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Topics - Stefan

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3D-Tech News Around The Web / Microsoft - Introducing Power Throttling
« on: April 19, 2017, 06:04:49 PM »
Most people running Windows like having multiple apps running at the same time – and often, what’s running in the background can drain your battery. In this latest Insider Preview build (Build 16176), we leveraged modern silicon capabilities to run background work in a power-efficient manner, thereby enhancing battery life significantly while still giving users access to powerful multitasking capabilities of Windows. With “Power Throttling”, when background work is running, Windows places the CPU in its most energy efficient operating modes – work gets done, but the minimal possible battery is spent on that work.
Developer note: Power throttling is designed to work well with applications out of the box, but we recognize that in some cases, application developers may be able to provide additional power savings by having more fine-grained control over Power Throttling. We will have APIs to provide more fine grained control in upcoming flights. Please make sure to watch out for API updates on MSDN.


3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.4.3
« on: April 18, 2017, 06:40:50 PM »
Radeon Software Crimson ReLive Edition 17.4.3 Highlights
    • Support for Windows®10 Creators Update.
    • Support for Radeon RX 580 Series Graphics.
    • Support for Radeon RX 570 Series Graphics.
Known Issues
    • Radeon WattMan may fail to apply settings on some Radeon R9 390 series graphics products.
    • Radeon Settings may crash on switching Windows® user after toggling AMD CrossFire™ technology mode.
    • A small amount of apps may still experience issues with Borderless Fullscreen mode and AMD FreeSync™ technology if other applications or game launchers are running on the primary screen in the background.
    • Counter-Strike™: Global Offensive and World of Warcraft™ may experience flickering or performance issues the first time the game is launched on a system boot with AMD FreeSync™ technology enabled. Workarounds include exiting and restarting the application or task switching (alt+tab) in and out of the game to fix the issue.
Known Issues for Radeon ReLive
    • The XBOX™ DVR application may cause conflicts with Radeon ReLive, users are suggested to disable XBOX™ DVR if Radeon ReLive is experiencing issues.
    • Radeon ReLive may fail to install on AMD APU Family products or experience a system hang or failure to record when using the recording feature on AMD APU Family products.
    • Radeon ReLive may intermittently fail to work after performing task switches of applications. A work around is to disable and then enable the feature in Radeon Software.
    • Radeon ReLive may exhibit corruption in recordings when capturing Microsoft Office applications.
    • Radeon ReLive may experience recording or streaming issues when task switching using ALT+TAB.

3D-Tech News Around The Web / Unity 2017.1.0b1
« on: April 17, 2017, 04:05:15 PM »
2017.1.0b1 Release Notes (new since a6)

