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Topics - Stefan

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1
3D-Tech News Around The Web / Blender 2.75 Released
« on: July 01, 2015, 10:01:16 PM »
The Blender Foundation and online developer community are proud to present Blender 2.75!

   Download the 2.75 Release 
  • Blender now supports a fully integrated Multi-View and Stereo 3D pipeline
  • Cycles has much awaited initial support for AMD GPUs, and a new Light Portals feature.
  • UI now allows font previews in the file browser.
  • High quality options for viewport depth of field were added
  • Modeling has a new Corrective Smooth modifier.
  • The Decimate modifier was improved significantly.
  • 3D viewport painting now supports symmetry and the distribution of Dynamic Topology was improved
  • Video Sequence Editor: Placeholders can now replace missing frames of image sequences
  • Game Engine now allows smoother LOD transitions, and supports mist attributes animation
  • And: 100s of bug fixes and smaller feature improvements

2
The Blacksmith Releases: Executable, Assets, Tools and Shaders

Hey. We’ve promised to release the assets and our custom project-specific tools and shaders from The Blacksmith realtime short film. Well, here they are.

First of all, you are welcome to download the executable of the demo.

The assets from the project, along with the custom tech, come in two main packages for your convenience: ‘The Blacksmith – Characters’ and ‘The Blacksmith – Environments’.

3
3D-Tech News Around The Web / NVIDIA GeForce Hotfix driver 353.38
« on: June 26, 2015, 08:41:48 PM »
Answer ID 3694          |    Published 06/26/2015 12:15 PM          |    Updated 06/26/2015 12:16 PM     

GeForce Hotfix driver 353.38 

This is a GeForce Hot Fix driver, version 353.38 that addresses the following issues:
 
  • Chrome Crashes/Freezes/TDRs
  • Delays when starting or switching apps & games with GSYNC enabled


Click the appropriate link to download.
Windows 7 and 8
64 bit Desktop
32 bit Desktop
64 bit Notebook
32 bit Notebook
 
Windows 10
64 bit Desktop - Win10
32 bit Desktop - Win10
64 bit Notebook - Win10
32 bit Notebook - Win10

4
3D-Tech News Around The Web / (WebGL) ioquake3.js
« on: June 26, 2015, 05:33:28 PM »
Quote
ioq3.js is a port of ioquake3 to the web using Emscripten. It was heavily inspired by inolen's quakejs, but aims to be simpler and up-to-date with the latest Emscripten features. It also aims to implement high-speed multiplayer matches via WebRTC.

Note: The Quake 3 engine is open source. The Quake III: Arena game itself is not free. You must purchase the game to use the data and play Quake 3 with ioquake3, or play another game made with this engine. This WebGL demo uses the official shareware demo assets.

Default arena works; full version not tested, i would have to search my Dreamcast version in the attic  :-*

5
3D-Tech News Around The Web / (WebGL) Microsoft Flight Arcade
« on: June 26, 2015, 05:17:47 PM »
Quote
About Flight Arcade

Flight Simulator has been on the cutting edge of computing for over three decades. Learn about bringing it to the modern web.
 Graphics The first version of Flight Simulator shipped in 1980 for the Apple II and, amazingly, it was in 3D! That was a remarkable achievement. It’s even more amazing when you consider that all of the 3D was done by hand, the result of meticulous calculations and low-level pixel commands. When Bruce Atwick tackled the early versions of Flight Simulator, not only were there no 3D frameworks, but there were no frameworks at all! Those versions of the game were mostly written in assembly, just a single step away from ones and zeroes that flow through a CPU.
When we set out to reimagine Flight Simulator for the web, we couldn’t help but think about the contrast of creating 3D then and now. Modern coding seems almost luxurious as we sculpt 3D worlds in WebGL with great frameworks like Babylon.js. It lets us focus on very high level problems. In this article, we’ll share our approach to one of these fun challenges: a simple way to create realistic looking large scale terrain

Steering is hard coded for keyboards, someone should tell Microsoft about the existence of touch screens.


6
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.8.4
« on: June 25, 2015, 06:03:44 PM »
TechPowerUp GPU-Z v0.8.4

GPU-Z is a lightweight utility designed to provide you with all information about your graphics card and GPU.

Version History 0.8.4
  • Added PowerColor Radeon Fury X Giveaway
  • Added full AMD Radeon Fury X support
  • Added support for AMD R7 360
  • Added support for Broadwell GT3e
  • Added high-quality DPI aware vendor logos
  • Whitespace cleanup in Intel VGA BIOS strings
  • Fixed UEFI checkbox color on ASUS ROG
  • Fixed UEFI checkbox displayed as checked when unknown

7
@party 2015

Flashback 2015

Nordlicht 2015

Still a lot of C64 stuff there.

8
3D-Tech News Around The Web / AMD Catalyst™ 15.6 Beta for Windows®
« on: June 23, 2015, 04:01:24 PM »
This driver release included optimizations for Batman™: Arkham Knight.

