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Topics - Stefan

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3D-Tech News Around The Web / OGRE 1.7.2 [Cthugha] released!
« on: November 07, 2010, 06:04:24 AM »
OGRE 1.7.2 [Cthugha] released!

Another six months have passed, and it’s time for another maintenance release to the 1.7 stable branch (codenamed ‘Cthugha’). You can find a list of all the bug fixes after the jump. As usual there are no feature changes or API breakage in this release – we save those for the unstable development branch – which of course you can grab from Mercurial if you want to join us on the bleeding edge.

So far the source releases are ready for download for 1.7.2, the SDK releases are coming soon. If you don’t want to wait, give the source release a try :)

Update 6 November: The VS2008 and VS2010 SDKs are ready for download, as are updated Ubuntu packages in our Launchpad PPA. More to follow!

SiSoftware Sandra 2011 (2011.1.17.15) Change log:

    New Benchmark: Media Transcode - Measures the transcoding bandwidth converting media from one format to another.
    New Benchmark: GPGPU Cryptography - Measures the encryption, decryption and hashing bandwidth of GPGPUs.
    New Benchmark: Blu-ray - Measures the performance of Blu-ray optical drives.
    AVX/FMA instruction set support for future CPUs.
    Measure each operation report min-max score as well as average.
    Geometric mean for aggregate scores.

The cryptography benchmark nuked the device driver in direct compute mode on my rig  :P

3D-Tech News Around The Web / NVIDIA Endless City - CUDA/DX11 Tech Demo
« on: November 06, 2010, 09:32:07 AM »
NVIDIA Endless City Demo

Let the machines take over!

Our Endless City demo starts with a few dozen building blocks and uses an L-System to
assemble these into complex structures, buildings, whole city blocks, and finally a
sprawling and boundless megalopolis.

At any given time, there are hundreds of thousands of on-screen objects. The
super-efficient NVIDIA® Tessellation engine scales the number of polygons for each object
according to its surface detail and proximity to the camera . . . real-time,
high-resolution displacement.

So while you enjoy a leisurely glide through the city, the NVIDIA® GeForce® powering your
flight will be churning through over 600 million polygons per second. Better yet, there
will still be enough power to keep the lights running . . . hundreds of thousands of
them, all lighting the scene dynamically.

All you need to do is sit back and enjoy the view.

Highlights of the demo include:

•   Tessellation enables a continuous ramp on the level of detail, more than
   doubling the total triangle count and providing up to a 500x increase in detail
   on the nearest objects.
•   Three dimensional displacement maps allow greater detail than simple height maps.
•   The demo positions and renders over 600 million triangles per second with a
   single GPU.
•   The city is procedurally generated. The buildings are constructed from a small
   set of objects into a city of complex structures using a set of rules called an
•   In the area surrounding the viewer, over a million meshes are arranged by the
   L-system, including roughly 500,000 light sources.
•   As the viewer moves, the demo endlessly (hence the name) generates more of the
   city to keep the viewer surrounded by buildings.
•   The L-system randomly selects elements to assemble so each block looks different
   from the last but if you return to a place you saw before, it'll regenerate the
   same buildings you saw previously.
•   Split screen rendering modes operate in eye space so they look correct in 3D Vision.
•   Screen-space ambient occlusion enables high quality shading on randomly
   generated and dynamic geometry which cannot be accomplished with precomputed texture
•   Dynamic lighting on everything; can shift from day to night.

Recommended System:

NVIDIA GeForce GTX 500 series GPU
2.6 GHz Quad core CPU
4 GB System memory
300 MB Hard drive space
Microsoft Windows Vista or Windows 7

FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2010.

ATI users don't need to waste their time thanks to CUDA  :-\

4gamer offers an update of that benchmark.

Recent Forceware doesn't like it (worked in July), no issue with Catalyst.

OpenCLTemplate 1.132 Changelog

- Included OpenCLTemplate.LinearAlgebra to solve positive definite sparse linear systems;
- ODE solver moved to OpenCLTemplate.DifferentialEquations namespace;
- Marching Cubes algorithm moved to OpenCLTemplate.Isosurface namespace;

Attention: this tool changes but cannot restore registry settings.

Unigine render was significantly improved recently, introducing real-time global illumination (SSDO), new vegetation system, motion blur and smooth LODs transition.
Support of OpenCL 1.1
Read more in the devlog entry.

Matali Physics 1.0 for WIN32/64, Xbox 360, Windows Phone 7

    * Compiled versions of the engine for the following libraries: XNA 4.0, OpenTK 1.0 and SlimDX (June 2010).
      For each of these libraries are available files:
          o MataliPhysics.dll - Matali Physics 1.0 engine
          o MataliPhysics.xml - documentation for the Matali Physics 1.0 engine

    * Demo for the following libraries: XNA 4.0, OpenTK 1.0 and SlimDX (June 2010).
      For each of these libraries are available files:
          o MataliPhysicsDemo.exe - executable file that uses Matali Physics 1.0 engine
          o Full source code of MataliPhysicsDemo.exe

OpenTK demo contains prerequisites, SLIMDX and XNA demo require corresponding frameworks.