 Known Issues
  • Animation: Reading from Animator.rootPosition and Animator.rootRotation during OnAnimatorMove gives wrong results. Use Animator.deltaPosition and Animator.deltaRotation instead. (899049)
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: "Assertion failed on expression: 'translated != kInvalidEnum'" error is spammed in the console when selecting an Image file (883459)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • iOS: OnGUI fails to draw any elements on iOS (883482)
  • Physics: Crash when reverting prefab which had Rigidbody and Joint deleted, and then undoing the revert. (870498)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo.  This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Collab: In-Progress. In-Progress allows developers using Unity Collaborate to see who else on their team has made local changes to a Scene or Prefab before those changes have been published.
  • Graphics: Added LineUtility class and 'LineRenderer.Simply' function. Optimize your lines and curves by using the LineUtility to create a simplified version with a similar shape.
  • Graphics: Added memoryless mode to RenderTexture, accessed through new property RenderTexture.memorylessMode.
  • Playables: Timeline Editor and Runtime API. A tool for sequencing animation, scripts and audio.
  • Animation: Fixed adding State/StateMachines with invalid names. (882122)
  • Editor: Fixed a crash in Editor caused by null Handles. Graphics.DrawMeshNow will now throw an exception if the mesh is null. (893112)
  • Particles: Removing a ParticleSystem on a GameObject that has a component with RequireComponent(Renderer) is now correctly prevented. (888048)
  • Particles: Size over lifetime now correctly affects collider size, and sub-emitter inheritance. (792289)
The following are changes and fixes to 2017.1.0 features and regressions... Fixes
  • Android: Fixed reading assets from OBB (ApplicationPath) (891864)
  • Android: Fixed WebCamTexture crash with denied permissions (877837)
  • Android: Gradle - Check the signing key before the build starts (889076)
  • Android: SoftInput - Fixed input field hidden under keyboard when translucent flag is set
  • Animation: Fixed animation clip range not updating after undoing 'Add Key' operation. (892337)
  • Animation: Fixed disabling GameObject not resetting StateMachine (894062)
  • Animation: Fixed error message when changing animation type from None to Humanoid in model importer. (888414)
  • Animation: Fixed error message when entering playmode after renaming an AnimatorParameter when previewing a BlendTree. (891547)
  • Animation: Fixed IK on Feet not working when interrupting transitions. (892043)
  • Animation: Fixed NullReferenceException when clicking in empty Animator window. (891126)
  • Animation: Fixed NullReferenceException when entering newly created BlendTree in graph. (891128)
  • Animation: Fixed OnAnimatorIK not being fired in editor mode. (894061)
  • Animation: Fixed performance regression when destroying many game objects with an Animator. (889109)
  • Build Pipeline: Building many AssetBundles should no longer spend a long time updating the BuildReport between each bundle (849376)
  • Build Pipeline: Fixed SetScriptingDefineSymbolsForGroup() failing for BuildTargetGroup.Switch (863992)
  • Editor: Fixed 'Build and Run' attempts to push a build to device even if error (during the build) was encountered (894074)
  • Editor: Fixed GUI related Asserts when connected to an active VCS provider. (895453)
  • Graphics: Fix SceneView GUI elements being very bright when HDR and Linear mode are enabled. (878724)
  • Graphics: Fixed light rendering when a non-full screen viewport Camera renders to a texture. (880293)
  • IL2CPP: Allow more deeply nested generic recursion for method metadata. Throw an managed exception when the recursion is too deep. (889446)
  • IL2CPP: Fix memory snapshot profiler not showing multidimensional arrays (888796)
  • IL2CPP: Fixed marshaling of System.Uri to Windows.Foundation.Uri and back in Windows Runtime interop scenarios (887036)
  • Shaders: Fixed a subtle metal shader generation bug in bit field insert operations.
  • Windows: Fixed a crash that occurred in Metro apps when minimized/exiting on Windows RS1/RS2 (885964)

3D-Tech News Around The Web / NVIDIA GeForce Hotfix driver 381.78
« on: April 14, 2017, 10:51:25 PM »
GeForce Hotfix driver 381.78
 This is GeForce Hot Fix driver version 378.72 that addresses the following:
 -Fixes Windows 10 Creators Update booting to a black screen on certain notebooks
 Choose the appropriate driver according to your Windows 10 version:
 Windows 10 64-bit:
 Click here
 Windows 10 32-bit:
 Click here

3D-Tech News Around The Web / AMD Tress FX 4.0 released
« on: April 14, 2017, 10:05:50 AM »
New in TressFX 4
  • Hair is skinned directly, rather than through triangle stream-out.
  • Signed distance field (SDF) collision, including compute shaders to generate the SDF from a dynamic mesh.
  • New system for handling fast motion.
  • Refactored to be more engine / API agnostic.
  • Example code includes compute-based skinning and marching cubes generation.
  • DirectX 12 support
DirectX 12 Although DirectX 12 support is included, it hasn't been properly optimized.

3D-Tech News Around The Web / TechPowerUp Releases GPU-Z 1.19.0
« on: April 13, 2017, 04:59:50 PM »
TechPowerUp today released the latest version of TechPowerUp GPU-Z, the graphics subsystem information, monitoring, and diagnostic utility that no PC enthusiast can leave home without. Version 1.19.0 adds support for new GPUs and improves some features. To begin with, GPU-Z 1.19.0 supports upcoming AMD Radeon RX 500 series, new NVIDIA TITAN Xp, Quadro M600M, and M1200. It also adds the ability to extract video BIOS from GeForce GTX 1080 Ti. It also improves NVIDIA driver version detection on Windows 8, and a new vendor ID for Sapphire Technology was added. Grab it from the link below.

 DOWNLOAD: TechPowerUp GPU-Z 1.19.0

Read full story

3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.4.2
« on: April 12, 2017, 06:31:55 PM »
Radeon Software Crimson ReLive Edition 17.4.2 Highlights
    • Initial support for Windows®10 Creators Update.
Fixed Issues
    • SteamVR Asynchronous Reprojection feature may not function or enable correctly on supported hardware.
    • Battlefield™1 may experience poor scaling in Multi GPU mode using DirectX®11 API.
    • Radeon ReLive may experience flickering when recording with an extended display connected on Windows®7 system configurations.
    • Application profiles in Radeon Settings may fail to retain after system log off or reboot for some gaming applications.
    • Windows® Security popup may be experienced after install and reboot on some Hybrid Graphics system configurations.

