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3D-Tech News Around The Web / NVIDIA Scenix 6 beta available
« on: May 23, 2010, 09:53:46 AM »
Beta for Scenix 6 Now Available

New Features in the version 6 Beta:

    * Supporting the (Beta) Cg-runtime version for the latest shading possibilities and GF100 hardware suppport
    * Added support for tessellation programs.
    * New PrimitiveSet classes for (Bezier) Patches, QuadPatches, and TriPatches
    * Two new Traversers for converting bewtwen Triangles & Quads to QuadPatches4x4 & TriPatches4
    * Tesselation program example demonstrating how to dynamically determine the tessellation level.
    * New sample to demonstate GF100 (Fermi) HW tessellation: TheTessellator.
          o Note - tessellation support is available through a developer driver that can be found on .
    * Added functions to nvsg::CgFx to directly flush parameters to Cg.
    * Extended the ColladaLoader to also create an nvsg::Material out of a domMaterial, if the workaround 'ADD_NVSG_MATERIAL' is specified.
    * New requirement for DevIL 1.7.8 or higher for Linux systems (
    * Numerous fixes and performance improvements

3D-Tech News Around The Web / F@H/SimTK MemtestG80 1.1 available
« on: May 22, 2010, 05:40:30 PM »
MemtestG80 for Linux, Mac OS X, and Windows

Version 1.1 is a bugfix release that solves problems associated with testing >=4GB of memory and executes properly on Fermi-based GPUs (GTX 470/480, Tesla C2050/2070).

Author requests Fermi users' feedback at Folding Forum

Announcing GPU acceleration for Indigo Renderer

Graphics processing units (GPUs) have come a long way since their inception, when they were used to accelerate basic rasterisation features in high-end CAD workstations. Through standards such as 3Dfx's Glide, and later Direct3D and OpenGL, the market for inexpensive consumer GPUs has bloomed into the success story it is today.

Together with phenomenal performance increases, we have benefitted from increased programmability through new standards such as CUDA and OpenCL. It is these improvements that have allowed us to reach the stage where GPUs can be used to accelerate general purpose computations. Rendering naturally benefits from both the specialised graphics functionality and the general purpose computational power found in GPUs, and so one could say it is only a matter of time before these additional resources are exploited by all rendering software.

Today we are proud to announce GPU acceleration support for Indigo Renderer.

After considerable development effort in which we evaluated both CUDA and OpenCL platforms, we are ready to present preliminary results and ask users to join our GPU acceleration beta testing group. Both ATI and NVIDIA users are welcome to participate!

If you are interested in joining the beta group, please email us at
About the technology

We are employing a hybrid CPU+GPU approach, whereby we offload some of the CPU's computations onto the GPU. This has a number of benefits, the foremost of which being that we support the long list of features that make Indigo the powerful rendering engine it is.

We have also improved our path tracing code to be more intelligent and efficient, meaning that the time to produce a clean image is greatly reduced compared to other path tracers, including Indigo 2.2.

With the core functionality in place and promising first results, we will be spending time to optimise our CPU-based code to deliver awe-inspiring performance in the CPU+GPU combo; we expect more large performance increases in the near term.

3D-Tech News Around The Web / EVGA Precision v1.9.4 available
« on: May 22, 2010, 10:47:00 AM »
    EVGA Precision v1.9.4 (05-21-2010)

        * Fixed D3D11 framerate display in Logitech keyboard LCD
        * Fixed button saving issue on old NVIDIA graphics cards caused by adding Fermi graphics cards support in v1.9.2
        * Unlocked memory downclocking ability on GeForce GTX 400 series under the latest NVIDIA drivers
        * Startup profile is now displayed in option floating tooltip
        * Floating tooltips help system is now reinitialized properly after runtime skin switching
        * EVGA On-Screen Display server has been upgraded to version 3.7.1 featuring the following changes:
              o Improved On-Screen Display 3D rendering mode compatibility with Source engine based games and Star Trek Online
              o Updated profiles list

Changes in Version 197.85
The following sections list the important changes and the most common issues resolved 
since driver version 197.59. 
Windows Vista/Windows 7 32-bit Issues
Single GPU Issues
 Graphisoft ArchiCAD 14–ACE profile is needed for this application. 
 AutoCAD–with Windows Aero turned on, the system freezes after opening or closing 
the AutoCAD file dialog.
Multi-GPU Issues
 [SLI Mosaic], Quadro Plex D2: Quadro Plex units connected to the DuHIC cannot be 
Windows Vista/Windows 7 64-bit Issues
Single GPU Issues
 Quadro FX 3700: DirectModel toolkit–stuttering occurs when rendering display lists.  
Multi-GPU Issues
 [SLI], Quadro Plex D2 via DuHIC, G‐Sync: When running a frame lock demo and then 
pausing it, the frame counter jumps to a random value. 

