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.

Topics - Stefan

Pages: [1] 2 3 ... 140
3D-Tech News Around The Web / Geometry instancing with WebGL 2
« on: May 03, 2015, 04:48:07 PM »
Geometry instancing with WebGL 2

WebGL, based on OpenGL ES, brings hardware accelerated OpenGL to your browser, and version 2.0 is around the corner...
WebGL 2.0 adds some interesting new features, with geometry instancing being one of them, so I sat down and wrote a small demo that shows how to render the same instance of a single mesh with differing shader attributes using instancing and only one drawcall

3D-Tech News Around The Web / CUDA-Z 0.10.244 SVN
« on: May 03, 2015, 04:17:31 PM »
Simple program that displays information about CUDA-enabled devices. The program is equipped with GPU performance test.

Download here

[r244] Add compile for SM 5.3 for CUDA 7.0

3D-Tech News Around The Web / King of Wushu - DX11 vs. DX12 trailer
« on: May 03, 2015, 10:47:24 AM »
CryEngine Gets Its First DirectX 12 Game at BUILD 2015

King of Wushu, earmarked to be the first DX12 title in China, is also the first CryEngine-based game to take advantage of the next-generation graphics API.
It took just two engineers just six weeks to port King of Wushu from DirectX 11 to DirectX 12, and its performance improvements are stunning.

DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you

Are you one of the millions of PC users with a laptop or a desktop system with an integrated GPU as well as a discrete GPU?  Before Windows 10 and DirectX 12, all the performance potential from the second GPU goes unused.  With DirectX 12 and Windows 10, application developers can use every GPU on the system simultaneously!
We used Epic Games’ DX12 Unreal Engine 4 to split the rendering workload across an integrated Intel GPU and a discrete NVIDIA GPU to showcase how it is possible to use two disparate GPUs simultaneously to maximize performance.

Square Enix, Microsoft, NVIDIA Point Way Through Uncanny Valley at Microsoft BUILD

In collaboration with NVIDIA and Microsoft, Square Enix – maker of the Final Fantasy series of video games – stunned the BUILD audience with a research project called WITCH CHAPTER 0 [cry].
The project portrays human crying — considered one of the most difficult emotions to recreate digitally — at a level of quality never seen before with a real-time, computer-generated character.

Intel® INDE 2015 Update 2 is Available.
April 30 – August 31, 2015

What is Intel® Integrated Native Developer Experience (Intel® INDE)?
Intel® INDE is a cross-architecture productivity suite that provides developers with tools, support, and IDE integration to create high-performance C++/Java* applications for Windows* on Intel® architecture, OS X on Intel® architecture and Android* on ARM* and Intel® architecture.

What’s New in the April Update 2 Version?
Support for building for OS X, including a new Intel® C++ Compiler for OS X and two beta features, Intel INDE Tamper Protection and Intel OpenCV will be available for Intel® INDE. For full support information, view the (Release Notes).

3D-Tech News Around The Web / Microsoft Visual Studio 2015 RC
« on: April 30, 2015, 07:38:28 PM »
Microsoft Visual Studio Professional 2015 RC
Visual Studio Professional 2015 RC is a comprehensive collection of software, tools and services for individuals and teams to achieve more while building professional applications.

Microsoft Visual Studio 2015 RC Shell (Isolated) Redistributable Package
The Visual Studio 2015 RC Shell (Isolated) Redistributable Package contains the run-time binaries that are required to deploy an application that's based on the Visual Studio 2015 RC Shell (Isolated).

Microsoft Visual Studio 2015 RC Shell (Integrated) Redistributable Package
The Visual Studio 2015 RC Shell (Integrated) Redistributable Package contains the run-time binaries that are required to deploy an application that's based on the Visual Studio 2015 RC Shell (Integrated).

Visual C++ Redistributable for Visual Studio 2015 RC
The Visual C++ Redistributable Packages install run-time components that are required to run C++ applications that are built by using Visual Studio 2015 RC.

There is a dozen more packages, use MS' search function...

Microsoft Emulator is a desktop application that emulates a Windows 10 Mobile device when used in conjunction with Visual Studio 2015 Preview. It provides a virtualized environment in which you can debug and test universal apps without a physical device. It also provides an isolated environment for your application prototypes.


NVIDIA Customer Care
New NVIDIA #Windows10 Geforce/Quadro BETA Display Driver v352.63 now available for download:

Game Companies Speed Up Development with Intel® Sample Code

All game developers from indie to lifetime professional will, at some point, benefit from code that someone else wrote. Whether it is to understand a new feature, fix a previously unsolvable problem, or saving time rather than writing it from the ground up, permissively licensed sample code is an invaluable tool. Intel provides a wealth of game sample code at the Game Developer section of the Intel® Developer Zone.

