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Topics - Stefan

Pages: 1 [2] 3 4 ... 113
21
3D-Tech News Around The Web / Ogre 1.9 RC1 is here
« on: May 01, 2013, 05:44:53 PM »
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Ogre 1.9 RC1 is here!

Good news!
Some days ago we finally tagged our official source code repository with “v1-9-0RC1” which of course means to we reached a development state that we consider feature-complete for Ogre 1.9. As usual we first release a Release Candidate (RC) version that – if no major issues are found or any upcoming issues were fixed – will be declared final/stable and then become the official current Ogre version. So please: Wherever possible switch to the new version to give it a try and report any issues you find to our Ogre JIRA tracker so that we as the team can tackle them.

...

Changelog highlights:

        New LOD Volume Rendering Component with LOD from GSoC 2012
        Terrain Improvements from GSoC 2012
        Android platform support
        Windows Phone 8 platform support
        Windows Metro / WinRT support
        OpenGL3+ Render System (still experimental and under heavy development)
        Improvements to all Render Systems, e.g. DirectX11 from GSoC 2012
        multitude of bug fixes



22
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AMD Catalyst™ Driver for AMD Radeon™ HD 4000, HD 3000 and HD 2000 Series

AMD has moved to the AMD Radeon™ HD 4000, AMD Radeon HD 3000, and AMD Radeon HD 2000 Series new driver support model.  These updates will focus on resolving application specific issues and critical updates. The reason for the shift in support policy is largely due to the fact that the AMD Radeon HD 4000, AMD Radeon HD 3000, and AMD Radeon HD 2000 Series have been optimized to their maximum potential from a performance and feature perspective.

Feature Highlight of the AMD Catalyst™ 13.4 Legacy Beta Driver:
                     -  Resolves a driver crash in Company of Heroes 2

23
3D-Tech News Around The Web / NVIDIA D3D11 Deferred Contexts
« on: April 30, 2013, 05:31:57 PM »
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Game Engines are Complex
●Many possible bottlenecks
●CPU
● Game code bottleneck
● D3D11 Runtime bottleneck
● Driver code bottleneck
●GPU
● Shading, Texture, etc etc
● Blending
●Bandwidth
● Texture and Buffer updates

...

What is a ―Deferred Context‖
●ID3D11DeviceContext that does not immediately issue commands invoked on it
●Called a ―deferred context‖ or ―DC‖
●All commands are deferred until later
●―Finished― into a ID3D11CommandList
●ID3D11CommandList is executed later on immediate context (―IC‖)
●Supported on all D3D11 hardware
●Possibly through emulation in D3D11 runtime

download whitepaper

24
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In this exclusive video interview with Epic Games co-founder, Mark Rein, learn about how the Unreal Engine and Tegra are leading the way in the mobile gaming space.

Unreal Engine-powered games like Real Boxing and the upcoming HAWKEN running on Project SHIELD are bringing console-quality experiences into the palm of your hand.

I got Real Boxing @ 99 Cent sale, but the touch screen control on Nexus 7 sucks (if you have stubby fingers).


25
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This article showed how to use SPH, instead of a grid, to compute density gradient. The simulation accompanying this article uses that to compute baroclinic generation of vorticity. The result is mesh free and automatically dynamically adapts to nonuniform distributions of particles but takes more time to run.

26
3D-Tech News Around The Web / (WebGL) Goo engine
« on: April 26, 2013, 04:44:29 PM »
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Goo Engine is available as invitation only alpha!

To make sure that we can give the best possible support to early adopters, we are releasing Goo Engine to a limited number of people. If you are interested in trying out Goo Engine, apply by registering here.

"Pearl boy" demo screenshots from Firefox on Android, Chrome beta for Android fails to render the model.



