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Topics - Stefan

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2101
3D-Tech News Around The Web / Deferred Rendering Demystified
« on: March 02, 2010, 05:16:31 PM »
This article is a design article about implementing deferred rendering. The motive behind it is that while there have been many articles and presentations about the concepts behind deferred rendering ..., there is very little information about how to approach it from a design standpoint.

2102
PC Games Hardware has been able to take close-up pictures of a Fermi graphics cards that is installed in one of Nvidia's demo systems. The PC is running at a booth in hall 17 and shows the GF100/Fermi tech demo Supersonic Sled.

2103
Quote
This is a WHQL-certified driver for GeForce 6, 7, 8, 9, 100, and 200-series desktop GPUs and ION desktop GPUs.

New in Version 196.75

    * Adds support for Next Generation ION.
    * Adds support for GeForce GT 320, GeForce GT 330, and GeForce GT 340.
    * Upgrades PhysX System Software to version 9.10.0129.
    * Upgrades HD Audio driver to version 1.0.9.1 (for supported GPUs).
    * Increases performance in several PC games from v196.21 WHQL. The following are examples of measured improvements. Results will vary depending on your GPU and system configuration:

          o Up to 13% performance increase in Crysis: Warhead with a single GPU
          o Up to 30% performance increase in Crysis: Warhead with SLI technology
          o Up to 13% performance increase in H.A.W.X with single GPU
          o Up to 15% performance increase in H.A.W.X with SLI technology
          o Up to 30% performance increase in Left 4 Dead with single GPU
          o Up to 28% performance increase in Left 4 Dead with SLI technology

    * Adds SLI and multi-GPU support for top new gaming titles including Assassin Creed II, Battlefield: Bad Company 2, Command and Conquer 4: Tiberium Twilight, Grand Theft Auto IV: Episodes from Liberty City, Mass Effect 2, Napoleon: Total War, and Zombie Driver.
    * Enhanced SLI support for World of Warcraft and Unigine.
    * Adds override anti-aliasing support for Mass Effect 2.
   

WGL_NVX_DX_interop has been removed
Optix is working again under Vista64

2104
DirectWrite and Direct2D are Windows Vista and Windows 7 APIs for text and 2-D graphics that can be hardware accelerated.

This is brand new code and there are sure to be bugs. If you'd like to help us test these changes and you're on a supported platform, please download the latest nightly build and make these changes to enable the features:

   1. Enter 'about:config'
   2. Click through the warning, if necessary
   3. Enter gfx.font in the 'Filter' box
   4. Double-click on 'gfx.font_rendering.directwrite.enabled' to set it to true
   5. Below this, right click and select New > Integer to add a pref setting
   6. Enter 'mozilla.widget.render-mode' for the preference name, 6 for the value
   7. Restart

(To disable, set gfx.font_rendering.directwrite.enabled to false, delete mozilla.widget.render-mode, then restart.)

2105
3D-Tech News Around The Web / Bullet 2.76 SDK available
« on: February 28, 2010, 06:41:31 AM »
The new Bullet 2.76 SDK includes several new features and improvements. The new btInternalEdgeUtility avoid collisions against internal edges for smooth sliding along a triangle mesh. The cross-platform cmake build system support is improved and preparations are made towards upcoming OpenCL GPU acceleration for Bullet 3.x.

The new binary file format improves current and future tools support for Bullet.

The extensible .bullet file serialization is cross-compatible between 32/64bit, little and big endian, single and double precision and different Bullet SDK versions.  This means you can export a .bullet file in Maya 64bit on a little endian Intel machine and import it on a 32bit big endian PlayStation 3.

For download of Bullet,  the new Maya Dynamica plugin and further information see http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=18&t=4779

2106
3D-Tech News Around The Web / CryENGINE 3 I3D 2010 Trailer
« on: February 27, 2010, 05:37:14 PM »
Cascaded light propagation volumes for real time indirect illumination
Crytek has released a new CryENGINE 3 trailer, celebrating the launch of their latest all-in-one game development solution introduced at GDC Expo 2009. Thanks: Blues/inCrysis. CryENGINE 3 is the first development platform for Xbox 360, PlayStation 3, MMO, DX9/DX10, and includes the CryENGINE 3Sandbox level editor, a production-proven, 3rd generation "What you see is what you play" (WYSIWYP) - tool designed by and for professional developers. CryENGINE 3 comes with significant new features specifically designed for console, online, MMO and Next-Gen game development.

2107
3D-Tech News Around The Web / Blender Physics Fun
« on: February 25, 2010, 09:38:07 PM »
This video on YouTube has additional information in the subtitles.