Over the past few years, Intel has worked with many game developers to optimize the performance of their games on Intel® hardware. Our engagements often produce insights or functions that should be shared with the world in the form of sample code. Sometimes we create the samples based on requirements from developers to perfectly fit their needs. In the past few years, samples we’ve created have been adapted for use in games published by Blizzard and Codemasters – specifically Adaptive Volumetric Shadow Maps (AVSM), Conservative Morphological Anti-Aliasing (CMAA), and Software Occlusion Culling.

3D-Tech News Around The Web / AMD CodeXL 1.7 is here
« on: April 29, 2015, 04:56:09 PM »
Spring time – the flowers are blooming, the bees are buzzing, and we have a new AMD CodeXL release to show off what we’ve been working on through the winter.
So here is what’s new in CodeXL 1.7.

Beta-level support for Microsoft Windows® 10 Technical Preview
CodeXL 1.7 is the first CodeXL release to support the new operating system from Microsoft. All CodeXL functions are enabled, but this is still a beta-level feature as Microsoft is regularly releasing  new builds of Windows 10.

New version of OpenGL Extensions Viewer is now available : 4.3.5
 - Display CPU Information improved (Model, Family and Architecture Name).
 - Fixed OpenGL 3.0 rendering test.
 - Support for Bindless Graphics (requires nVidia, in rendering tests)
 - Other bug fixes and improveds

Doesn't yet support "forward context 4.5"

If you have Windows 10 (technical preview 2) installed, get it from Windows update.
If not get it from here and copy runtime files manually.

OpenGL driver adds OpenGL 4.5 support

OpenCL driver 10.0.1756.4 nukes GPU compute - at least Loveland /Zacate
Maybe hard coded for GCN?

Graphics Performance Analyzers 2015 R1 offers the following new features:

 Features for Analyzing Android* Applications
  • Graphics Frame Analyzer for OpenGL*
     You can now use the brand-new cross-platform Graphics Frame Analyzer for OpenGL* to analyze Android* workloads. This tool supports OpenGL ES* 1.0, 1.1, 2.0, 3.0/3.1 and can be run on Windows*, Ubuntu*, and OS X* host systems. Graphics Frame Analyzer for OpenGL* offers the capabilities for graphics profiling and debugging rendering issues, integrating the functionality of the Graphics Frame Debugger and the legacy Graphics Frame Analyzer. Graphics Frame Debugger is no longer available as a standalone tool.
  • OpenGL ES 3.1 support
     You can now profile OpenGL ES 3.1 graphics applications in Graphics Frame Analyzer for OpenGL, System Analyzer, and Platform Analyzer.
Features for Analyzing Windows* Applications
  • Graphics Frame Analyzer for DirectX*
     Graphics Frame Analyzer is now renamed to Graphics Frame Analyzer for DirectX*. This tool no longer supports profiling Android* applications and focuses exclusively on analyzing Windows* applications.

This release enables peak driver performance optimization for AMD Radeon™ graphics users in Grand Theft Auto V.

The AMD Catalyst™ Software Suite, AMD Catalyst™ 15.4 Beta contains the following:

3D-Tech News Around The Web / NVIDIA GameWorks updates April 2015
« on: April 14, 2015, 03:58:31 PM »
GameWorks download center

is a stand alone GUI tool to create Destruction content compatible with PhysX-3.3/APEX-1.3 runtime system.

NVIDIA FLEX 0.8.0 is a multi-platform unified particle dynamics library for real-time visual effects. It supports fluids, clothing, solids, ropes, and more.

 NVIDIA ShadowWorks 2.x (HBAO+ and Advanced Shadows).
 HBAO+ provides a fast HBAO implementation designed to achieve high efficiency on DX11 GPUs.
 Advanced Soft Shadows is a library which exposes a simple interface for adding high quality efficient shadows to games. It improves on PCSS to reach new levels of quality and performance, with the ability to render cascaded shadow maps, and multiple spot lights.

Linux Display Driver - x86 BETA     349.16     April 14, 2015
Linux x64 (AMD64/EM64T) Display Driver  BETA     349.16     April 14, 2015
Linux 32-bit ARM Display Driver BETA     349.16     April 14, 2015
Solaris Display Driver – x64/x86 BETA     349.16     April 14, 2015
FreeBSD Display Driver – x86 BETA     349.16     April 14, 2015
FreeBSD Display Driver – x64 BETA     349.16     April 14, 2015

