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Topics - Stefan

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2061
3D-Tech News Around The Web / Alan Wake Technology Trailer
« on: May 13, 2010, 07:02:49 AM »
Quote
Microsoft has released a new movie for Alan Wake, the psychological action thriller developed by Remedy Entertainment and scheduled to be available in Europe on May 14th and in the US on May 18th, exclusively on Xbox 360. Alan Wake, the game's protagonist, is a bestselling horror writer, who writes a novel about his darkest nightmares. In the game, those nightmares come true. Players will unravel the riveting plot through multilayered character interactions, unique problem-solving and intense combat against terrifying enemies. Alan Wake features a massive, open world for the players to explore - the game is set in an idyllic all-American small town and its surroundings in the state of Washington. In this nightmarish world, where fantasy and reality collide, Alan Wake must use a variety of weapons to survive, including his most powerful ally against the darkness - light itself.

Download video from GamersHell
Press release: Alan Wake Powered by Havok Physics Technology

"A lot of effort was spent on character lighting" - i hope there will be a PC version before hell freezes over  :-\



2062
Quote
Is DirectX 11 Worth Your Time?
Ultimately DirectX 10 will be remembered as a stepping stone. It was a necessary evil that helped rid the DirectX API of over a decade of legacy dead weight. We predict it will be overshadowed in the memories of most gamers by DirectX 11 which looks like it will finally make much of the hype originally created for DirectX 10 a reality. Currently available DirectX 11 titles and hardware really delivers, both in terms of performance and image quality, though arguably not quite at the same time. If you've held out on Vista and DirectX 10, and have been waiting to see if something better comes along before leaving your beloved DirectX 9 WinXP gaming platform behind... well, that something appears to be here and DX11 delivers it.

Full story at HotHW

[via]

2063
"When testing cards at below -64°C (sic!) the NVIDIA driver gets confused and thinks the GPU overheats which causes a loss in performance.
When started with /fixcoldbug the attached GPU-Z build will increase the temperature reading that the NVIDIA driver sees by 65°C (it does not actually increase GPU temperature).
This change should result in stable benching at lower temperatures.
Please note that a warm reboot might not remove the change, powering off the system and back on will."


Download and report your success here.

2065
3D-Tech News Around The Web / NVIDIA Cg Toolkit 3.0 Beta available
« on: May 11, 2010, 10:32:47 PM »
Download here

Quote
The 3.0 release of Cg contains the following updates:
  New OpenGL GPU Program5 profiles
  New DirectX11 Shader Model 5 profiles
  Support for tessellation programs
  Support for up to 32 texture units
  Unbind routines for D3D programs
  CgFX buffer routines
  Dependent parameter routines for CgFX shader arrays
  Shadow versions of texBLAHproj functions in the hlsl10f profile
  Improved evaluation engine for expressions in CgFX files
  New OpenGL examples including:
  OpenGL/advanced
  cgfx_buffer_lighting
  cgfx_tessellation
  tess_bezier
  tess_simple
  New Direct3D11 examples including;
  Direct3D11/basic
  02_vertex_and_fragment_program
  03_uniform_parameter
  04_varying_parameter
  05_texture_sampling
  06_vertex_twisting
  07_two_texture_accesses
  cgfx_buffer
  cgfx_simple
  cgfx_texture
  Direct3D11/advanced
  cgfx_buffer_lighting
  combine_programs
  gs_shrinky
  gs_simple
  tess_bezier
  tess_simple
  Performance improvements and bug fixes

2066
3D-Tech News Around The Web / Games with remarkable physics effects
« on: May 10, 2010, 06:48:20 PM »
"Good physics simulations can make a game feel more realistic and improve the gaming experience - especially if the player benefits from special effects.
Pc Games Hardware takes a look at the past the present and the future of physics in games."

They begin with "Tennis for Two" from 1958...

2067
Download here

Quote
Changes from version 2.0.0 B4

  Several interop bugs have been fixed.  If you were having problems with OpenGL or Direct3D
interop, please try this build.
  Documentation for the new interop functions has been added.
  rtDeviceGetName, rtDeviceComputeCapability, rtDeviceGetTotalMemory and
rtDeviceGetAttribute have been unified into a single rtDeviceGetAttribute function.  IMPORTANT! 
Binary compatibility with previous versions of 2.0.0 Beta has been broken.  Binary compatibility
with 1.0 is maintained.
  API functions rtContextGetAttribute, rtContextGetDevices and rtContextGetDeviceCount have
been added.
  Performance improvements to host side node graph processing within OptiX has been improved. 
This should equate to faster frame rates, and should be especially noticeable with scenes
containing many nodes.
  Fixed outstanding bugs related to supporting modifications of the node graph after the first
rtTrace call.
  We no longer depend on the CUDA C runtime library, cudart.  No additional libraries are required
to be distributed with the OptiX libraries at this time.

2068
3D-Tech News Around The Web / Google nukes O3D, supports WebGL
« on: May 10, 2010, 04:21:26 PM »
Quote
At Google, we’re deeply committed to implementing and advancing standards, so as of today, the O3D project is changing direction, evolving from its current plug-in implementation into a JavaScript library that runs on top of WebGL.