[via]

2108
The February 2010 version of Cg 2.2 includes these improvements:

    * Require EXT_gpu_shader4 in GLSL when using bit shift/mask instructions
    * HLSL semantic VFACE is now accepted as an alias for semantic FACE
    * Improved our handling of extensions on older versions of OpenGL
    * Fixed a problem with geometry shaders on Solaris
    * Modified example gs_simple to explicitly use the GLSL profiles if supported
    * Enhanced cgfxcat to work for program files as well as effect files

2109
3D-Tech News Around The Web / WebGL GPU accelerated matrix operations
« on: February 25, 2010, 08:55:13 PM »
Quote
A number of people have been talking about the possibilities for a “WebCL” — that is, an extension like WebGL that would allow general-purpose graphics-card-based computing from JavaScript, like OpenCL and its Nvidia-only predecessor CUDA allow from native client-based applications. Doing this would remove many of the bottlenecks people worry about when thinking of porting high-end 3D games to WebGL — imagine if all of your physics simulations could be offloaded to the graphics card.

Full story at LearningWebGL

2110
3D-Tech News Around The Web / (PR) Trinigy Announces Vision Engine 8
« on: February 24, 2010, 05:34:23 PM »
Quote
The latest version of Trinigy’s game engine expands platform support by bringing the full creative power and performance of the Vision Engine to browser-based games

Eningen, Germany / Austin, TX – February 23, 2010 – Trinigy, an industry leading 3D game engine provider with over 125 licensees and offices in Germany and Austin, TX, today announced the upcoming version of its multi-platform Vision Engine. In addition to many features designed to expand developers’ artistic freedom and to boost performance across platforms, Vision Engine 8 boasts a new browser plug-in called WebVision that brings all of the creative power of the new version to browser-based gaming. Vision Engine 8 will be on display at the Game Developer Conference in San Francisco (March 11-13) in booth 1334.

Trinigy’s Vision Engine has been carefully optimized to support all major platforms (PC, Xbox360®, PLAYSTATION®3 and Nintendo Wii®) and any genre of video game. The Company now brings its advanced design to one additional platform: browsers. Vision Engine 8’s WebVision is a downloadable plug-in for all common web browsers. Game developers can now work with the Vision Engine and its wealth of features, and quickly create stunning 2D or 3D browser-based games complete with animated characters, rich graphics, believable AI, physics, effects and more.

“The major platforms remain our core focus; however we cannot overlook the popularity of games delivered through and played in browsers,” said Dag Frommhold, managing director at Trinigy. “This new version of the Vision Engine delivers even greater workflow efficiencies, more impressive visual quality and more optimized performance for all the platforms we support; and with a few easy clicks, delivers those same benefits to studios developing for browser-based games as well.”

In addition to WebVision, Vision Engine 8 offers:

Extended Havok Physics Integration - Developers will be able to simulate static meshes, terrains, rigid bodies and character controllers using Havok Physics. A connection to the Havok Remote Debugger is also available.

DX 11 Support – Vision Engine 8 now supports Microsoft® DirectX® 11 graphics processors and features such as Shader Model 5.0 support, advanced soft shadows and tessellation to help developers
create more detailed graphics at smoother frame rates.

Enhanced Multithreaded Support – Vision Engine 8 has been optimized to run on Intel® six-core hyperthreaded processors, which are capable of running up to 12 threads in parallel.

Sophisticated Water Shader – Vision Engine 8 provides a new, visually compelling water rendering system. Creating realistic water surfaces from rivers to oceans is now a matter of a few mouse clicks.

New Post-processing Framework – Vision Engine 8 provides a new, highly modular post-processing system that seamlessly integrates with both the forward and deferred renderers of the Vision Engine. New post-processing features – such as a new sun glare renderer – are included as well.

Console Resource Viewer – Initially available just for PC developers, Trinigy has extended the Vision Engine’s resource viewer to support all major platforms (Xbox360, PS3, Wii), enabling developers to know exactly how their platform’s memory is used and to optimize it’s performance as necessary.

Perforce Integration – Vision Engine offers a seamless integration into Perforce to enable better versioning of assets and more secure asset management within complex production environments.

LUA Remote Debugger – A new debugger for LUA scripts allows developers to inspect and debug script code of a running game.

New Audio System – Vision’s built-in sound system has been extended and optimized to provide streaming performance and to support additional sound formats.

Pricing and Availability
Like previous versions, Vision Engine 8 has tailored, royalty-free licensing models for large-scale productions, as well as casual or downloadable game projects (XBLA, PSN, WiiWare).

The Vision Engine 8 SDK will be available in April 2010. For more information, check out www.sneakpeek8.com or visit Trinigy’s booth (#1334) at GDC 2010. To schedule a private demo, contact PrivateDemo@trinigy.net.

2111
3D-Tech News Around The Web / Just Cause 2 - no Windows XP support
« on: February 24, 2010, 05:24:47 PM »
Quote
...word’s out that the unhinged free-roamer won’t work on Windows XP
...it’s an odd decision...