3D-Tech News Around The Web / NVIDIA PhysX System Software 9.17.0329
« on: April 12, 2017, 06:06:56 PM »
Stand-alone driver for rigs that ain't compatible with GeForce driver 381.65
Release Highlights 
  • THE ONLY CHANGE in this version 9.17.0329 from 9.16.0328 is that this version has new digital signatures on all of the DLLs. Both SAH1 and SHA256 signatures are present.
  • Includes the latest PhysX runtime builds to support all released PhysX content.
  • Changes & fixed issues in this release
    • Adds Support for 1000 series GPUs for Batman Arkham Knight.
  • Supports NVIDIA PhysX acceleration on all GeForce 9‑series, and 100‑series to 900‑series GPUs with a minimum of 256MB dedicated graphics memory.
    Note: Some applications may have higher minimum requirements.
  • Supports NVIDIA PhysX acceleration on GeForce for SDK versions 2.7.1, 2.7.3, 2.7.4, 2.7.5, 2.7.6, 2.8.0, 2.8.1, 2.8.3 and 2.8.4.
  • Supports control of your GPU PhysX configuration from the NVIDIA display driver control panel.
  • Note: For games that use SDK versions before 2.7.1 the PhysX Legacy Installer must also be installed. These are games that were released around the end of 2007 or earlier. (AGEIA titles) Examples of these games include CellFactor, Clive baker’s Jerich, Gears of War, Pirates of the Burning Sea, Switchball and Velvet Assassin. The PhysX Legacy Installer is available here: PhysX_System_Software_Legacy_Driver

3D-Tech News Around The Web / UNIGINE Superposition Benchmark released
« on: April 11, 2017, 07:51:58 PM »
Superposition Benchmark Brand new GPU stress-testing tool from UNIGINE. It also features interactive VR experience with support for Oculus Rift and HTC Vive.

   Key Features
  • Top-notch visuals powered by UNIGINE 2 Engine
  • Global leaderboards for benchmark scores
  • Stress load for the GPU heating system
  • Scalable quality settings
  • VR mode (Oculus Rift and HTC Vive)
  • Free interactive mode with mini-games
  • Support for Windows and Linux
Compare your hardware scores with other users worldwide!
Check if your rig is VR-ready!

3D-Tech News Around The Web / (WebGL) eyes gaze warping 2
« on: April 11, 2017, 05:56:35 PM »
eyes gaze warping 2

View the demo, you don't get the idea from a still picture...

New in Release 378.05.05.05f01:
  • Graphics driver updated for Mac OS X El Capitan 10.12.4 (16E195)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.
  • Includes BETA support for iMac and MacBook Pro systems with NVIDIA graphics

This driver also adds Pascal support (NVDAGP100HalWeb.kext)

3D-Tech News Around The Web / Windows 10 Creators Update SDK
« on: April 09, 2017, 02:30:34 PM »
Chuck Walbourn - MSFT

April 6, 2017

The Windows 10 Creators Update (build 15063, aka Version 1703) is now available along with a new Windows 10 SDK release. The Windows 10 Creators Update SDK (10.0.15063) can be installed via VS 2017 or as a standalone installer. This includes DirectXMath 3.10 and updated versions of Direct3D 12, Direct3D 11.4 Direct2D, and DirectWrite.

VS 2015 Users: Note that the Windows 10 SDK (15063) is officially only supported for VS 2017.

VS 2017 Users: The Windows 10 Creators Update SDK resolves a number of conformance errors in Windows system headers enabling the use of the /permissive- switch.

