 Install - DT Only
%iSKLULTGT1%     = iSKLD_w81, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w81, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w81, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w81, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w81, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w81, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w81, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w81, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w81, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w81, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w81, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w81, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w81, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w81, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%     = iSKLD_w81, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w81, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w81, PCI\VEN_8086&DEV_193D

;    Windows Threshold Install - DT + Mobile
%iSKLULTGT1%     = iSKLD_w10, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w10, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w10, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w10, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w10, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w10, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w10, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w10, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193D
%iBXTGTP%       = iBXTD_w10, PCI\VEN_8086&DEV_5A84
%iBXTGTP12%       = iBXTD_w10, PCI\VEN_8086&DEV_5A85
%iKBLULTGT2%        = iKBLD_w10, PCI\VEN_8086&DEV_5916
%iKBLULXGT2%        = iKBLD_w10, PCI\VEN_8086&DEV_591E
;    Windows Redstone Install - DT Only Using Driver Store
%iSKLULTGT1%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w10_DS, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w10_DS, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w10_DS, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w10_DS, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w10_DS, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w10_DS, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193D
%iBXTGTP%     = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A84
%iBXTGTP12%   = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A85
%iKBLULTGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_5916
%iKBLULXGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_591E

3D-Tech News Around The Web / RenderDoc v0.32 adds support for D3D12
« on: December 06, 2016, 09:17:02 PM »
Time for another RenderDoc release! This time coming with support for D3D12.

The D3D12 support comes with a few provisos - it currently doesn't support multiple GPUs (i.e. NodeMask must be 0 everywhere), and it doesn't support tiled/reserved resources. This functionality will be filled in in the future, but given the high complexity to relatively low usage, it's prioritised appropriately.

3D-Tech News Around The Web / NVIDIA GeForce driver 376.19
« on: December 05, 2016, 06:39:27 PM »
 Official 376.19 Game Ready WHQL Display Driver Feedback Thread (Released 12/5/16)

Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.  Today we are releasing Game Ready Driver 376.19 providing optimal VR experience for Oculus Touch launch titles.
 Learn more here:

3D-Tech News Around The Web / Re: NVIDIA NVFlash 5.328
« on: December 03, 2016, 02:23:30 PM »
If you are tired of waiting for their henchman's response get Linux (and Windows) copy v5.333 here:

Someone just released a 32x32 pixel (!) demo at Shadertoy: Rainbow Dash (converted to GeeXLab)
Could you try?

Works, but i didn't see differences in performance with different draw modes.
Maybe we need a more complex model?

Do you realize how much performance you are losing out on by not coding for the graphics processing unit (GPU)? Also referred to as “the other side of the chip,” the GPU portion available in many modern-day Intel® processors could be the star of the show for video encoding, image rendering, Fast Fourier Transforms (FFTs), and more. While it has become second-nature for software developers to use parallelization techniques such as vectorized libraries, SIMD intrinsics, and so on, many developers do not realize that the GPU is available as a very capable accelerator. In fact there’s a whole topic of “Heterogeneous Programming” that refers to the process of re-architecting software to efficiently use multiple compute engines with different strengths.


I think we talked about that before, but the article is from November 4th, so it's technically news  :P

3D-Tech News Around The Web / AMD Radeon Software Crimson Edition 16.11.5
« on: November 29, 2016, 12:26:20 AM »
Radeon Software Crimson Edition 16.11.5 Highlights
Support For:
    • Watch Dogs®2
New AMD CrossFire profile added for DirectX® 11:
    • Dishonored™2
Fixed Issues
    • The Division™ game world may flicker during game play when using AMD CrossFire technology.
    • Battlefield™1 flickering may be experienced while using AMD CrossFire technology mode.

3D-Tech News Around The Web / NVIDIA GeForce driver 376.09
« on: November 28, 2016, 05:05:58 PM »
Today NVIDIA released GeForce Game Ready 376.09 WHQL drivers optimized for Watch Dogs 2.  For more info visit:

 Official 376.09 Game Ready WHQL Display Driver Feedback Thread (Released 11/28/16)

This driver adds support for Vulkan Device-Generated Commands

3D-Tech News Around The Web / OpenGL Extensions Viewer 4.5.2 for Windows
« on: November 27, 2016, 01:21:09 PM »
Updated version for Windows, address the problem with some very long monitor names and update database.

