« on: March 28, 2010, 06:59:10 PM »
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CUDA 3.0 is a major revision number release that delivers important benefits for C++, OpenCL, CUDA driver API and CUDA runtime API developers that will likely make this a "must install" version. In addition, removal of interoperability barriers between driver and runtime API as well as DirectX and OpenGL creates new opportunities for code development and integration of existing software projects. The next article in this series will discuss how to utilize these expanded capabilities.
As noted, debugging has taken a big step forward in this release. CUDA-GDB in particular has been dramatically improved so that it provides a seamless and consistent debugging experience for both runtime and driver API developers. The addition of memory checking makes CUDA-GDB an even more powerful tool. The inclusion of the cuda-memcheck command-line utility can help automate testing and support field debugging.
The next obvious step for tessellation is to make it adaptive based upon the distance to the camera. It is important to keep the tessellated mesh watertight in order to prevent cracks from appearing between separate quads.
It is no secret that post apocalyptic theme is a pretty popular and has a lot of fans in the gaming industry. The famous Fallout sequel has even created an entire sub-culture. Today we are going to talk about one more title in this genre that was announced recently – Metro 2033 3D shooter.
Stone Giant Based on the BitSquid Tech Showcases Advanced Visuals and Features
For immediate release: March 23, 2010
Game engine developer BitSquid, and game developer Fatshark, both based in Stockholm, Sweden, today jointly announced“StoneGiant”, a demo designed to showcase the power of Microsoft DirectX 11 technology.
StoneGiant allows consumers to test the overall performance of their consumer-based GPUs. Based on the BitSquid Tech, StoneGiant has primarily been used to test the tools and technology in a real-world production environment with the talented artists of Fatshark. Starting today, press can request to download the beta version of StoneGiant (contact firstname.lastname@example.org), with the public StoneGiant demo expected to be released in two weeks.
“With DX11 hardware becoming more readily available, we decided now would be a good time to highlight the advanced features of our engine, including DX11 and tessellation support,” said Tobias Persson, Lead Engineer at BitSquid.“Tessellation adds an awful lot to the visual fidelity of the scene and is something that consumers can readily see for themselves. We are looking forward to seeing how games will take advantage of our engine.”
BitSquid Tech is available for licensing soon for the PC, with PS3 and Xbox360 versions available by Q3 of 2010.
For further inquiries, please contact Martin Wahlund, CEO at email@example.com.
BitSquid is a game engine developer based in Stockholm, Sweden. Founded by Fatshark’s owners and two former Lead engineers of GRIN’s technology team, with years of experience in shipping games, its principal members include: Lead Engineers Niklas Frykholm and Tobias Persson as well as CEO Martin Wahlund. www.bitsquid.se
Fatshark is a game developer based in Stockholm, Sweden. Fatshark provided the artwork for StoneGiant, in collaboration with BitSquid. On April 8th 2010, Fatshark release its first game on Steam, LEAD AND GOLD ( http://store.steampowered.com/app/42100) with console versions to follow shortly. www.fatshark.se
For further information, contact:
SiSoftware Sandra SP1a (2010.4.16.36)
This is a maintenance release that adds further hardware support and resolves various minor issues that affected some systems.
* improved work scheduler for DX11 CS, OpenCL, CUDA and STREAM for multi-GPU and aggressive power management.
* improved power managent efficiency test on systems with aggresive power savings.
* new reference results for hardware released since the previous release.
You can download the latest EVEREST beta releases below. Beta versions may not reflect the quality of the stable product. Use them only at your own risk!
EVEREST Ultimate Edition 5.30.2065 2010-03-22 10.3 MB
o support for OpenGL 3.3, OpenGL 4.0
o identification of AMD Phenom II X6 (aka Thuban)
o improved support for Intel Nehalem-EX
o extended and fixed physical CPU information for Intel Gulftown, Westmere
o support for up to 400 PCI devices
o HD Audio codec information for nVIDIA GF100
o SPD memory information for Lenovo IdeaCentre Q110, MSI MS-1683, POV MCP79
o sensor support for ITE IT8721F sensor chip
o extended sensor support for Sony VAIO
o motherboard specific sensor info for Asus M4A88TD-V Evo, Asus M4A89GTD Pro Series, Gigabyte GA-EX58A-Extreme, MSI MS-7612
o improved motherboard specific sensor info for ASRock boards
o GPU information for nVIDIA GeForce GT 325M (GT216M)
o GPU information for nVIDIA GeForce GTX 285M (G92M)
The goal of ANGLE is to allow Windows users to seamlessly run WebGL content by translating OpenGL ES 2.0 API calls to DirectX 9 API calls.
Current browser implementations of WebGL depend on having OpenGL 2.0 drivers present to render content, however these drivers are not available on many computers. ANGLE is an early work-in-progress, but when complete, it will enable browsers to run WebGL content without requiring users to find and install new OpenGL drivers.
ModLoad: 00000642`ff4a0000 00000642`ff4aa000 C:\Windows\Microsoft.NET\Framework64\v2.0.50727\culture.dll
(e8c.b84): C++ EH exception - code e06d7363 (first chance)
(e8c.b84): CLR exception - code e0434f4d (first chance)
(e8c.b84): CLR exception - code e0434f4d (!!! second chance !!!)
*** ERROR: Symbol file could not be found. Defaulted to export symbols for C:\Windows\system32\KERNEL32.dll -
00000000`77687ffd 4881c4c8000000 add rsp,0C8h