  • Added support for the following GPUs:
    • Quadro K1200
      Quadro M6000
      GeForce 920M
      GeForce 930A
      GeForce 930M
      GeForce 940M
      GeForce GTX 950M
      GeForce GTX 960M
      GeForce GTX TITAN X
  • Added support for G-SYNC monitors when used together with non-G-SYNC monitors.  When G-SYNC is enabled, non-G-SYNC monitors will display with tearing.
  • Fixed a bug that caused nvidia-settings to crash when assigning an attribute whose value is a display ID on a system with multiple X screens.
  • Updated the reporting of in-use video memory in the nvidia-settings control panel to use the same accounting methods used in other tools such as nvidia-smi. nvidia-settings was not taking some allocations into account, e.g. framebuffer memory for the efifb console on UEFI systems, causing discrepancies in the values reported by different tools.
  • Removed the "EnableACPIHotkeys" X configuration option. This option has been deprecated and disabled by default since driver version 346.35. On modern Linux systems, display change hotkey events are delivered to the desktop environment as key press events, and the desktop environment handles the display change by issuing requests through the X Resize and Rotate extension (RandR).
  • Added support for lossless H.264/AVC video streams to VDPAU.
  • Added support for VDPAU Feature Set F to the NVIDIA VDPAU driver. GPUs with VDPAU Feature Set F are capable of hardware-accelerated decoding of H.265/HEVC video streams.
  • Fixed a bug that prevented GPU fan speed changes from getting reflected in the text box on Thermal settings page.
  • Added nvidia-settings commandline support to query the current and targeted GPU fan speed.
  • Added a checkbox to nvidia-settings to enable a visual indicator that shows when G-SYNC is being used.  This is helpful for displays that don't indicate themselves whether they are operating in G-SYNC mode or normal mode. This setting can also be enabled by running the command line
    nvidia-settings -a ShowGSYNCVisualIndicator=1
  • Added support for the X.Org X server's "-background none" option. When enabled, the NVIDIA driver will try to copy the framebuffer console's contents out of /dev/fb0.  If that cannot be done, then the screen is cleared to black.
  • Added support for YUV 4:2:0 compression to enable HDMI 2.0 4K@60Hz modes when either the display or GPU is incapable of driving these modes in RGB 4:4:4.  See NoEdidHDMI2Check in the README for details.
  • Fixed a bug that could cause multi-threaded applications to crash when multiple threads used the EGL driver at the same time.
  • Fixed a bug that caused Sync to VBlank to not work correctly with XVideo applications in certain configurations.
  • Fixed a bug that prevented the X driver from correctly interpreting some X configuration options when a display device name was given with a GPU UUID qualifier.
  • Fixed Pixel Buffer Object operations when row length is less than width. GL_[UN]PACK_ROW_LENGTH can be set to a value lower than the width of the operation being carried out. The OpenGL specification allows for this (the source or destination lines will be overlapping). Previously, our implementation of Pixel Buffer Objects did not support this case and would throw an error.
  • Fixed a bug that caused corruption when switching display modes in some applications that use transform feedback.
  • Fixed a bug that caused texture corruption on framebuffer depth attachments cleared using glClearTexImage().
  • Fixed a bug that artificially limited the maximum pixel clock on displays in some SLI Mosaic configurations.
  • Fixed a kernel memory leak that occurred when looping hardware-accelerated video decoding with VDPAU on Maxwell-based GPUs.
  • Fixed a bug that could cause nvidia-settings to crash on exit on 32-bit Linux systems.

Grand Theft Auto V GeForce Game Ready Driver Released

The new GeForce Game Ready 350.12 WHQL Grand Theft Auto V drivers are now available to download from GeForce Experience and With Game Ready optimizations for the highly anticipated PC release of Grand Theft Auto V, new SLI profiles, and new 3D Vision profiles, our latest drivers are a recommended update for all GeForce GTX users.

For all Windows versions released
PhysX has been recompiled against CUDA 6.5, otherwise no new engine folders named with magic numbers
Supports OpenCL 1.2

Ashes of the Singularity Can Handle Upto 20000 Units At Once, DX12 Allows Thousands of Light Sources

Stardock Studios’ upcoming real time strategy game Ashes of the Singularity was the star of this year’s GDC. It’s one of the first games that will support DirectX 12 and it goes without saying that it looks gorgeous...

One of the biggest changes was the inclusion of an Asynchronous Scheduler that makes sure all GPU commands are being processed parallelly.
“The big thing here is that Nitrous has what you call an Asynchronous Scheduler. In a normal engine, like pretty much every engine that’s been released, commands that are going to be sent to your graphics card are serialized. You send them to the scheduler, it serializes them up, and they go one at a time. What we’ve managed to do with Nitrous is that it’s done in parallel. So it’s Asynchronous, every single core on your CPU can talk to your graphics card at the same time.”
So is this happening due to Microsoft’s upcoming API, DirectX 12? “DX12, Mantle and Vulkan make it really practical, so even under DirectX11 we’re doing a lot of crazy stuff with all the cores but the problem with DirectX 11 is that even with our scheduler, DirectX11 still serializes up a lot of our commands so we lose a lot of benefits. Not all of it but you know, a substantial amount, so we have to turn down a lot of our cool effects. But we’re still able to do thousands of units on-screen at once, we just can’t show them at quite the same glory. On DirectX 12 though they get out of our way entirely and we can have complete control of the GPU.”