3D-Tech News Around The Web / Vulkan SDK 1.0.46 released
« on: April 07, 2017, 06:02:51 PM »
Vulkan SDK 1.0.46 Release Notes

This SDK supports Vulkan API revision 1.0.46.  The prior SDK supported Vulkan API revision 1.0.42.
Drivers: LunarG recommends that you update your Vulkan-capable hardware drivers to the latest recommended version from your hardware vendor.  A list of Known Driver Issues appears at the end of this document with more information.
SDK Libraries have moved -- As of the 1.0.42 SDK, the SDK library files were moved out of /bin into /lib for 64-bit libraries and /lib32 for 32-bit libraries. This will require you to update your project files to point to the proper location if you are updating from an older SDK.  The change was performed to avoid 32-bit compatibility issues.
  Overview of new features in SDK 1.0.46
  • Update loader and docs to Vulkan version 1.0.46.
  • Extensions introduced since the 1.0.42 SDK include:
    • VK_GOOGLE_display_timing (added in the Vulkan 1.0.43 spec)
    • VK_EXT_hdr_metadata (added in the Vulkan 1.0.43 spec)
    • VK_EXT_swapchain_colorspace (added in the Vulkan 1.0.45 spec)
    • VK_KHR_incremental_present (added in the Vulkan 1.0.46 spec)
  • Vulkan Layers have changed:
    • In this release, the validation layers have been updated to operate correctly with all non-experimental extensions up to and including those newly added to the 1.0.46 header.
    • Image layout and other image-related validation has been streamlined and coverage has been increased.
    • Layers have improved device feature and limit validation coverage
  • VkTrace/VkReplay additions:
    • vktraceviewer included in both the Windows and Linux SDKs and is an alpha release.
    • vktrace trim feature is now available and has been improved. Trim can be used to specify a frame interval to capture - all other frames are removed from the trace file, resulting in a smaller trace file.
    • vktrace has been improved to increase portability of generated trace files across display driver versions.
  • Scores of bugfixes, validation coverage and accuracy improvements, and many feature additions
  Important Note About Experimental Extensions The KHX and NVX identifiers in the name indicate that the extension is experimental, and is being considered for future standardization.  In the case of a KHX extension, this extension is being considered as either a KHR extension or core Vulkan API functionality.  NVX extensions are being considered for either a final NV or a more general (EXT, KHR) extension.
As experimental extensions:
  • Developers are encouraged to experiment with them and provide feedback, but should not use them as the basis for production applications.
  • These experimental extensions are expected to be supported for a limited time only.
  • They may change their interfaces and behavior in significant ways as a result of feedback
  • They may be withdrawn or replaced with a different stable (KHR, EXT, ...) extension or core functionality at any time.
  • Implementations of these extensions receive limited or no testing when submitted to the Khronos conformance process.
  • Using experimental extensions with the validation layers may produce inaccurate validation results.
  SDK Components This version of the SDK components are based on the following specifications and source code repositories:
   Last Commits are designated by the following Git Tags in the respective repositories:
  • LoaderAndValidationLayers:    sdk-
  • VulkanTools:                  sdk-
  • VulkanSamples:                sdk-
  Fixed Issues Fixed Vulkan-LoaderAndValidationLayers Github Issues:
  • #1642 Loader crashes if multiple VkSurfaces are created from more than one VkInstance
  • #1640 Windows Defender Flags Runtime Installers as
  • #1631 Error enum is not consistent between releases/commits enhancement help
  • #1624 SDK missing release tag
  • #1623 image_validation: error report for an 2d view of a 3d image if maintenance1 is present
  • #1621 cyclic pNext chain should be an error
  • #1618 Add validation support for SPV_KHR_storage_buffer_storage_class
  • #1616 SIGSEGV in libVkLayer_parameter_validation.
  • #1611 SC layer: Report required capabilities for SPIR-V module errors
  • #1606 Consider returning warning/error numbers for validation messages
  • #1605 Consider passing image handle instead of CB handle for certain validation messages
  • #1604 Buffer validation not passing command buffer as srcObject to validation callback
  • #1602 PRIxLEAST64 undeclared on Ubuntu 16.
  • #1597 Should be OK for fragment program to not write when VK_ATTACHMENT_STORE_OP_DONT_CARE
  • #1593 layers: Building with VK_USE_PLATFORM_WIN32_KHR and not VK_USE_PLATFORM_WIN32_KHX produces compile error.
