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Topics - Stefan

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3D-Tech News Around The Web / Metro 2033 PhysX/DX11 demo available
« on: August 21, 2010, 05:15:40 PM »
5 months after (!) release of the retail version a playable demo appeared.
Yet it is technically interesting as it supports GPU PhysX, DX11 Depth of Field and DX11 tessellation.

Download demo here or here

Mozilla hopes to release its fourth beta of Firefox 4 on Monday, adding hardware-accelerated graphics for some Windows users but leaving it turned off by default.
One way Firefox is tackling the technology is by using Windows' Direct2D interface, which can speed up the display of text and graphics on newer versions of Windows.

Full story at cnet

Bullet Continuous Collision Detection and Physics Library

This ChangeLog is incomplete, for an up-to-date list of all fixed issues see

  - Added an OpenCL particle demo, running on NVidia, AMD and MiniCL
    Thanks to NVidia for the original particle demo from their OpenCL SDK
  - Added GPU deformable object solvers for OpenCL and DirectCompute, and a DirectX 11 cloth demo
    Thanks to AMD
  - Create a separate library for MiniCL,
    MiniCL is a rudimentary OpenCL wrapper that allows to compile OpenCL kernels for multi-core CPU, using Win32 Threads or Posix
  - Moved vectormath into Bullet/src, and added a SSE implementation
  - Added a btParallelConstraintSolver, mainly for PlayStation 3 Cell SPUs (although it runs fine on CPU too)

Yet no precompiled binaries available   :(

Code: [Select]

In addition to low-level implementation changes which have improved performance across the board, Apple has also removed some implementation inefficiencies which allow us to improve visual quality, most notably in the area of GPU occlusion queries.

Full story at Steam

MemtestG80 and MemtestCL are software-based testers to test for "soft errors" in GPU memory or logic for NVIDIA CUDA-enabled GPUs (MemtestG80) or OpenCL-enabled CPUs and GPUs by any manufacturer, including both ATI and NVIDIA (MemtestCL). They use a variety of proven test patterns (some custom and some based on Memtest86) to verify the correct operation of GPU memory and logic. They are useful tools to ensure that given GPUs do not produce "silent errors" which may corrupt the results of a computation without triggering an overt error.

3D-Tech News Around The Web / OpenGL 4.1 review
« on: August 19, 2010, 06:25:27 PM »
In this article we are going to have a closer look at OpenGL 4.1 and the new extensions that come along with its release.


3D-Tech News Around The Web / TechPowerUp GPU-Z v0.4.5
« on: August 19, 2010, 05:46:19 PM »
GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.

Please note: Some versions of McAfee Antivirus report a "Generic!Artemis" infection. This is a McAfee specific false positive, GPU-Z is not infected with any virus/trojan.
Revision History

    * Fixed shader count on NVIDIA GTX 460, added die size & transistors
    * Fixed ROP count on AMD Redwood
    * Added support for ATI FirePro V7800, ATI IGP 320M, ATI FireGL X1, ATI HD 4200 variants
    * Added launch on Windows startup function accessible via system menu and supporting UAC
    * Autoupdater will not check for update when no Internet connection detected
    * Fixed browser not starting correctly from autoupdater
    * Screenshot detection that promotes GPU-Z's own screenshot upload feature
    * Sensor data collection limited to 6 hours of data per sensor (~250 KB)
    * Shortened Clevo PCI vendor name

OpenCL should be shown enabled for CEDAR 5470  ::)

3D-Tech News Around The Web / NVIDIA TAG memory tool
« on: August 17, 2010, 07:23:59 PM »
Some DirectX APIs are not designed to handle high memory conditions and will report far less memory than is truly available. This behavior is described in this Microsoft knowledge base article:

Some DirectX applications will use these APIs to determine how much video memory is available and adjust their behavior (such as texture quality). Other DirectX applications, and all OpenGL applications, are unaffected.

On Windows Vista and Windows 7, NVIDIA provides GPU driver support to work-around this issue for GPUs with less than 3GB of memory. The workaround forces the video memory to the maximum amount these DirectX APIs can report, sacrificing some of the total memory. This is called "Compatibility Mode".

The application "NvTagToggle.exe" can help you detect this scenario and configure this workaround, as well as reset the GPU driver to its default behavior. The application is only supported on Windows Vista and Windows 7, for NVIDIA GPUs with less than 3GB of memory.

Day two at Game Developers Conference Europe 2010  started for me at 9:00 am sharp, as Jerome Muffat-Meridol from Intel held his presentation "UFO invasion: DX11 and Multicore to the Rescue".

Full story at Intel

AMD Core Math Library for Graphic Processors (ACML-GPU) provides an ATI Stream-accelerated version of ACML. ACML-GPU accelerates certain routines in ACML, such as SGEMM and DGEMM, by off-loading the computation to the compatible GPUs in the system. The library dynamically decides, based on the parameters passed to the routines, whether to run the computation on the CPU or GPU, depending on which processor will yield the best performance.

ACML-GPU automatically scales its computation across multiple GPUs, if available and can take advantage of the double precision floating point hardware in the GPU on products that contain hardware DPFP support.