27
3D-Tech News Around The Web / AMD Catalyst 13.4 EDG
« on: April 26, 2013, 04:24:31 PM »
This driver matches with the WHQL version (except from the different installer file).
Supported devices:
Quote
AMD6763.1 = "AMD Radeon E6460"
AMD6743.1 = "AMD Radeon E6760"
AMD9804.1 = "AMD Radeon HD 6250 Graphics"
AMD9805.1 = "AMD Radeon HD 6250 Graphics"
AMD9807.1 = "AMD Radeon HD 6290 Graphics"
AMD9803.1 = "AMD Radeon HD 6310 Graphics"
AMD9802.1 = "AMD Radeon HD 6320 Graphics"
AMD9806.1 = "AMD Radeon HD 6320 Graphics"
AMD6720.1 = "AMD Radeon HD 6900M Series"
AMD9994.1 = "AMD Radeon HD 7400G"
AMD99A4.1 = "AMD Radeon HD 7400G"
AMD9992.1 = "AMD Radeon HD 7420G"
AMD99A2.1 = "AMD Radeon HD 7420G"
AMD9993.1 = "AMD Radeon HD 7480D"
AMD990A.1 = "AMD Radeon HD 7500G"
AMD9919.1 = "AMD Radeon HD 7500G"
AMD9990.1 = "AMD Radeon HD 7520G"
AMD99A0.1 = "AMD Radeon HD 7520G"
AMD9991.1 = "AMD Radeon HD 7540D"
AMD9904.1 = "AMD Radeon HD 7560D"
AMD9908.1 = "AMD Radeon HD 7600G"
AMD9918.1 = "AMD Radeon HD 7600G"
AMD9907.1 = "AMD Radeon HD 7620G"
AMD9917.1 = "AMD Radeon HD 7620G"
AMD9903.1 = "AMD Radeon HD 7640G"
AMD9913.1 = "AMD Radeon HD 7640G"
AMD9901.1 = "AMD Radeon HD 7660D"
AMD9900.1 = "AMD Radeon HD 7660G"
AMD9910.1 = "AMD Radeon HD 7660G"
AMD6819.1 = "AMD Radeon HD 7800 Series"
AMD6800.1 = "AMD Radeon HD 7970M"
AMD68B8.1 = "ATI Radeon HD 5700 Series"


28
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Bolt: Now with One Code Path for Multi-Core CPU and Compute Devices

The latest release of Bolt includes several new features including C++ AMP support, an expanded set of Bolt APIs, and new specialized iterators – and all the code is now available in an open-source distribution on GitHub (https://github.com/HSA-Libraries/Bolt).   
...
Bolt now includes a high-performance multi-core path for CPUs, in addition to the accelerated paths for the compute devices

29
3D-Tech News Around The Web / NVIDIA Geforce/Verde driver 320.00
« on: April 23, 2013, 03:48:22 PM »
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Release Summary
This is the GeForce Game Ready driver for Dead Island: Riptide, Neverwinter, and Star Trek.

Get optimal game settings and automatically stay up to date with the latest drivers with GeForce Experience.

New in GeForce R319 Drivers

    Performance Boost – Increases performance by up to 20% for GeForce 400/500/600 series GPUs in several PC games vs. GeForce 314.22 WHQL-certified drivers. Results will vary depending on your GPU and system configuration. Here is one example of measured gains:

    GeForce GTX 660:
        Up to 20% in Dirt: Showdown
        Up to 18% in Tomb Raider
        Up to 8% in StarCraft II
        Up to 6% in Sniper Elite V2
        Up to 6% in Metro 2033
        Up to 6% in Far Cry 3
        Up to 6% in Deus Ex: Human Revolution
        Up to 5% in F1 2012

    GeForce GTX 660 SLI:
        Up to 17% in Dirt: Showdown
        Up to 18% in Tomb Raider
        Up to 9% in Assassin’s Creed III
        Up to 7% in StarCraft II
        Up to 6% in Far Cry 3
        Up to 6% in Deus Ex: Human Revolution
        Up to 6% in Battlefield 3
        Up to 5% in BioShock: Infinite
        Up to 5% in F1 2012

    SLI Technology
        Added SLI profile for Alien Fear
        Added SLI profile for Call of Juarez: Gunslinger
        Added SLI profile for Dead Island: Riptide
        Added SLI profile for Dragon Sword
        Added SLI profile for Neverwinter
        Added SLI profile for Far Cry 3: Blood Dragon
        Added SLI profile for GRID 2
        Added SLI profile for Human Head 2
        Added SLI profile for Remember Me
        Added SLI profile for The Walking Dead: Survival Instinct
        Updated SLI profile for Natural Selection 2
        Updated SLI profile for Resident Evil 6
        Updated SLI profile for Trackmania 2: Canyon

Additional Details

    Installs PhysX System Software 9.12.1031.
    Installs HD Audio v1.3.24.2
    Includes support for applications built using CUDA 5.5 or earlier version of the CUDA Toolkit. More information at http://developer.nvidia.com/cuda-toolkit
    Supports OpenGL 4.3 for GeForce 400-series and later GPUs.
    Supports DisplayPort 1.2 for GeForce GTX 600 series GPUs.
    Supports multiple languages and APIs for GPU computing: CUDA C, CUDA C++, CUDA Fortran, OpenCL, DirectCompute, and Microsoft C++ AMP.
    Supports single GPU and NVIDIA SLI technology* on DirectX 9 and DirectX 10.