3D-Tech News Around The Web / GLEW 1.5.7 released
« on: November 05, 2010, 01:54:12 AM »
[11-03-10] GLEW 1.5.7 fixes minor bugs and adds one new extension

SAPPHIRE TriXX is the optimal overclocking utility for your AMD RADEON™ graphics card...

3D-Tech News Around The Web / Mobile GPU Comparison Guide Rev. 10.1
« on: November 03, 2010, 09:49:24 PM »
Revision 10.1
Updated the specifications of the NVIDIA Quadro NVS 3100M and Quadro NVS 2100M GPUs.
Updated the specifications of the NVIDIA GeForce G210M GPU.
Updated the specifications of the NVIDIA Quadro NVS 160M, Quadro NVS 140M and Quadro NVS 135M GPUs.
Total GPUs : 240

Michael Garland and David B. Kirk of NVIDIA have written a paper about the growing prominence of throughput-oriented microprocessor architectures. The paper concludes that "the ideal system is… heterogeneous, where a latency-oriented processor (such as a CPU) and a throughput-oriented processor (such as a GPU) work in tandem to address the heterogeneous workloads presented to them."

3D-Tech News Around The Web / Blender 2.55 beta available
« on: November 03, 2010, 06:27:42 PM »
Get all versions from download site. No changelog yet.

Benchmark takes 38 seconds on my rig.

If you know Direct3D 11 and Direct 2D - they were released almost at the same time - you already know that there is a huge drawback to use Direct 2D : It's in fact only working with Direct3D 10.1 API
So last week, I took some time on the Direct2D API and found that It's in fact fairly easy to hack Direct2D and redirect all the D3D10.1 API calls to a real Direct3D 11 instanc

Full story here

A 1000-page (!) ebook by Charles Petzold.

Develop your first applications for Windows Phone 7 using Microsoft XNA and Silverlight—expertly guided by award-winning author Charles Petzold.
This book is a gift from the Windows Phone 7 team and Microsoft Press to the programming community.

3D-Tech News Around The Web / NVIDIA Inspector 1.94 available
« on: November 02, 2010, 05:25:35 PM »
Version 1.9.4:

- added nv driver version to settings title
- improved app version in settings title
- displaying inherited global settings in game profiles on driver version 260+ (black gear icon)
- added "export current profile" feature
- added "export userdefined profiles" feature
- added "import userdefined profiles" feature
  (feel free to permanently assign *.nip files to open/import with nvidia inspector using windows own "open with" wizzard)
- added "quick bit value tester" feature to bit value editor
- some minor fixes

- added CSN file with LOD Bias Support (Elevated Setting)

...The problem with the OpenCL test in GPU caps viewer is that the code generation for the vector store is trying to optimize the case where the RHS completely overwrites the LHS. When checking for this, it compares the sizes of the destination and source vectors and goes down the optimized path if the sizes match. However, it uses the actual size of the vector3 (=4), rather than the accessible size (=3) and compares it to the size of the destination vector (=4).

Source: NZONE

3D-Tech News Around The Web / Notepad++ 5.8.3 released
« on: November 02, 2010, 04:48:18 PM »
Notepad++ v5.8.3 new features and fixed bugs (from v5.8.2):

   1. A new application icon.
   2. Add the capacity to open x64 system files.
   3. Add Edit context menu command.
   4. Add a new ability: sub-menus commands can be in the context menu.
   5. Fix context menu reload problem (plugin commands reload fails).
   6. Fix searching up fails while code page is set to Chinese/Japnese/Korean bug.
   7. Remove unsupported encodings by Microsoft Windows : ISO-8859-10, ISO-8859-11, ISO-8859-16.
   8. Fix move down current lines bug while moving down on the last line.
   9. Fix crash issue : crash in the next launch after setting MS-DOS-Style as default language.
  10. Fix zoom bug on the second view.
  11. Fix a heap corruption of ColourPicker.
  12. Due to UAC issue, doLocalConf.xml is ignored under vista and windows 7, if Notepad++ is installed in "Program files" directory.

Regarding feature #2:
Don't forget to set a system restore point before manipulating files in system folders!

3D-Tech News Around The Web / AMD Catalyst 10.10D MLAA hotfix
« on: November 01, 2010, 10:38:21 PM »
Until official hotfix site launches, get a backup here  ;)

Compared to 10.10C there are no new profiles nor changes to OpenGL

3D-Tech News Around The Web / NVIDIA Mobile Quadro comparison chart
« on: November 01, 2010, 04:59:20 AM »
Download official "NVIDIA Mobile Quadro comparison chart" here

For desktop Quadros go here

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