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Topics - Stefan

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21
Quote
The GameWorks VR SDK contains NVIDIA's APIs, samples, and documentation for Virtual Reality game and application developers, including VR SLI and Multi-Res Shading for efficient VR rendering. This release contains bug fixes and updates to the sample applications.

NVIDIA forgot to update the actual VR SDK change log, but there is one for NVAPI R364 (yet not available as separate download)

Code: [Select]
CHANGES IN NVAPI FOR DRIVER RELEASE 364
● Functions
● Structures
● Enums
● Deprecated NVAPI Functions
● NVAPIDriverSettings Changes
● HLSL Extension Additions
● Sample Code

Functions
 NvAPI_D3D12_CreateComputePipelineState
 NvAPI_D3D12_IsNvShaderExtnOpCodeSupported
TCC support added to the following functions:
 N/A

Structures
 NVAPI_D3D12_PSO_SET_SHADER_EXTENSION_SLOT_DESC_V1
 NVDRS_APPLICATION_V4

Enums
 NV_DP_8_10GBPS removed from NV_DP_LINK_RATE
 NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE added to
NV_PSO_EXTENSION
 NVAPI_HDCP_DISABLED added to NvAPI_Status

Deprecated NVAPI Functions
The following functions will be deprecated and replaced by new functions in coming
releases:
Deprecated Replaced By
N/A N/A

NVAPIDriverSettings Additions/Removals
 None
HLSL Extension Additions
 Removed all NvLoadUavTyped functions
 Removed #define NV_EXTN_OP_TYPED_UAV_LOAD


22
EDIT:
64 bit version for everyone
32 bit version for everyone


Lenovo OEM
Win 10 64 bit
Win 7 64 bit
Win 7 32 bit
 
DriverVer=03/23/2016,20.19.15.4416

-no Vulkan support
-no obvious changes to OpenGL


Installation on other rigs:

 STEP 1)
 In INF file replace [Manufacturer] section with that from last driver which worked for you.

 STEP 2a)
 disable driver signature - secure boot off

 bcdedit -set load options DISABLE_INTEGRITY_CHECKS
 bcdedit -set test signing ON

 STEP 2b)
 disable driver signature - secure boot on

 bcdedit -set load options DISABLE_INTEGRITY_CHECKS
enable test signing via enhanced start options


 STEP 3)
Follow this fool-proof "havedisk" installation tutorial

23
Quote
  • Added support for the following GPUs:
    • GeForce 920MX
      GeForce 930MX
      Quadro M6000 24GB
  • Limited the default concurrency level in nvidia-settings to 32, to avoid hitting the maximum tasks limit on systems with many CPUs.
  • Fixed a regression that caused GPU exceptions and incorrect rendering when using pbuffers with EGLDevice.
  • Fixed a bug that caused nvidia-settings to crash when pairing glasses with the 3D Vision Pro transmitter on some systems.
  • Fixed a bug that caused installer manifest entries for some 32-bit compatibility libraries to be duplicated in the installer package.
  • Fixed a regression that caused the HSync and VSync mode timing polarity flags to be inverted.
Linux Display Driver - x86 NVIDIA Certified361.42March 30, 2016
Solaris Display Driver – x64/x86 NVIDIA Certified361.42March 30, 2016
FreeBSD Display Driver – x86 NVIDIA Certified361.42March 30, 2016
Linux 32-bit ARM Display Driver NVIDIA Certified361.42March 30, 2016
FreeBSD Display Driver – x64 NVIDIA Certified361.42March 30, 2016
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified361.42March 30, 2016

25
Oculus Rift Is Now Available. Grab Our GeForce Game Ready VR Driver & Game On

A new era in gaming begins today with the launch of Oculus Rift, the first high-end Virtual Reality headset built from the ground-up for gaming. Since its beginnings as a Kickstarter project in 2012, NVIDIA has worked closely with Oculus and Virtual Reality game developers to optimize and improve the Virtual Reality experience. We’ve developed technology and features for our graphics card users, shared insight and techniques with developers, and demoed the Oculus Rift at gaming shows around the world on VR-Ready systems.