  • #1592 unique layer not unwrapping objects
  • #1587 Potentially uninitialized variable use warning in
  • #1583 Access violation from UpdateDescriptorSetWithTemplateKHR
  • #1571 vkCreateFramebuffer triggers error on single-mip image with VK_REMAINING_MIP_LEVELS view
  • #1570 cube: Swap chain alpha compositing mode selection instead of fixed mode
  • #1566 dEQP-VK.api.object_management.alloc_callback_fail.instance failed
  • #1554 Build fails for mips64el: relocation truncated to fit: R_MIPS_
  • #1548 Fence tracking bug related to vkQueueBindSparse(?)
  • #1547 VK_KHR_maintenance1: copies between 2D and 3D images
  • #1545 vkCmdCopyBufferToImage(): copy region validation bugs
  • #1541 Support VK_KHR_shader_draw_parameters
  • #1540 Support negative viewport height if VK_KHR_maintenace1 is enabled
  • #1538 Fails to build with musl
  • #1533 Potentially spurious "Additional bits in Source accessMask are specified when layout is VK_IMAGE_LAYOUT_UNDEFINED" warning
  • #1532 Android build from Ubuntu 14.04 fails with "LOCAL_SRC_FILES points to a missing file libshaderc.a" help
  • #1529 Validation incorrect for VK_KHR_descriptor_update_template extension
  • #1528 Move loader generated files
  • #1524 Layer reports error: vkCmdClearColorImage with image from vkAcquireNextImageKHR
  • #1523 Layer complains about framebuffer mipmap count with VK_REMAINING_MIP_LEVELS
  • #1522 Layer freezes during vkCmdBeginRenderPass
  • #1513 Threading layer does not account for null pointer in GetSwapchainImages
  • #1512 vkCreateSwapChainKHR() called with imageExtent which is not equal to the currentExtent.
  • #1508 vkCmdCopyBufferToImage Validation on present
  • #1507 Core Validation: ValidtateBufferBounds may reports incorrect error for compressed image formats
  • #1506 VkWriteDescriptorSet: descriptorCount == 0 bug help
  • #1492 XDG overrides can be used to inject a library to suid process
  • #1491 Reading D24_S8 as input attachment with stencil triggers incorrect validation.
  • #1435 Vulkan Validation Errors should show Handles when possible.
  • #1407 Performance warning: Detect over-synchronization
  • #1398 no longer works with .39 spec
  • #1395 Signed/unsigned mismatch warning with VC++ 2017
  • #1253 Performance warning: Pipeline barriers used for layout transitions instead of Render Passes
  • #1215 Object Tracker valid handle messages
  • #1198 Spammy parameter_validator VkResult warnings help
  • #1195 "Cannot read invalid region of memory" when using image as resolve, then input attachment
  • #1187 cube and cubepp crash on resize (linux/AMD)
  • #1155 Performance warning: High number of memory objects
  • #1153 Expand Windows Loader Search Path to Include Paths in User-writable Registry Keys
  • #1048 Cube gets validation errors on resize on AMD
  • #953 Layers: Update Push Constants Range Checks to Disallow Multiple Ranges in a Single Block
  • #937 Layers: AcquireNextImageKHR completion not tied to semaphore & fence
  • #806 Add ability to disable implicit layers via the application
  • #760 Report an error on invalid image layout transitions
  • #757 Vulkan-LoaderAndValidationLayers does not provide pkg-config file ( ex. vulkan.pc)
  • #727 Performance warning: when instanceCount = 0 (or drawCount = 0)
  • #725 Enable MIR WSI support
  • #714 Core validation: multiple copies of ResolveRemainingLevelsLayers logic
  • #671 Feature: Create a layer which validates basic behavior of other layers
  • #373 Validate memory allocation size in device_limits
  • #282 layer_validation_test failures
  • #279 Samples validation errors on AMD driver
Fixed LunarXchange Issues:
  • #651 - Wrong VL report regarding non-solid polygon mode
  • #653 - Crash inside VL when command pool is invalid
  • #656 - VL are much slower in compared to
  • #657 - Possibly wrong VL report in latest version
  • #658 - Local Python modules not found
  • #660 - vkGetPhysicalDeviceQueueFamilyProperties2KHR has no effect on validation done by LUNARG_swapchain.
  • #661 - Missing buffer_validation.cpp file on
  • #662 - Why unnormalized coordinates must require a image that only has one mipmap and one layer?
  • #663 - Fail CommandBuffer
  • #664 - wrong ELF class: ELFCLASS32
  • #665 - Not compatible with Windows version
  • #666 - Typo in the Docs
  • #667 - Latest Driver 17.3.3, vkCreateInstance is not working
  • #668 - Docs version switch does not seem to work
  • #669 - Unresolved symbol:
Fixed VulkanTools/VulkanSamples Github issues:
  • VulkanTools #153 - vkreplay (screenshot layer) screenshots are too dark
  • VulkanSamples #120 - Can not find vk_dispatch_table_helper.h
  Known Issues   Known Driver Issues None