3D-Tech News Around The Web / AMD FirePro Unified Driver 15.3 WHQL
« on: April 11, 2015, 07:11:30 AM »
AMD FirePro™ Unified Driver 15.3

New Features

Display Features

Eyefinity™ Pro
Eyefinity Pro provides users with the ability to expand display configurations beyond the output
capabilities of a single graphics card. Use up to four graphics cards to drive up to 24 displays as a
single desktop. A beta of this feature is now available through a special driver build option.
Eyefinity™ with 10-Bit Color Depth
Desktop configured in Eyefinity mode will now be able to drive projectors and displays that
utilize 10-bit color depth.

AMD Freesync™ Support for Single GPU Product Configurations
AMD Freesync technology support is now available for single GPU configurations. For more
information on how Freesync works, FAQ's and what products are currently supported, please
visit the Freesync Technology Page

EDID Management With MST
EDID management provides the ability to emulate displays using the display’s EDID values.
These values are retained by the driver so in the event a display is physically disconnected, the
driver “remembers” the last display attached. This feature was originally designed for display
walls with multiple displays attached to the graphics card. By enabling EDID management,
display configurations are not reset (by the OS) if one or more displays is/are physically
unplugged. By adding MST support, EDID management capability is extended to displays and
monitors connected to MST hubs

Code: [Select]
DriverVer=03/17/2015, 14.502.1019.0000
AMD6608.1 = "AMD FirePro W2100 (FireGL V)"
AMD6649.1 = "AMD FirePro W5100 (FireGL V)"
AMD6704.1 = "AMD FirePro V7900 (FireGL V)"
AMD6707.1 = "AMD FirePro V5900 (FireGL V)"
AMD6749.1 = "AMD FirePro V4900 (FireGL V)"
AMD674A.1 = "AMD FirePro V3900 (ATI FireGL)"
AMD6780.1 = "AMD FirePro W9000 (FireGL V)"
AMD678A.1 = "AMD FirePro W8000 (FireGL V)"
AMD678A.2 = "AMD FirePro S9000 (FireGL V)"
AMD678A.3 = "Radeon Sky 700"
AMD678A.4 = "Radeon Sky 900"
AMD678A.5 = "AMD FirePro S9050 (FireGL V)"
AMD678A.6 = "FirePro S10000 Passive"
AMD678A.7 = "AMD FirePro S10000 (FireGL V)"
AMD678A.8 = "FirePro S10000 Passive (FireGL V)"
AMD67A0.1 = "AMD FirePro S9150 (FireGL V)"
AMD67A0.2 = "AMD FirePro W9100 (FireGL V)"
AMD67A1.1 = "AMD FirePro S9100 (FireGL V)"
AMD67A1.2 = "AMD FirePro W8100 (FireGL V)"
AMD6808.1 = "AMD FirePro S7000 (FireGL V)"
AMD6808.2 = "Radeon Sky 500"
AMD6808.3 = "AMD FirePro W7000 (FireGL V)"
AMD6809.1 = "AMD FirePro R5000 (FireGL V)"
AMD6809.2 = "AMD FirePro W5000 (FireGL V)"
AMD6821.1 = "FirePro S4000X MxM"
AMD6828.1 = "AMD FirePro W600"
AMD682C.1 = "AMD FirePro W4100 (FireGL V)"
AMD6888.1 = "ATI FirePro V8800 (FireGL V)"
AMD6889.1 = "ATI FirePro V7800P (FireGL V)"
AMD6889.2 = "ATI FirePro V7800 (FireGL V)"
AMD688A.1 = "ATI FirePro V9800P (FireGL V)"
AMD688A.2 = "ATI FirePro V9800 (FireGL V)"
AMD688C.1 = "AMD FireStream 9370"
AMD688D.1 = "AMD FireStream 9350"
AMD68A9.1 = "ATI FirePro V5800 (FireGL V)"
AMD68C8.1 = "ATI FirePro V4800 (FireGL V)"
AMD68C9.1 = "ATI FirePro V3800 (FireGL V)"
AMD68F1.1 = "AMD FirePro 2460"
AMD68F2.1 = "AMD FirePro 2270"
AMD692B.1 = "AMD FirePro W7100 (FireGL V)"
AMD9906.1 = "AMD FirePro A300 Series (FireGL V) Graphics Adapter"

Pages: [1] 2 3 ... 140