3D-Tech News Around The Web / NVIDIA Pascal open GPU docs
« on: November 27, 2016, 01:06:55 PM »
Very low-level stuff beyond my knowledge.
Maybe useful for the programming of GPU tools?

671 KB     22.11.2016     18:02:00
5 KB     22.11.2016     18:02:00
391 KB     22.11.2016     18:02:00
3 KB     22.11.2016     18:02:00

3D-Tech News Around The Web / Vulkan API specifications 1.0.35 released
« on: November 27, 2016, 12:59:57 PM »
Change log for November 25, 2016 Vulkan 1.0.35 spec update:

  * Bump API patch number and header version number to 35 for this update.

Github Issues:

  * Document in the <<memory-device-hostaccess,Host Access>> section that
    mapping and unmapping does not invalidate or flush the mapped memory
    (public issues 27, 126).
  * Redefine the entire <<synchronization>> chapter in terms of consistent
    and well defined terminology, that's called out at the start of the
    chapter. This terminology is applied equally to all synchronization
    types, including subpass dependencies, submissions, and much of the
    implicit ordering stuff dotted around the spec. Key terms are laid out
    in the <<synchronization-dependencies,Execution and Memory
    Dependencies>> section at the top of the rewritten chapter (public
    issues 128, 131, 132, 217, 299, 300, 302, 306, 322, 346, 347, 371, 407).
  * Specify order of submission for batches in the
    <<vkQueueSubmit,vkQueueSubmit>> and
    <<vkQueueBindSparse,vkQueueBindSparse>> commands (public issue 371).
  * Add valid usage statements to each of the WSI extension sections
    indicating that the WSI-specific structure parameters must be valid, and
    remove automatically generated valid usage statements now covered by the
    manual sections (public issue 383).
  * Clarify render pass compatibility for flink:vkCmdExecuteCommands (public
    issue 390).

Internal Issues:

  * Update +vk.xml+ to make previously explicit valid usage statements for
    <<vkDebugReportMessageEXT,vkDebugReportMessageEXT>> implicit instead
    (internal issue 553).
  * Add valid usage statement for slink:VkCreateImageInfo preventing
    creation of 1D sparse images (internal issue 573).
  * Fix Python scripts to always read/write files in utf-8 encoding, and a
    logic error in which could cause a fatal error for
    malstructured asciidoc (internal issues 578, 586).


3D-Tech News Around The Web / VLC media player 3.0.0 Technical Preview
« on: November 26, 2016, 01:59:17 PM »
   VLC & 360°

 With the help of Giroptic, VLC becomes the first major video player app to play 360° videos out of the box.
 VLC 3.0 final release will merge those features on all platforms.

English forum / Re: Shadertoy multipass demos
« on: November 25, 2016, 10:53:17 PM »
Ok, I looked at the neon clock demo and you have forgot (in file frame_user.lua) to update the iFrame uniform variable of the shadertoy_prog_img GPU program:

Yikes! Thanks for the heads-up.


If there are no real textures, you can make the code smaller by replacing iChannelResolution[0] with iResolution

This demo uses
uniform float     iTimeDelta; // Time it takes to render a frame, in seconds 
Seems to work with or without 
gh_gpu_program.uniform1f(shadertoy_prog_buf_a, "iTimeDelta", elapsed_time)

Using gfx.write_text() causes a white screen?

Game rules:
click a tile for new mutations, red cross for new population
white square to lock a tile (exclude from mutation)
green square to show in big
green cross to randomly mate locked tiles

English forum / Re: Shadertoy multipass demos
« on: November 25, 2016, 04:51:43 PM »
More tests, need more help  :-[


alternate mouse-click not working so i had to edit pixel shader
iMouse.w changed to iMouse.z


old iDate code not working, clock is stuck at 0:00

English forum / Re: Shadertoy multipass demos
« on: November 24, 2016, 07:08:02 PM »
First try:
othello - human vs. computer

I have an issue with iMouse.z
It does mouse-over instead of mouse-click with either your new code

  gh_gpu_program.uniform4f(shadertoy_prog_buf_a, "iMouse", mx, my, mz, 0)

or my old code

  local mx, my = gh_input.mouse_getpos()
  local mz = gh_input.mouse_get_button_state(1)
  local mw = mz
  gh_gpu_program.uniform4f(shadertoy_prog_buf_a, "iMouse", mx, my, mz, mw)

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