This driver supports CUDA 5.5

30
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Logan will pair ARM-based mobile processor cores with our powerful Kepler GPUs, putting technologies now found in high-performance PCs and workstations – such as PhysX, CUDA 5, DirectX 11, and Open GL 4.3 – into mobile devices.

read more...

31
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HAWKEN Map Destruction and Effects Powered by NVIDIA PhysX

Take a look at the advanced NVIDIA PhysX effects powering HAWKEN including Turbulence and a fully destructible map that opens up new tactics and options for players looking to out play their opponents.

Read more @ http://www.geforce.com/whats-new/articles/hawken-destructible-map


32
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.7.0
« on: April 17, 2013, 10:30:49 PM »
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TechPowerUp GPU-Z v0.7.0

    Added support for AMD Radeon HD 7990, HD 8550M, HD 7340, HD 7290, HD 8670D
    Added support for NVIDIA GeForce GT 740M, 680MX, 675MX, GT218 based 9400 GT
    Fixed TMU count for RV620
    Fixed voltage monitoring on HD 7790

33
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AMD Radeon™ HD7790 Catalyst™ Performance Driver

AMD has released a specific Catalyst™ Performance Driver for the AMD Radeon™ HD7790 graphics card for both Windows® and Linux based systems. 

    The Catalyst™ Performance Driver for the AMD Radeon™ HD7790 graphics card for Windows based systems contains an update that resolves Corruption in Tomb Raider with TressFX enabled.

Compared to 13.3 beta 2 AMD added 2 more OpenGL extensions.


34
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We initially had trouble getting the GeForce GTX Titan to work with OpenCL and CUDA. Finally, though, there are drivers available that fix all of that. Now we can figure out if the Titan makes a good workstation-oriented alternative to Nvidia's Quadros.

We covered Nvidia's still-new GeForce GTX Titan in Nvidia GeForce GTX Titan 6 GB: GK110 On A Gaming Card and Benchmarking GeForce GTX Titan 6 GB: Fast, Quiet, Consistent. As a gaming product, we know it to be the fastest single-GPU board you can buy. But how does the vaunted Titan fare in professional applications? It wasn't possible to run a number of tests for the launch because Nvidia's drivers weren't working in most of the non-gaming titles we tried.

Full story @ Tom's hardware

35
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New in Release 319.92:

    ODE Driver Beta
        The R319 drivers are the fifth 'Optimal Drivers for Enterprise', a release dedicated to relatively long term stability for ISV certification, OEMs, and Enterprise customers.
    Workstation Features
        NVIDIA Control Panel
            Display Category - Set Up Multiple Displays Page Lock Clone Region control - new control lets you specify a section of a "pan and scan clone" source display to be cloned and locked. Once locked, you cannot dynamically pan the area.
            Pan and Scan Clone were introduced in R300 drivers. It is similar to regular Clone mode except that the two displays are different resolutions. The display with the larger resolution is the source clone display. The display with the smaller resolution shows a cropped section of the cloned source display.
        Multiple Mosaic Groups
            Provides multiple Mosaic/Premium Mosaic topologies to be active on a single system. Configurable using the ConfigureMosaic tool.

    New NVIEW version - 140.54
        Revised the UI to incorporate a navigation tree instead of tabs.
        New Bird's Eye View starting page
        New Grid Line Editor controls

    Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.

This driver supports CUDA 5.5


36
3D-Tech News Around The Web / NVIDIA Unix Drivers 319.12
« on: April 09, 2013, 03:56:54 PM »
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======== Release 319 Entries ========

    * Added initial support for restoration of efifb consoles on UEFI
      systems where the primary display is driven over VGA or TMDS (e.g.
      DVI, HDMI, or LVDS).

    * Added support for the xorg.conf Monitor section options "Ignore",
      "Enable", "Primary", and "Rotate".  For example, to rotate a monitor
      identified by a specific EDID hash, one could add the following to
      /etc/X11/xorg.conf or a file in /etc/X11/xorg.conf.d:

        Section "Monitor"
          Identifier "DPY-EDID-ee6cecc0-fa46-0c33-94e0-274313f9e7eb"
          Option "Rotate" "left"
        EndSection

      See the README and the xorg.conf(5) man page for more information.