26
3D-Tech News Around The Web / NVIDIA Inspector 1.9.7.6
« on: March 25, 2016, 11:47:51 PM »
>>>download now<<<

Quote
###############################################
###       NVIDIA INSPECTOR - CHANGELOG      ###
###############################################

NVIDIA Inspector - Version 1.9.7.6 (.NET Framework 2 or above)

- fixed image upload

NVIDIA Profile Inspector - Version 2.1.2.0 (.NET Framework 4 or above)

- nvidiaProfileInspector is now open source and licensed under MIT license.
  (https://github.com/Orbmu2k/nvidiaProfileInspector)

- there are also continues builds available outside of the update cycle of nvidiaInspector
  (https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts)

- added option to include predefined settings to the exported nip file
- fixed when all string fields got persisted on apply changes even if no changes was made to them
- fixed when the import removes the predefined settings of a profile if they are not included in the nip file
- fixed clicking the refresh button may crash the application for some users

NVIDIA Inspector - Version 1.9.7.5 (.NET Framework 2 or above)

- removed obsolete profile settings jump list entry
- fixed cuda lib error

NVIDIA Profile Inspector - Version 2.1.1.1 (.NET Framework 4 or above)

- reverted back to default font
- fixed layout problems (hopefully)

NVIDIA Inspector - Version 1.9.7.4 (.NET Framework 2 or above)

- replaced old ROP calculation with new API call, this schould fix ROP count for Maxwell 2 cards with reduced L2 Cache
- increased unlocked UI clock limit for non boost states to fix error with memory clocks beyond 4000MHz
- improved max boost clock estimation for maxwell
- completely removed settings profile editor from main application, it is now deployed as standalone application

NVIDIA Profile Inspector - Version 2.1.1.0 (.NET Framework 4 or above)

- completely reworked settings engine backend
- removed update detection / autoupdate
- updated to latest available settings api R352
- added stereo setting name detection from driver lib (thx to DarkStarSword)
- default custom setting names are now embedded to the exe file, and can be extracted with command line switch "-createCSN"
- added some GSYNC settings to CSN
- profile export now exports only customized settings without the nvidia predefined settings
- profile import now resets the profile to current driver defaults before import
- changed framerate limiter value selection to predicted fps instead of the raw api value
- you can drag'n drop nip files or application shortcuts now

NB: screenshot upload seems to be broken, use TPU capture instead

27
English forum / Demo Pack Easter 2016
« on: March 25, 2016, 09:08:11 AM »
>>>download now<<<

contains all demos from previous packages, sort by date to catch the new ones

copy missing textures etc. from MadShaders' data folder

demos tagged WIP don't work properly for misc. reasons, see comments in XML files

tex04, tex11 and tex12 from Shadertoy.com added; cube0x, tex08 fixed (bad JPEGs failed to load in GeeXLab)

misc. media files, all under Common Creative license


MadShaders 0.4.1 - "flaring" and "am i dreaming" fixed for INTEL

misc. old shaders from IQ rebuilt against GFX03.LUA, mouse support added

some entries from Tokyo Demo fest 2016 and whatever had japanese comments at GLSLSandbox at the time
mouse support injected in "Dragon" to control camera (originally triggered by ZOOM flag)
, will do that more often in future if it makes sense

lots of video and webcam effect demos

totally more than 200 new demos since February, Notepad++ makes conversions a cake walk







28
3D-Tech News Around The Web / Shadertoy - Sunset Breaking Wave
« on: March 24, 2016, 06:16:17 PM »
Original code here

It's about time to update my demopack...


29
UNIGINE 2.2: New Geometric Water, Unified API, Geodetic Improvements

Key Changes
  • New simulation-friendly water with geometric waves (Beaufort scale 0-12)
  • Introduced tiled rendering optimizations
  • Introduced area lights
  • Planar reflections
  • Improved shadows
  • Unified C++/C#/UnigineScript API with full access to the engine features
  • New C++/C# app logic system
  • Improved Qt integration template
  • Support for Visual Studio 2015
  • Upgraded Oculus plugin to 0.8 Oculus SDK
  • Improved accuracy of geodetic math
  • Introduced GeodeticPivot object (experimental)
  • Editable demos via SDK Browser
  • SimLights add-on for airfield lights
  • New Oil Rig demo

30
3D-Tech News Around The Web / GFXBench 5 Aztec Ruins behind the pixels
« on: March 24, 2016, 01:28:13 AM »