Highlights of AMD Catalyst™ 15.6 Beta Windows Driver

        Performance and Stability improvements for Batman™: Arkham Knight

Important Note:
AMD Crossfire support is currently disabled for Batman™: Arkham Knight while AMD works closely with Warner Bros. Interactive Entertainment to resolve the issue. An update for this issue will be released as soon as it is available

Known Issues:

        [422129] Batman™: Arkham Knight – The application may crash during in game benchmarking or while exiting the game
        [422130] Batman™: Arkham Knight – The screen may turn black or pink while changing resolution to 1680x1050.

9
This topic has been moved to [General discussion].

[http://www.geeks3d.com/forums/index.php/topic,4062.0.html]

10
CRYENGINE 3.8.1 is here and it is packed with features that we know many of you have been extremely eager to get your hands on for quite some time. A culmination of all the work we've been doing since the CRYENGINE 3.7.0 release, this is one of our biggest releases yet.
You'll find the top level features highlighted below, including our brand new OpenGL renderer which we use on Linux and Android platforms. We've added support for Oculus VR which has been a joint effort between the CRYENGINE team and the VR team working on our newly announced Robinson: The Journey game, and you can expect much more to come in this area over the next few releases! We've got Voxel-based rendering updates including Volumetric Fog with support for point lights, shadows, probes and more. GameZero is our brand new, stripped down, lean & mean GameCode sample package which makes creating a game on CRYENGINE much cleaner and simpler without all of the additional Crysis-related game code which you may not need for your title. This and a ton of other great improvements are available for download right now!

11
3D-Tech News Around The Web / (WebGL) Tangram shaders demo
« on: June 20, 2015, 06:50:45 AM »
Quote
Tangram shaders demo

A demo showing some ways to use GLSL shaders to draw maps with the Tangram library.
Live demo: http://tangrams.github.io/shaders-demo




12
Fable Legends Video Interview: Faster Performance & Better Graphics With DirectX 12


Fable Legends is one of the first games to tap into the potential offered by Windows 10 and DirectX 12, so at E3 2015 we spoke to two Lionhead developers to learn more. In our video interview, below, Lionhead's team reveal DirectX 12 performance improvements of up to 33%, and discuss better graphics, cross-platform multiplayer, and an upcoming beta test.

13
3D-Tech News Around The Web / The AMD Radeon E8860 MXM
« on: June 19, 2015, 06:11:38 PM »
The AMD Radeon™ E8860 MXM Module is a discrete AMD Radeon E8860 GPU integrated with 2GB of high speed GDDR5 memory packaged in an  industry-standard form factor MXM module.
Available in multiple models with different thermal solutions, the AMD Radeon E8860 MXM Module is ideal for performance-driven systems such as casino gaming, medical imaging, and conventional military/commercial aerospace systems.
Multiple display capability makes the AMD Radeon E8860 MXM module an excellent choice for small footprint, compact solutions for digital signage and video wall systems.

14
WebGL: WebAssembly and Feature Roadmap


Yesterday, engineers from Google, Microsoft and Mozilla (makers of Chrome, Edge and Firefox) announced that they are working on a new cross-browser technology called WebAssembly.

This is very exciting news, as this will greatly help improve the Unity WebGL experience.

15
download here

no changelog yet


16
3D-Tech News Around The Web / NVIDIA Decoupled Coverage Anti-Aliasing
« on: June 17, 2015, 04:56:30 PM »
Decoupled Coverage Anti-Aliasing

 In this paper, we present Decoupled Coverage Anti-Aliasing (DCAA), which improves upon MSAA by further decoupling coverage from visibility for high-quality geometric anti-aliasing. Our work is based on the previously-explored idea that all fragments at a pixel can be consolidated into a small set of visible surfaces. Although in the past this was only used to reduce the memory footprint of the G-Buffer for deferred shading with MSAA, we leverage this idea to represent each consolidated surface with a 64-bit binary mask for coverage and a single decoupled depth value, thus significantly reducing the overhead for high-quality anti-aliasing. To do this, we introduce new surface merging heuristics and resolve mechanisms to manage the decoupled depth and coverage samples. Our prototype implementation runs in real-time on current graphics hardware, and results in a significant reduction in geometric aliasing with less memory overhead than 8× MSAA for several complex scenes.

17
Quote
Yu Suzuki On Board For Shenmue 3 Kickstarter

Last night ... Sony invited Shenmue director Yu Suzuki onstage to announce that they would be funding and publishing Shenmue III on PS4 he would be Kickstarting the sequel and releasing it on PC and PS4. The campaign has already raised almost $1.8m of a $2m target.

...the final (?) installment of Shenmue is one of gaming’s Holy Grails...