AMD Ryzen Master

 Your tool to unlock AMD Ryzen™ Processors

  • Added support for the following GPUs:
    • GeForce GTX 1080 Ti
      Quadro M520
      TITAN Xp
      Quadro P3000
  • Improved compatibility with recent kernels.
  • Fixed a bug that caused "nvidia-settings --query all" to print many duplicate entries.
  • Fixed a bug that caused applications to crash in some situations when calling glXMakeCurrent while OpenGL threaded optimizations were enabled.

    This frequently occurred when Steam was attempting to make a video appear full-screen.
  • Fixed a bug that caused VDPAU applications to use the blit presentation queue when a previous VDPAU application didn't shut down cleanly.
  • Fixed hangs and crashes that could occur when an OpenGL context is created while the system is out of available memory.
  • Fixed a bug that caused corruption when OpenGL windows were moved or resized.
  • Fixed a bug that caused X screens that use Option "UseDisplayDevice" "none" to be resized to 640x480 when using "xrandr -s" to change the screen configuration.
  • Fixed a kernel crash that occurred when attempting to map large user memory allocations into CUDA.
  • Disabled OpenGL threaded optimizations by default, initially enabled in 378.09, due to various reports of instability.
  • Added support for the following Vulkan extensions:
    • VK_EXT_acquire_xlib_display
    These extensions require a Vulkan loader version >= 1.0.42.
  • Removed the X driver's logo splash screen and the corresponding NoLogo and LogoPath xorg.conf options.
  • Added the "ResamplingMethod" MetaMode option, adding support for bicubic resampling methods when scaling screen transformations are in use.See the README for more details.
  • Fixed a bug that left HDMI and DisplayPort audio muted after a framebuffer console mode was restored. For some displays, this caused the display to remain blank.
  • Fixed a bug that caused audio over DisplayPort to stop working when the monitor was unplugged and plugged back in or awoken from DPMS power-saving mode.
  • Fixed a regression that caused corruption in certain applications, such as window border shadows in Unity, after resuming from suspend.
  • Fixed a bug that prevented PRIME Sync from working on notebooks with GeForce GTX 4xx and 5xx series GPUs.

Linux x64 (AMD64/EM64T) Display Driver
Linux Display Driver - x86
Linux 32-bit ARM Display Driver
Solaris Display Driver – x64/x86 FreeBSD Display Driver – x86 [/color][/b]FreeBSD Display Driver – x64

3D-Tech News Around The Web / NVIDIA TITAN Xp available
« on: April 06, 2017, 06:53:15 PM »
NVIDIA TITAN Xp is the world’s most powerful graphics card. Incredible computing horsepower and groundbreaking NVIDIA Pascal architecture give you the power to accomplish things you never thought possible.

  Limit 2 per customer  ::)

It’s driven by 3840 NVIDIA® CUDA® cores running at 1.6 GHz and packs 12 TFLOPs of brute force. Plus it’s armed with 12 GB of GDDR5X memory running at over 11 Gbps. 

How can I tell the difference between the original Titan X (Pascal) launched in July 2016 and the new Titan Xp?

3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.4.1
« on: April 04, 2017, 10:44:11 PM »
Radeon Software Crimson ReLive Edition 17.4.1 Highlights
    • Support for Oculus' Asynchronous Spacewarp (ASW) on Radeon R9 Fury series, Radeon R9 390 series and Radeon R9 290 series graphics products. ASW compares previously rendered frames, detects the motion between them, and extrapolates the position of scene components to create a new synthetic frame. This technology helps avoid dropped frames and can provide an overall smoother VR experience on the Oculus Rift.
    • Support for SteamVR Asynchronous Reprojection on Radeon RX 480 and Radeon RX 470 graphics products on Microsoft Windows 10. Asynchronous Reprojection reduces judder to provide an overall smoother and more comfortable VR experience on the HTC Vive.
Support for the following display technologies:
      • DP1.4 HBR3 Support
      • 8K 60Hz dual cable support
      • 8K 30Hz single cable support
Fixed Issues
    • Display flickering may be experienced on some AMD FreeSync displays when running applications in windowed borderless fullscreen.
    • Radeon Settings install may become stuck or unresponsive when doing a driver upgrade through Radeon Settings.
    • Tom Clancy's Ghost Recon® Wildlands may experience poor Multi GPU scaling on some Multi GPU enabled system configurations.
    • Sudden unplug of an AMD XConnect™ technology system after Radeon Software installation may cause a system hang.

