« on: May 21, 2010, 10:03:21 AM »
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ATI Stream Profiler is a Microsoft® Visual Studio® integrated runtime profiler that gathers performance data from the GPU as your OpenCL™ application runs. This information can then be used by developers to discover where the bottlenecks are in their OpenCL™ application and find ways to optimize their application's performance.
What's New in Version 1.3
* Support data transfer for image objects.
* Added five new performance counters: FetchMem, L1CacheHit, LDSFetch, LDSWrite, and LDSBankConflictAccess.
* Added three shader compiler statistics: GPR, scratch register, and flow control stack size used by the kernel.
* Added support to view the CL kernel source in the CodeViewer panel.
* Added support to view the x86 assembly for CPU device in the CodeViewer panel.
* Temporary files are now stored in the ProfilerOutput directory.
* Improved Counter Selection Window.
* Improved results for ATI Radeon™ HD5770 and ATI Radeon™ HD5570 graphics cards.
* Report the API name for the data transfer operations and updated the unit from bytes to kilobytes.
* The kernel name is now appended with the kernel handle to differentiate kernel dispatches for kernel with the same name but different contents.
<PROPERTY Label="multichip_dx10_rendering_mode" Value="0x080000F5" Default="0x080000F5" Itemtype="predefined"/>
Official Thermalright Lab testing of the HOTTEST GTX480 on the planet,
Testing Program: Furmark 1.8.0
Testing Resolution : 1920 * 1200
Loading Temperature : 66 degrees!!
Ambient temperature 24.8 degrees
Fan on Spitfire : Thermalright FDB 1600rpm
VRM cooler : VRM G2 for GTX480 (coming soon)
Stay tuned for OC GTX480 on furmark ; )!
2K Games Partners with NVIDIA to bring PhysX and 3D Vision to Mafia® II for Windows PC
New York, NY - May 18, 2010 - 2K Games announced today a partnership with NVIDIA® to bring NVIDIA PhysX® technology to all versions of Mafia® II, the epic mobster crime drama coming to the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft and Windows PC. Additionally, the Windows PC version will feature a thorough integration of NVIDIA PhysX and 3D Vision technology into 2K Czech's Illusion EngineTM. Mafia II will be the first Windows PC game ever to utilize the NVIDIA APEX Clothing module, providing an immersive gameplay experience in the world of 1940s and 1950s Americana.
The integration of PhysX and NVIDIA APEX technology, including the APEX Clothing and Particle modules, enable the city and personalities of Empire Bay to truly come alive on Windows PC. The NVIDIA APEX Clothing module allows for more dynamic movement in clothing, making in-game characters even more realistic and reactive to environmental conditions. With the implementation of NVIDIA APEX Particles, players are engulfed in lifelike explosions that are bigger and brighter, including weapon fragments, in-game debris and destructible environments that are amplified in both quantity and realism through the integration of APEX Particles. For example, a pistol fired into a glass pane will emit hundreds of glass shards; a shotgun blasted through a wooden landing will splinter the wood; and a Tommy Gun will chip into a brick or stone wall to methodically fracture and break it into pieces.
"We are extremely excited about the upcoming launch of Mafia II for Windows PC," said Drew Henry, general manager of GeForce business at NVIDIA. "With support for GPU-accelerated PhysX and 3D Vision, gamers will be able to experience the mob world in a whole other dimension. Gamers are in for a real treat."
Mafia II for Windows PC will also be playable in full stereoscopic 3D, courtesy of NVIDIA 3D Vision* technology, which combines high-tech wireless glasses and advanced software to create an impressive element of authenticity and immersive realism. Players will be blown away by the added depth of field on display as particles and explosions come off the screen in thrilling 3D.
Mafia II will be available in North America on August 24, 2010, and internationally on August 27, 2010. Mafia II is currently in development by 2K Czech, the same creative team behind the award-winning, genre-defining Mafia®, which captivated millions of gamers around the world.
Mafia II is rated M for Mature by the ESRB. For more information on Mafia II, please visit www.mafia2game.com.
For more information on NVIDIA APEX, please visit http://developer.nvidia.com/object/apex.html.
For more information on NVIDIA 3D Vision, please visit: www.nvidia.com/3dvision.
2K Games is a division of 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).
* Nvidia 3D Vision Sold Separately
NShader is an extension to Visual Studio 2008/2010 that provides syntax highlighting for various shader languages including HLSL - GLSL - CG..
* Basic highlighting for HLSL, GLSL, CG languages (comment, number, floats, keywords, builtin functions)
* Additional special highlighting per language : Semantics for HLSL, builin variables for GLSL.
3D Vision Surround Driver Launch Timeline
I have been talking to a lot of our customers over the last few months and many of the most enthusiastic among them are asking when we'll have our driver update to support 3D Vision Surround. We're also get the same inquiries from press folks looking to do reviews of 3D Vision Surround.