    * Added an Underscan feature in the nvidia-settings X Server
      Display Configuration page which allows the configuration of an
      underscan border around the ViewPortOut.  This feature was
      formerly known as Overscan Compensation.

    * Added support for the following GPU:
        * GeForce GTX 650 Ti BOOST

    * Added support for application profiles to the NVIDIA client-side GLX
      implementation. See the "Application Profiles" chapter of the README for
      more information.

    * Added the "PanningTrackingArea" and "PanningBorder" MetaMode attributes.

    * Added support for RandR 1.3 panning.

    * Improved performance when the Accel option is disabled.

    * Updated the nvidia-settings command line interface to accept display
      device names, as well as optional target qualifiers, e.g.

        nvidia-settings -q [DVI-I-0]/RefreshRate
        nvidia-settings -q [GPU-1.DVI_I-1]/RefreshRate

    * Updated the nvidia-settings command line interface to no longer assume
      the "X screen 0" target, when no target is specified in query and assign
      operations.  Instead, all valid targets of the attribute are processed.

    * Fixed a memory leak that occurred when destroying a GLX window
      but not its associated X window.

    * Fixed a bug that could cause nvidia-installer to fail to delete
      directories created as part of a previous installation.

    * Updated nvidia-installer to report failures to remove installed
      files or restore backed up files with a single warning message,
      instead of a separate message for each individual failure.

    * Improved the performance of modesets in cases where the mode
      timings remained the same, but other parameters of the mode
      configuration, such as the ViewPort or panning domain, changed.

    * Fixed an issue with RENDER convolution filters.  The driver will
      no longer normalize filter kernels before accelerating them.

    * Improved debuggability of the NVIDIA OpenGL libraries by
      including proper stack unwinding information on all supported
      architectures.

    * Fixed a bug that caused RENDER Pictures to be sampled
      incorrectly when using nearest filtering in some cases.

    * Added support for the RandR "Border" and "BorderDimensions" Output
      properties, which can be used to configure the ViewPortOut of an
      RandR output.  This is functionally equivalent to the "ViewPortOut"
      MetaMode token.

    * Fixed a bug where RRGetCrtcInfo could report incorrect size
      information when an RandR output has a custom ViewPortIn.

    * Further improve performance of some versions of HyperMesh with
      Quadro GPUs.

    * Added a VDPAU page to the nvidia-settings control panel, to display
      information about the decoding capabilities of VDPAU-capable GPUs.

    * Added support for dynamic mode management through RandR, e.g. via
      the --newmode, --rmmode, and --delmode options in xrandr(1).

    * Increased the number of pages that are shareable across multiple
      processes in the x86 build of libnvidia-glcore.so, by reducing its
      R_386_PC32 relocation count.

    * Fixed a bug that caused XVideo applications to receive BadAlloc errors
      after VT switches and mode switches that occurred while a composite
      manager was running.

    * Removed the X driver's support for "CursorShadow".

38
3D-Tech News Around The Web / (WebGL) Blossom - particle demo
« on: April 02, 2013, 10:42:33 PM »
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Blossom

Playing with particles and trying to make the rotation in the shader.


39
3D-Tech News Around The Web / 3DMark now available on Android
« on: April 02, 2013, 05:01:34 PM »
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The Android version of 3DMark includes everything you need to accurately benchmark the performance of Android smartphones and tablets. Developed in cooperation with Imagination Technologies, Intel, Broadcom, NVIDIA, Qualcomm, and other world-class companies, 3DMark is the ideal modern benchmark for over 1,000 Android devices.

What's more, 3DMark scores can be compared across platforms. You can use 3DMark to test the performance of devices running Android, iOS, Windows and Windows RT, and understand how new devices compare with the alternatives.

Result screens from Nexus 4 (Qualcomm Snapdragon S4 Pro/Adreno 320) with Trinity OC kernel @ 1836 MHz, all cores online, FSync off (not to be confused with VSync)



40
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With Our New Tool, What You See Is What You Get

If you’re using software to measure the quality of your gaming experience, you’re missing something.

We’ve been working for years to analyze and improve the gaming experience for our customers. What we found is what many customers have long noticed: the most common software tool for measuring a game’s performance – FRAPs – doesn’t always capture what users are seeing.
...
So, to better understand what was going on behind the scenes and to help make the overall gaming experience as good as possible, we devised a solution that we call Frame Capture Analysis Tools or FCAT for short.

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