Full story at Google

Also: Google has acquired BumpTop

2069
UralDev published two comprehensive articles incl. demos (OIT demo didn't run on my rig though).

Use Google for translation if necessary.

2070
3D-Tech News Around The Web / ComputeMark v1.3 available
« on: May 09, 2010, 08:17:38 AM »
Download here

Description:
ComputeMark is first 100% DirectX 11 Compute Shader benchmark. With DirectX 11, we can use huge performance of our graphic cards for more (real life, daily used) applications. With ComputeMark we are able to measure this power of our graphic cards and tell which one is better.

ComputeMark typically utilizes 99% of GPU (it's ultimate GPUs ass kicker, great for after-overclocking stability tests) and 0-1% of CPU. Windows Vista or Windows 7, DirectX 11 and DX11 graphic card are required.

Requirements:
- Windows Vista or Windows 7
- DirectX 11
- DX11 graphic card


Versions:

1.3 (07/05/2010)
- Optimizations for both ATI and NVIDIA
- Specs info on main screen
- Added Windows Vista support

1.2 (17/04/2010)
- Added CrossFire/SLI support

1.1 (12/04/2010)
- Added BURN test

1.0 (10/04/2010)
- First public release

2071
3D-Tech News Around The Web / BlendELF 0.9 Beta released
« on: May 08, 2010, 10:27:58 AM »
Quote
BlendELF 0.9 Beta released

Whats new:
- skeletal animations
- C++ and .NET API
- particles ( + mesh emitters )
- light shaft post processing effect
- joystick support
- physics updates (joints, restitution, sleep threshold and limiting physics to axises)
- IPO curves (for animations)
- more tutorials (GUI, particles, C++)
- rendering optimizations
- bug fixes
- Misc.: global tick rate and speed controls, errors recorded to elf.log, scn and gui built in variables removed (functions now return these objects, check the tutorials), over riding F10

Big thanks for Michael Gale for the .NET binding

Check out the new Physics demo with a lot of footballs bouncing around
You can modify amount of balls in init.lua, 5000 balls should be enough to bring your CPU down to the knees  ;D


2072
3D-Tech News Around The Web / Julia 4D demo in 4K using D3D11
« on: May 07, 2010, 04:21:40 AM »
.stem is a Julia 4D demo in 4K using D3D11
Watch video here



[via]

2073
Just in case you have missed or ignored the downloads on 3rd party sites, now they are official:

Hair
Island

Grass demo has not yet been released  :-\

D3D11/SM5 GPU mandatory, don't try these demos with older GPUs.

2074
"Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in the Microsoft-published Xbox 360 exclusive horror-thriller Alan Wake."

Full story at Gamasutra

2075
Quote
Brussels, May 4, 2010 – At the Research@Intel, Europe event in Brussels Intel Labs Europe showed a new technology that could dramatically improve performance of microprocessors when running older software. The technology called “Anaphase” has been developed at Intel Labs Barcelona.


Current processor designs have shifted towards multi-core. Nevertheless single thread performance remains very important as many applications have limited thread-level parallelism. As a result, users executing one of these applications experience little benefit from new multi-core processors.

Researchers from Intel Labs Barcelona now presented “Anaphase” which is a novel hardware/software hybrid approach to leverage multiple cores in order to improve single-thread performance on multi-core processors. This research focuses on different speculative techniques to automatically partition single thread applications to be processed on multiple cores.

On the hardware side, a new unit called “Inter-Core Memory Coherency Module” (ICMC) could be integrated into the die of future processors. The ICMC updates the memory state in program order, detects memory violations and implements check-pointing and recovery mechanisms, so that it can execute the resulting partitioned applications on multiple cores.

First simulated benchmarks running 12 SpecFP and 12 SpecInt benchmarks of the SPEC2006 suite show dramatic average performance improvements of 31% to 41% (depending on core size) over non-Anaphase optimized systems. At the present Anaphase is a research project and the Intel Labs Barcelona researchers are looking into ways how to potentially integrate this technology into future processor designs.

[via]

Some whitepapers:

Anaphase: A Fine-Grain Thread Decomposition Scheme for Speculative Multithreading

Microarchitecture and Compilers for Future Processors (TIN2007-61763)

Boosting Single-thread Performance in Multi-core Systems through Fine-Grain Multi-Threading




2077
3D-Tech News Around The Web / Nova Studio and SDK 2010 available
« on: May 02, 2010, 06:57:41 PM »
Quote
Thanks to Nova Studio, design your interactive 3D scenes with the solution which fits your needs.

Diffuse your work  through executable files, web pages, High Res screen captures or videos...

Check out their executable demos, partially with 3ds Max source files.




2078
Read the whitepaper from Microway.

Just in case you have $32000+ left over, check out their "Octoputer"  8)


2079
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library.
GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file.
Version 1.5.4 adds support for OpenGL 3.3, OpenGL 4.0 and new vendor, EXT and ARB extensions.

[via]

2080
3D-Tech News Around The Web / Crysis highend-benchmark maps
« on: April 30, 2010, 07:16:51 PM »
PCGH presents 2 nice maps "Nature" and "Widet2"  for benchmarking or just as an eye-candy  8)

To watch the maps use either the sandbox editor or command lines like:
crysis.exe -devmode +map nature
crysis.exe -devmode +map widet2



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