3D-Tech News Around The Web / HWiNFO32 and HWiNFO64 v5.50 released
« on: April 04, 2017, 08:04:18 PM »
Changes in HWiNFO32 & HWiNFO64 v5.50 - Released on:  Apr-4-2017: 
  • Added NVIDIA GeForce GTX 1080 Ti.
  • Fixed reporting of AMD Ryzen memory timings if first memory controller is not active.
  • Fixed occasional erratic sensor readouts on ASUS CROSSHAIR VI HERO.
  • Added reporting of SMU Firmware Revision for AMD Ryzen.
  • Enhanced sensor monitoring on ASUS SABERTOOTH 990FX R3.0.
  • Fixed reporting of CPB status on AMD Ryzen.
  • Simplified adjusting of sensor item settings via right-click context menu.
  • Added board-level monitoring of CPU current and power on ASUS CROSSHAIR VI and PRIME X370.
  • Enhanced sensor monitoring on GIGABYTE X370 series mainboards.
  • Enhanced sensor monitoring on some ASRock X370 series mainboards.
  • Added support of some later Corsair H110i coolers.
  • Added reporting of AMD AGESA version.
  • Added a new telemetry method to monitor Ryzen CPU+SoC voltage, current and power.
  • Improved support of Intel Skylake-SP.
  • Fixed monitoring of water sensor temperatures on ASUS MAXIMUS IX and CROSSHAIR VI series.
  • Added AMD Radeon RX 570 and RX 580.
  • Improved support of AMD ThreadRipper.

3D-Tech News Around The Web / Unity 5.6 final released
« on: March 31, 2017, 09:38:10 PM »
Unity 5.6 highlights in short

Massive lighting improvements
 5.6 includes the Progressive Lightmapper preview, which provides immediate feedback when trying out different lighting scenarios, and much faster iteration, compared to the current Enlighten solution. 5.6 also offers Light Modes, which allow for various ways of mixing real time and baked lighting for static and dynamic objects.
Improved graphics performance
 GPU Instancing which enables new kinds of effects where many similar objects are needed at a very low performance cost, has been improved with support for Procedural Instancing. And, with the addition of Compute Shaders for Metal, you can now add more details to your games by tapping into the raw power of the chipsets on Apple iOS and macOS.
Vulkan support
 Vulkan support brings increased speed while reducing driver overhead and CPU workload; this leaves the CPU free to do additional computation or rendering and saves on battery life for mobile platforms.
Massive update to Particle System
 5.6 greatly extends the range of particle effects to give more options and control to the user. This update also significantly improves Particle System performance.
New Video player
 A new multi-platform video player enables playback of 4k video allowing you to build 360 degrees videos VR experiences.
Navigation system improvements
 Improved AI and Pathfinding tools–also referred to as the NavMesh system–expand the possibilities to manipulate multiple nav meshes and agents. And, new tools for procedurally generated or dynamically loaded content enable a whole new set of use cases and gameplay options for character navigation.
New 2D tools and improvements
 Unity 5.6 adds a whole set of 2D features that give you more control and make it easier to create complex 2D objects. New features for 2D physics enable new kinds of gameplay and effects, including fully featured particle effects interacting with 2D objects.
TextMesh Pro
 One of the top performing tools on the Unity Asset Store is now available for free to users of 5.3+ and will be soon be natively integrated into Unity. TextMesh Pro features advanced text rendering with dynamic visual text styling, along with greatly improved control over text formatting and layout.
Performance Reporting and debugging improvements
 In addition to exception reports, Performance Reporting now collects native crashes for iOS. Physics debug visualization and profiler improvements make it easier to find the source of performance issues in the game.
New platforms
 Seamlessly publish to Facebook Gameroom, as well as Google Daydream and Cardboard for Android and iOS. Nintendo Switch support is also available now.
Unity Collaborate (Beta)
 We added new options when publishing changes for finer control of your Collaborate projects.
Experimental support for WebAssembly
 In 5.6 we bring experimental support for WebAssembly, a new cross-browser technology designed to help improve the Unity WebGL experience.

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