31
 
Linux Display Driver - x86 NVIDIA Certified364.12March 21, 2016
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified364.12March 21, 2016
Linux 32-bit ARM Display Driver NVIDIA Certified364.12March 21, 2016
Solaris Display Driver – x64/x86 NVIDIA Certified364.12March 21, 2016
FreeBSD Display Driver – x86 NVIDIA Certified364.12March 21, 2016
FreeBSD Display Driver – x64 NVIDIA Certified364.12March 21, 2016

Quote
  • Added support for the following GPUs:
    • GeForce 920MX
      GeForce 930MX
  • Fixed a regression that caused GPU exceptions and incorrect rendering when using pbuffers with EGLDevice.
  • Fixed a bug that caused nvidia-settings to crash when pairing glasses with the 3D Vision Pro transmitter on some systems.
  • Fixed a bug that caused installer manifest entries for some 32-bit compatibility libraries to be duplicated in the installer package.
  • Fixed a regression that caused the HSync and VSync mode timing polarity flags to be inverted.
  • Changed the default OpenGL installation type to use the GLVND GLX client libraries rather than the legacy non-GLVND libraries.
  • Added initial support for Direct Rendering Manager Kernel Modesetting (DRM KMS).  See the DRM KMS section of the README for details.
  • Added a new kernel module, nvidia-drm.ko, which registers as a DRM driver with both PRIME and DRM KMS support.
  • Added support for the following EGL extensions:

    EGL_EXT_platform_wayland

    to enable Wayland applications to run on NVIDIA's EGL implementation,

    EGL_WL_bind_wayland_display

    to enable Wayland compositors to run on NVIDIA's EGL implementation, and

    EGL_EXT_device_drm
    EGL_EXT_output_drm
    EGL_EXT_stream_consumer_egloutput

    to enable Mir and Wayland compositors to display their content through EGLDevice, EGLOutput, and EGLstreams.
  • Added a Wayland platform library, libnvidia-egl-wayland.so, to allow Wayland compositors that support EGLDevice, EGLOutput, and EGLstreams to share EGL buffers with Wayland applications.
  • Fixed a bug that could cause incorrect frame rate reporting on Quadro Sync configurations with multiple GPUs.
  • Added support for the Vulkan API version 1.0.
  • Improved X colormap precision from 8 significant bits to 11 on GeForce GPUs.  Quadro GPUs already used 11 bits of precision.
  • Added a new RandR property, CscMatrix, which specifies a 3x4 color-space conversion matrix.  The matrix is applied after the X colormap and before the gamma ramp.  This property is available on GF119 and newer GPUs.
  • Improved handling of the X gamma ramp on GF119 and newer GPUs.  On these GPUs, the RandR gamma ramp is always 1024 entries and now applies to the cursor and VDPAU or workstation overlays in addition to the X root window
  • Reworked how the NVIDIA driver registers with the Linux kernel's DRM subsystem for PRIME support.  As a result, PRIME support requires Linux kernel version 3.13 or newer (previously, PRIME support required Linux kernel version 3.10 or newer).
  • Improved the interactivity of applications that use a hardware cursor while G-SYNC is active.

32
3D-Tech News Around The Web / Blender 2.77 released
« on: March 20, 2016, 09:02:51 AM »
The Blender Foundation and online developer community are proud to present Blender 2.77, released March 19th, 2016!
  • Cycles Rendering has better Subsurface Scattering, GPU support for Smoke/Fire and Point Density, and a few other features and optimizations.
  • User Interface has faster OpenGL rendering and better Anti-Aliasing, and other improvements
  • Modeling now has an edit-mode boolean tool, better decimate modifier, selection tools
  • Sequencer has a Gaussian Blur effect speedup, and other strip and modifier improvements
  • Sculpting/Painting has better extruding and weight painting tools
  • Animation has a new constraint interpolation method, and improvements in graph editor, dope sheet, armatures and motion paths
  • Grease pencil now has stroke sculpting, and several other workflow improvements
  • Library handling has been improved to better manage missing and deleted datablocks
  • Game Engine has a few new small features
  • A new Add-on supports packing .blend files and their dependencies, some other IO Add-on was improved, and Python was upgraded
  • OpenVDB caching is now supported for smoke/volumetric simulations, multithreading is now massively supported, and also 2D stabilization node, Image editor, Cubemap and spotlights were improved
  • Support for Windows XP was removed, and the SCons build system too.
  • And, as usual, a massive bug fixing!