New for v1.1:

    * Support for the latest AMD graphics cards
    * GPU acceleration of complex matrix multiply BLAS routines
    * libCALBLAS sample source

3D-Tech News Around The Web / Physics-Based Animation
« on: August 16, 2010, 07:46:24 PM »
Check out the blog "Physics-Based Animation"

Too much stuff to quote in a single post  ;D

Recent Posts

    * Multi-Resolution Cloth Simulation
    * Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels
    * Practical Animation of Compressible Flow for Shockwaves and Related Phenomena
    * A Deformation Transformer for Real-Time Cloth Animation
    * Example-Based Wrinkle Synthesis for Clothing Animation
    * Stable Spaces for Real-Time Clothing
    * Real-Time Simulation of Large Bodies of Water with Small Scale Details
    * SIGGRAPH 2010 papers
    * SCA 2010 papers
    * Efficient Yarn-Based Cloth Simulation With Adaptive Contact Linearization
    * A Novel Algorithm for Incompressible Flow Using Only A Coarse Grid Projection
    * A Simple Geometric Model for Elastic Deformations
    * A parallel multigrid Poisson solver for fluids simulation on large grids
    * Discrete Viscous Threads
    * Enhancing Fluid Animation with Adaptive, Controllable, and Intermittent Turbulence

3D-Tech News Around The Web / Lost Planet 2 DX9/DX11 Benchmark
« on: August 16, 2010, 06:28:45 PM »
Download from nzone

Infos about Multi-Threading used by the game's rendering engine.

Review at PCGH

This demo "Phymo" makes you probably want to get a touchscreen.

Watch video here

3D-Tech News Around The Web / DELL packing up to 16 GPGPUs
« on: August 14, 2010, 05:27:51 PM »
The Data Center Solutions (DCS) team have an Oil & Gas customer that is always looking to push the envelope when it comes to getting the most out of GPGPU’s in order to deliver seismic mapping results faster.  One of the best ways to do this is by increasing the GPU to server ratio.  In the market today, there are a variety of servers that have 1-2 internal GPUs and there is a PCIe expansion chassis that has 4 GPUs.

What we announced today is the  PowerEdge C410x PCIe expansion chassis, the first PCIe expansion chassis to connect 1-8 servers to 1-16 GPUs

Full story at DELL

3D-Tech News Around The Web / SLI vs. CrossFireX: The DX11 generation
« on: August 14, 2010, 05:19:49 PM »
TechReport tested 23 different single- and multi-GPU configs to answer the question: are two mid-range cards better than a single expensive one?

KB123 - Preview Feature: ATI Stream SDK v2.2 Support For Accessing Additional Physical Memory On The GPU From OpenCL™ Applications

This article provides information about the preview feature for accessing additional physical memory on the GPU from OpenCL™ applications in the ATI Stream SDK v2.2.

The ATI Stream SDK v2.2 currently defaults to exposing 50% of the physical GPU memory to OpenCL™ applications. Certain developers may require accessing additional physical memory in order to optimize their applications when running on the GPU.

For developers who wish to experiment with increasing the amount of physical memory that is accessible to their OpenCL™ applications, the default 50% setting can be changed by setting the environment variable GPU_MAX_HEAP_SIZE to the percentage of total GPU memory that should be exposed.

For example, if you wanted to set the exposed GPU physical memory size to 75%, you need to the GPU_MAX_HEAP_SIZE environment variable to 75.

GPU_MAX_HEAP_SIZE must be set to an integer value between 0 and 100, inclusive.

It should be noted that changing the default setting for exposed GPU physical memory to the OpenCL™ application may result in unexpected behavior. This preview feature is provided solely to allow developers to experiment with accessing a larger portion of the GPU physical memory than is normally exposed.

With the introduction of OpenCL™ 1.1 support, I wanted to take a moment to address a concern some developers have expressed about OpenCL™. The developers I talk to love the fact that OpenCL™ is an open, cross-platform standard and that its evolution is not dictated by a single company. In fact, if you look at the OpenCL™ 1.1 announcement  issued by Khronos, there are almost 30 companies and institutions listed, ranging from hardware and tool vendors to national laboratories.

The concern, or rather misconception, is that as an open standard OpenCL™ is slow to evolve and difficult to extend. Thankfully the Khronos OpenCL™ working group provided for a tiered extension mechanism, making OpenCL™ a nimble and extendable open standard.

Full story at AMD

This is an updated NVIDIA 3D Vision driver CD that was included in the box.
New Features

    * Adds NVIDIA 3D Vision streaming support for Firefox 4 and Google Chrome web browsers. This update is being provided for the upcoming 2010 PGA Championship which is being broadcast in 3D. For more information, please visit PGA Championship
    * Update the following 3D Vision game profiles
          o Mafia II – updated profile to properly for 3D Vision-Rating
          o StarCraft II – fixed profile to properly recognize the retail game executable name and match the 3D Vision rating of “Good”
          o TRINE – new profiles fixes that allow the game to be rated”3D Vision-Ready” when used with the TRINE patch v1.08, available via Steam.
    * Adds support for NVIDIA 3D Vision Surround technology. Learn more about this technology including the hardware and software requirements here
    * Adds support for GeForce GTX 460 GPUs
    * Adds support for Optoma GT720 , Optoma HD67, and Optoma HD66 projectors

3D-Tech News Around The Web / ARM Mali GPU Device Driver open source
« on: August 12, 2010, 07:19:09 PM »
Recently we released a major update to the Linux drivers for the Mali-200 and Mali-400 MP  GPUs. Like many software projects we time-box our driver development, with two major releases each year. This release (r2p0) contains a bunch of exciting new features including Android  support, full SMP support, performance optimizations and some important EGL extensions. We'll talk about some of these in future blog posts, but for today I wanted to tell you about the other big change we made for r2p0: we've started to release parts of the driver stack under an open source license.

Full story at ARM

Check out their OpenGL ES 2.0 samples from 19th of October 2010  - "Lets take a look into the future, Conan"  ;D

Also ARM predicts: "OpenCL will be on Every Smartphone in 2014"

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