The fact is we are not ready yet – the surround driver needs some final improvements. When we first showed this technology live at CES in January, we expected this to become available with the first release of our 256 branch driver which was then targeted for April. Our new target for 3D Vision Surround is the end of June in a follow-on release of this 256 driver branch. Our first 256 based driver is planned to post to nvidia.com on May 24th and will enable new SLI setup controls and improve performance on several key applications for GTX 400 GPUs.
When we launch the 3D Vision Surround driver at the end of June, we will provide a game list and guidance on how to get the best experience with this cool new technology. I am looking forward to it!
Frictional Games is proud to announce the release of the source code for our first game Penumbra: Overture, together with the source code for the engine and tools used in its creation. This comes as a reply to the great success of the Humble Indie Bundle, in which over 1 million dollars has been donated to the participating developers and charities. Apart from Penumbra, the source codes for the indie games Aquaria, Gish and Lugaru (all available in the Humble Indie Bundle) are also released. We hope that these source code releases will be of use to the community, help aspiring game programmers and perhaps act as a base for other projects.
Penumbra: Overture contains a unique physics interaction system for first person games, a system that has been exclusive to the series and not found in any other game. With the release of the source code, we hope this will change as the interaction system can be used for much more than our genre specific horror games. The source code is currently running on Windows, Mac OS X and Linux – with the public release of the source code, perhaps even more platforms can be supported!
"We have been talking about releasing the engine and game code as open source for quite some time. With the success of the Humble Indie Bundle came the perfect opportunity and we decided to join the other games in releasing our code. Although the code for the game and engine encompass several years of work, it is not actively used today. It was basically just rotting away in the dark corners of our hard drives. It feels much better to have it published in the open, where it has a chance to grow and do some good. I hope that it will be found useful and I am excited to see what people can do with it!"
- Thomas Grip, Programmer and Co-Founder.
The source code has been uploaded to GitHub where it is easy for people to download the latest version, suggest patches, make new versions of the code and much more. To kick start the development we have also put up a dedicated section in our forum, where people can discuss the code and where we will try to provide as much help as we can. We have also written a more detailed overview of what the code contains in our blog, so interested parties should go there for more information.
Links of interest
Go here to get hold of the source code.
Our official forums where more information and discussion about the source code release can be found. We hope that this will act as a fertile ground for people to get help, get into the source code and where we will try and provide help.
The official blog that contains a post with a lengthier discussion of what the source code release contains.
Information about Penumbra: Overture and the other games of the Penumbra series. Penumbra is available for Windows, Mac OS X and Linux.
The Humble Indie Bundle, where Penumbra: Overture and 5 other indie games can be purchased at a price of your own choosing. Also check here for more information on the open source releases of the other games.
About Frictional Games
We are a small independent game developer located in the south of Sweden or, to be more precise, located on the Internet - the company is office-free. We develop unique technologies in form of a game engine and tools that are tailored specifically after the games that we create. Currently with a crew of five in-house and a network of contractors to utilize during production we can be dynamic and efficient, increasing production at key moments. Visit http://www.frictionalgames.com/ for more information.
CUDA Toolkit 3.1 Beta installers, supporting driver packages and SDK code samples.
== Release Highlights ==
Math Libraries Performance Improvements, including:
* Significant improvements in double-precision FFT performance on Fermi-architecture GPUs for 2^n transform sizes
* Streaming API now supported in CUBLAS for overlapping copy and compute operations
* Real-to-complex (R2C) and complex-to-real (C2R) optimizations for 2^n data sizes
* Improved performance for GEMV and SYMV subroutines in CUBLAS
* Optimized double-precision implementations of divide and reciprocal routines
Unified Visual Profiler now supports both CUDA C/C++ and OpenCL, with:
* Support for start/stop profiling at runtime so you can focus on critical areas of long-running applications
* Support for CUDA Driver API tracing
Additional support for Fermi-architecture GPUs
* Significant performance improvement in the erfinvf() function
* 16-way kernel concurrency
* Support for printf() in device code
* cuda-memcheck updated for Fermi-architecture GPUs
Driver/Runtime interoperability allows mixing of CUDA C Runtime (and math libraries) with CUDA Driver API
New and updated SDK code samples demonstrating how to use:
* Function pointers in CUDA C/C++ kernels
* OpenCL / Direct3D buffer sharing
* Hidden Markov Model in OpenCL
* Microsoft Excel GPGPU example showing how to run an Excel function on the GPU
Note that this limited Beta release includes driver packages for Linux, MacOS, and Windows TCC (Tesla Compute Cluster) only. Standard Windows driver packages with graphics drivers and support for all NVIDIA GPUs will be available next month with the CUDA Toolkit 3.1 production release. In addition, Linux developers should note that the cuda-gdb hardware debugger was not ready for this beta release, but will be included in the production release. Windows developers should be sure to check out the new debugging features in Parallel Nsight for Visual Studio at www.nvidia.com/nsight.