Full story at RPS

2113
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.3.9 available
« on: February 23, 2010, 04:37:33 PM »
Quote
0.3.9

    * Added localized tooltips in the languages: AM, AR, BG, CN, DE, FA, FR, IT, PT, RS, RU, TR, UA. Default language is your system language, you can change this setting in the system menu of GPU-Z.
    * Added support for ATI HD 5830, HD 5770, HD 5750, HD 5670, HD 5570, HD 5450, HD 4860, HD 4750, Mobility HD 3430, M97, Mobile HD 5850, 5730, 5650, 5470 (Broadway, Madison and Park)
    * Added support for NVIDIA GeForce 6200A, GTS 250, 9800S, 205, 310, GT 320, GT 240, GTS 360M, 230M, 330M, 240M, G105M, Quadro NVS170M, G210M, GTS 250M, future MCP, more ION variants.
    *

      Added support for Intel GMA500, Clarkdale, Arrandale
    *

      Added detection for variants of NVIDIA NV41, G94, G98, ATI RV350, RV370, R480, RV515. Most of them used on fake cards relabeled to NVIDIA 9x00 series.
    * Improved default clock BIOS parsing on NVIDIA
    * Fix for incorrect default clocks on HD 5000 Series
    * Fixed incorrect real-time clock monitoring on some HD 5000 cards
    * Added more accurate real-time clock monitoring function for NVIDIA
    * Improved OpenCL detection on ATI R700, RV790, all HD 5000 cards
    * Added temp. monitoring support for some Intel IGPs
    * Improvements to CUDA detection
    * Removed memory chip input fields from VGA BIOS Upload

2114
3D-Tech News Around The Web / ATI Cypress Gaming Performance Analysis
« on: February 22, 2010, 05:12:30 PM »
Quote
    *  Cypress is pretty fast versus it's predecessor (+50-60% is not too shabby, in our humble opinion), although it only manages to achieve the 2x performance mark only when DX11 is leveraged in such a way as to improve performance (hey, we warned you back in the architecture piece that there are some points which may limit the upscaling, did we not?)
    * It's primarily bound by its engine clock, so we'd expect any future high-end SKU to try to bump that as much as possible
    * Heavy tessellation isn't cheap, and explaining it solely by "you're setup limited, silly" is a heavy over-simplification
    * We're not really fond of how the Crossfire profiling mechanism ended up being implemented - dear ATI, there's already a solution out there that's well liked by the community, and there have been no reports of users performing ritual seppuku when having to mess with a few extra settings, so please, go and implement something similar rather than reinventing the wheel (yes, we're aware that it was your competitor that came up with it, and yes, we're painfully aware of just how unpleasant it is to program UIs but still, you'd get far far more benefits from doing that)

Full story at Beyond3D

2115
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What's new with Release 1.2

    * Smoke now has a simpler build and builds with Visual Studio 2008 SP1
    * Fixed occasional crash when subdividing objects, after physics collision
    * Fixed a number of memory leaks and uses of uninitialized memory
    * Ambient lighting now lights the shaded side of objects
    * Smoke runs faster, mostly due to speedups in fire object code

2116
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I’ve heard a lot about CUDA, such as how it is 10,000% faster at cracking wireless passwords over a conventional program/hardware, but never really got around to testing it out before now. This post details the steps required to compile and setup CUDA 2.3 SDK and toolkit on ubuntu 9.10.

Full story at StealthCopter

2118
Get the driver here

Note: The TCC driver does not provide CUDA–DirectX/OpenGL interoperability. It is a “non-display” driver, and NVIDIA GPUs using this driver will not support DirectX or OpenGL hardware acceleration.

2119
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  Par4All is a platform that merges various open source developments to aim at achieving the migration of software to multicore and other parallel processors.

Pa4All is an open-source environment to do source-to-source transformations on C and Fortran programs for parallelizing, optimizing, instrumenting, reverse-engineering, etc. on various targets.

The interest of the source-to-source approach is to capitalize on the real value of an application (its source!) and generating other sources that can be used by the better back-ends available: optimized compilers for a given processor, vendor compilers for embedded processors, CUDA or OpenCL for GPU, OpenMP, MPI... One source, run everywhere!

2120
3D-Tech News Around The Web / The supercomputer on your desktop
« on: February 17, 2010, 07:06:46 PM »
Quote
While there's still a need for ginormous hardware, some traditional high-performance applications are already on the desktop and others are heading that way
...
Monumental improvements in desktop processing power, graphics processing unit (GPU) performance, network bandwidth and solid-state drive speed combined with 64-bit throughput have made the desktop increasingly viable for large-scale computing projects.

Full story at CW

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