33
3D-Tech News Around The Web / Adam - Unity 5.4 demo
« on: March 18, 2016, 07:02:57 PM »
 ADAM

 This is the first part of our real-time rendered short film “Adam”, created with the Unity engine by Unity’s Demo team. Adam illustrates the high quality graphics that are enabled by the Unity engine in 2016. The full length short will be shown at Unite Europe 2016 in Amsterdam – so stay tuned!  The production of this short was used to stress our beta versions of Unity 5.4 and the cinematic sequencer currently in development. We also used an experimental implementation of real time area lights.


The demo makes extensive use of the high fidelity physics simulation tool CaronteFX, which is now available for Unity on the AssetStore.


The Demo team also created some custom tools on top of the Unity engine to cover specific production needs. For this project we needed volumetric fog, transparency shader, motion blur – to name a few. Expect to have them in your hands after Unite Europe.


The demo runs at 1440p on a GTX980.
 

34
3D-Tech News Around The Web / AMD HIP release 0.82
« on: March 17, 2016, 11:11:09 PM »
HIP is a C++ runtime API and kernel language that allows developers to create portable applications that can run on AMD and other GPU’s. Our goal was to rise above the lowest-common-denominator paths and deliver a solution that allows you, the developer, to use essential hardware features and maximize your application’s performance on GPU hardware.

35
3D-Tech News Around The Web / NVIDIA PhysX Visual Debugger 3.0
« on: March 17, 2016, 11:07:57 PM »
The PhysX Visual Debugger (PVD) provides a graphical view of the PhysX scene and includes various tools to inspect and visualize variables of every PhysX object. Additionally it can also record and visualize memory and timing data.

36
3D-Tech News Around The Web / NVIDIA FLEX 1.0 released
« on: March 17, 2016, 11:05:57 PM »
NVIDIA FLEX is a multi-platform unified particle dynamics library for real-time visual effects. It supports fluids, clothing, solids, ropes, and more.

37
3D-Tech News Around The Web / NVIDIA legacy driver 341.95 WHQL
« on: March 16, 2016, 05:34:18 PM »
This driver adds security updates for driver components of Tesla architecture class GPUs (not to be confused with Tesla product line).

 Driver version = 01/29/2016, 9.18.13.4195
 Branch r340_00-595

38
3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.22 released
« on: March 16, 2016, 05:26:06 PM »
Changes in HWiNFO32 & HWiNFO64 v5.22 - Released on:  Mar-16-2016: 
 
  • Fixed a possible hang in sensors when system is using multiple page files.
  • Added hotkeys to disable/hide sensors.
  • Improved handling of invalid sensor values.
  • Disabled GPU I2C access on Fiji again due to stability issues.
  • Enhanced GPU temperature monitoring on Fiji (VR VDDC, VR VDD, Liquid).
  • Fixed CPU Power measurement on Haswell systems with overclocked BCLK.
  • Added monitoring of GPU VDDC for AMD Fiji.
  • Added monitoring of GPU Current and Power for AMD Hawaii/Bonaire and later generations.
  • Fixed SMBus issues on some Fujitsu machines.

39
Back to Dinosaur Island 2 is an Oculus Rift DK2-exclusive Virtual Reality demo and requires an Oculus Rift DK2 HMD (SDK 0.8) to run.
 
 Back to Dinosaur Island 2 requires a Xbox 360 for Windows or Xbox One Controller for Windows to be played. Gameplay with only mouse and keyboard is not supported.
 

40
Quote
Discussing the State of DirectX 12 With Microsoft & Oxide Games

...
Ahead of next week’s show, I had a chance to sit down and talk shop with an interesting trio of techies: Brian Langley, Microsoft’s DirectX 12 lead, Max McMullen, Microsoft’s principle lead for Direct3D, and Dan Baker, co-founder and guru developer for Oxide Games. Microsoft of course is looking to further push the development of (and developers towards) DirectX 12, as the first games come out for the APi. Meanwhile Oxide’s Ashes of the Singularity has been a common site around here, as while it won’t claim the title of the first DX12 game – that technically goes to the new Windows 10 port of Gears of War – Ashes is arguably the first game to take meaningful advantage of the API.
...

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