All four 10000$ slots are already sold :P



18
Quote
Summary

Metal System Trace offers a new insight into Metal app performance

• Use in conjunction with Xcode to profile early and often


Follow Metal best practices to maximize app performance

• Create expensive objects upfront and reuse

• Buffer dynamic shared resources

• Acquire the drawable at the latest opportunity

• Don't waste render command encoders

• Consider multithreading if still CPU-bound

Download whitepaper

19
Quote
Comparing OpenGL ES To Metal On iOS Devices With GFXBench Metal


In the past couple of years we've seen the creation of a number of new low level graphics APIs. Arguably the first major initiative was AMD's Mantle API, which promised to improve performance on any GPUs that used their Graphics Core Next (GCN) architecture. Microsoft followed suit in March of 2014, with the announcement of DirectX 12 at the 2014 Game Developers Conference. While both of these APIs promise to give developers more direct access to graphics hardware in the PC space, there was still no low level graphics API for mobile devices, with the exception of future Windows tablets. That changed in the middle of 2014 at WWDC, where Apple surprised a number of people by revealing a new low level graphics and compute API that developers could use on iOS. That API is called Metal.

 GFXBench 3.0 Metal available on the App Store

20
Linux Display Driver - x86 NVIDIA Certified352.21June 15, 2015
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified352.21June 15, 2015
Solaris Display Driver – x64/x86 NVIDIA Certified352.21June 15, 2015
Linux 32-bit ARM Display Driver NVIDIA Certified352.21June 15, 2015
FreeBSD Display Driver – x86 NVIDIA Certified352.21June 15, 2015
FreeBSD Display Driver – x64 NVIDIA Certified352.21June 15, 2015


Quote
  • Added support for the following GPUs:
    • GeForce 720A
      GeForce 920A
      GeForce 930A
      GeForce 940A
      GeForce GTX 950A
      GeForce GTX 980 Ti
  • Fixed a bug that caused the Display Configuration page of the nvidia-settings control panel to automatically generate layouts with multiple displays occupying the same position when enabling or disabling Base Mosaic.
  • Updated nvidia-settings to allow the use of the standard Display Configuration page when SLI Mosaic is enabled.
  • Fixed a bug that caused the kernel to report errors when unmapping DMA allocations on kernels with CONFIG_DEBUG_DMA_API enabled.
  • Added GLX Protocol support for the following OpenGL extensions:
    • GL_ARB_copy_buffer
      GL_ARB_texture_buffer_object
  • Fixed a bug that caused a kernel crash if SLI Mosaic and G-SYNC were used at the same time on a configuration with more display devices connected to one GPU than another.
  • Added the ability to configure the swapping behavior for quad-buffered stereo visuals. The driver can be configured to independently swap each eye as it becomes ready, to wait for both eyes to complete rendering before swapping, or to allow applications to specify which of these two behaviors is preferred by setting the swap interval. This setting can be adjusted in the nvidia-settings control panel, or via the NV-CONTROL API.
  • Fixed a regression which caused the GPU fan status display to disappear from the nvidia-settings control panel.
  • Added reporting of ECC error counts to the nvidia-settings control panel.
  • Fixed a bug that sometimes prevented OpenGL sampler objects from being properly deallocated when destroying OpenGL contexts.
  • Fixed a bug that caused GLX_EXT_framebuffer_sRGB to incorrectly report sRGB support in 30 bit-per-pixel framebuffer configurations.
  • Added support for G-SYNC with sync-to-vblank disabled. This allows applications to use G-SYNC to eliminate tearing for frame rates below the monitor's maximum refresh rate but allow tearing above the maximum refresh rate in order to minimize latency.

    When G-SYNC is active and sync-to-vblank is enabled, the frame rate is limited to the monitor's maximum refresh rate.
  • GLSL gl_Fog.scale is now +infinity when gl_Fog.end equals gl_Fog.start. Previously, the value 0 was used, but this broke certain applications such as the game XIII running on Wine (Wine bug #37068).
  • Enabled G-SYNC by default when Unified Back Buffer (UBB) is disabled.
  • Updated the NVIDIA GPU driver to avoid using video memory already in use by vesafb.
  • Fixed a bug in nvidia-settings that caused the application to crash when saving the EDID to a file.
  • Fixed a bug that prevented the "mkprecompiled" utility included in the driver package from reading files correctly.
  • Fixed a bug that could cause an Xid error when terminating a video playback application using the overlay presentation queue in VDPAU.
  • Updated nvidia-installer to avoid recursing too deeply into kernel source trees under /usr/lib/modules, mirroring an existing restriction on recursion under /lib/modules.
  • Fixed a rare deadlock condition when running applications that use OpenGL in multiple threads on a Quadro GPU.
  • Fixed a kernel memory leak that occurred when looping hardware- accelerated video decoding with VDPAU on Maxwell-based GPUs.
  • Fixed a bug that caused the X server to crash if a RandR 1.4 output provided by a Sink Output provider was selected as the primary output on X.Org xserver 1.17 and higher.
  • Fixed a bug that caused waiting on X Sync Fence objects in OpenGL to hang indefinitely in some cases.
  • Fixed a bug that prevented OpenGL from properly recovering from hardware errors or sync object waits that had timed out.

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