No OpenGL 3.3/4.0 support.
Get them here:

Gamespot took an exclusive look at some of the high-end graphical and 3D features available for the PC version of this upcoming third-person action game.


3D-Tech News Around The Web / TechPowerUp GPU-Z v0.4.3
« on: May 21, 2010, 09:21:32 AM »
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

    * Added full voltage controller monitoring for GeForce GTX 480
    * Added real-time clock monitoring for GF100
    * Added detection for vendor GALAXY
    * Complete revamp of voltage controller architecture. Adds voltage monitoring for many ATI & NVIDIA cards and generic monitoring method for NVIDIA cards via driver.
    * Added support for >4 GB memory on NVIDIA
    * Fixed memory clock reading on some HD 5670 cards
    * Fixed thermal sensor count on some ATI Evergreen models
    * Fixed incorrect default clock reading on some ATI Evergreen models
    * Added detection for NVIDIA GTX 465, GT 320M GT 335M, ION variant, GT 340, Tesla C2050, Tesla M2050, GTX 285M, GT 325M, Quadro FX 880M, Quadro FX 1800M
    * Added detection for ATI HD 5570, Mobility 4550, Mobility 5870, HD 4250, HD 4290, FirePro V7750
    * Added detection for Intel GMA 3150
    * Added fix for ADT7473 coldbug (GTX 480) via commandline parameter /fixcoldbug
    * Added OCP adjustment for CHL8266 (GTX 480). Use it via command line parameter /chl8266ocp without parameter to query, with numeric value seperated by space to set. This is a permanent change that will not be reverted by powering down the system.
    * Added languages Hungarian and Spanish
    * Updated languages French, Italian, Russian

3D-Tech News Around The Web / ATI Stream Profiler v1.3 available
« on: May 21, 2010, 06:44:51 AM »
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.

Watch screenshot at TPU.

If you didn't follow my driver news: there is already SLI support in Forceware 197.xx

Code: [Select]
<PROFILE Label="3DMark11">
<PROPERTY Label="multichip_dx10_rendering_mode" Value="0x080000F5" Default="0x080000F5" Itemtype="predefined"/>
<APPLICATION Label="3DMark11Cmd.exe"/>
<APPLICATION Label="3dmark11.exe"/>

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 ; )!

Watch video here


3D-Tech News Around The Web / [Demoscene] 4kkube and Amatata
« on: May 19, 2010, 07:17:09 PM »
4kkube is a tiny 2 million polygons GPU burner.

Amatata is no challenge for your GPU, but for your ears.
The background music makes a nice ringtone for your mobile phone  ;D

3D-Tech News Around The Web / OpenCL - OpenGL Interop Tutorial
« on: May 19, 2010, 06:31:26 PM »
Using OpenCL to manipulate OpenGL objects has important advantages: the GPU is usually faster and data transfer from Host memory to Device memory is kept to a minimum.
CMSoft OpenCL/GL interop tutorial shows detailed implementation of circular wave interference simulation using CL/GL interop, including commented source code available for download.


3D-Tech News Around The Web / RealFlow 5 available
« on: May 19, 2010, 06:02:59 PM »
"RealFlow is a unique fluids and body dynamics software package which allows you to simulate anything from a single drop of water to a massive tsunami crashing across a beach, sweeping debris in its wake.

RealFlow 5 includes the unique Hybrido hybrid solver, which enables users to manage large bodies of water, and Caronte (?), which gives you the ability to handle massive quantities of objects"

Check out the video

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

For more information on NVIDIA APEX, please visit

For more information on NVIDIA 3D Vision, please visit:

2K Games is a division of 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

* Nvidia 3D Vision Sold Separately

3D-Tech News Around The Web / NVIDIA driver 256.76 benchmarked
« on: May 18, 2010, 06:04:40 PM »
Amtech Vietnam already got their hands on the new drivers.

Unsurprisingly the 256 driver branch boosts performance of D3D11 games.


Fast mirror of screenshots at Centrale3D

the new Tesla compute cluster drivers are numbered 257.xx

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 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 for more information.

Reminder: Penumbra was one of the games having trouble with Catalyst 7.12+ OpenGL drivers

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

More infos at icare3d

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