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Topics - Stefan

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3D-Tech News Around The Web / AMD Mecha Rampage HK-2207 tech demo V1.1
« on: January 05, 2011, 05:23:07 PM »
v1.1 Update: Smaller install size, removed engine expiration date

Download here

Download mirror (unpacked installer)

You can enable console with circumflex (^) button.
Type "help" for options.

3D-Tech News Around The Web / Intel - December 2010 tech demos
« on: January 04, 2011, 07:09:09 PM »
AVX Cloth - Developer Video

Colony (DX11) is a highly parallel optimized crowd simulation technique. Tens of thousands of units are simulated using a novel ray-casting technique. This is achieved by utilizing TBB to distribute our work across multiple threads and multiple frames and utilizing SIMD to ensure further instruction-level parallelism.

Fireflies (DX9) is a tech sample demonstrating a scalable ambient effect. In this sample, the ambient effect is a swarm of fireflies that scatter and reform into a walking character. Using Intel TBB, the firefly flight trajectory calculations performed per frame are distributed across multiple threads. By changing the number of simulated fireflies programmatically the ambient effect can be scaled to better match the performance of the platform it is running on.

3D-Tech News Around The Web / NVIDIA driver 266.35 Beta released
« on: January 04, 2011, 12:02:22 PM »
This driver supports all systems (in different packages)

- Geforce/ION
- Verde
- Quadro
- GeForce 3D Vision CD v1.44
- 3D Vision Controller Driver

New in Release 266.35

GPU Support

    * Supports the newly released GeForce GTX 580 and GeForce GTX 570 GPUs.


    * Increases performance for GeForce 400 Series and 500 Series GPUs in several PC games vs. the latest Release 260 drivers. The following are examples of some of the most significant improvements measured on Windows 7. Results will vary depending on your GPU and system configuration:

         GeForce GTX 580:

          o Up to 7% in Battlefield Bad Company 2 (1920x1200 4xAA/16xAF)
          o Up to 12% in Battleforge (SLI 1920x1200 4xAA/16xAF Very High)
          o Up to 11% in Call of Duty: Modern Warfare 2 (SLI 1920x1200 4xAA/16xAF)
          o Up to 7% in Dirt 2 (SLI 1920x1200 4xAA/16xAF)
          o Up to 7% in Far Cry 2 (1920x1200 4xAA/16xAF)
          o Up to 5% in Just Cause 2 (1920x1200 4xAA/16xAF Dark Tower)
          o Up to 5% in S.T.A.L.K.E.R.: Call of Pripyat (SLI – 1920x1200 4xAA/16xAF)
          o Up to 9% in Stone Giant (SLI 1920x1200, DOF on)
          o Up to 8% in Unigine Heaven v2.1 (SLI 1920x1200 4xAA/16xAF)

    * Improves performance in Final Fantasy XI on GeForce 400 Series and 500 Series GPUs.

Official NVIDIA 266.35 Beta Display Driver Feedback Thread For NVIDIA Geforce Desktop/Notebook/ION GPUs Released 1/4/2011

clBuildProgram works fine.

Download drivers here

11/08/2010 Version:

Release Type: Microsoft Certified


- Bug Fix


- Load into Win7 driver, Open S3 Graphics ScreenToys and minimize it, change resolution by S3 icon in taskbar, there is no choice window come out.  (57307-0266)

- Error message pop up when run OpenGL 2.1 demos in GPU Caps Viewer1.8.2.(57277-0266)

- White window when launch ogl 3.x demo in GPU caps Viewer 1.8.2 .(58075-0266)

11/08/2010 Version:

Release Type: Microsoft Certified


- Bug Fix


- Load into XP 32 driver, Open S3 Graphics ScreenToys and minimize it, change resolution by S3 icon in taskbar, there is no choice window come out.  (57440-0517)

- BSOD: 00D1 when first time hotplug DVI. (59620-0517)

- Error message pop up (Pop up error message "This demo requires the support of OpenGL 2.0 and two render target") when run some items (Items like: HDR+DoF+Radial Blur, HW Geometry Instancing, Soft Shadows, Point Sprite Particles) in GPU Caps Viewer (57429 -0517)


08/18/2010 Version:

Release Type: Beta


- Bug Fix


-Some words in utility line the button "OK", "Yes", "No" and "Cancel" in pop-up box is not translated into local language(60139-0511)

-White window when launch OGL 3.x demo in GPU caps Viewer 1.8.2(57428-0511)

Quote from:
Almost all the presentations from the recent UK GPU Computing Conference held on December 13-14 2010 in Cambridge  are now available at Over 100 delegates saw a varied mix of talks from both industry and academia over the 2 day meeting.

3D-Tech News Around The Web / Blender 2.56 Beta
« on: January 01, 2011, 12:46:18 PM »
The Blender Foundation and online developer community is proud to present Blender 2.56 Beta. This release is the fourth official beta release of the Blender 2.5 series, representing the culmination of many years of redesign and development work.

This version is called a "Beta" because it's now for the most part feature complete. The Python API has had some extensive changes, most notably in naming conventions and in creation and access of properties.

Since Blender 2.55 beta over 440 bugs were fixed!

IMPORTANT: Between 2.53 and 2.56 an extensive renaming operation has changed the scripting API a lot, with repercussions also for loading 2.53 .blends with animation into 2.56. Make sure you try the FCurve/Driver 2.54 fix entry from the Help menu.

IMPORTANT 2: The day after release, a very bad bug in "undo" for using Cloth/Fluid sim has been solved. We'll probably release a 2.56a update soon.

The screenshot shows the free character rig "Biff"

Quote from:
KlayGE is a cross-platform open source game engine with plugin-based architecture. In this new version 3.11.0, the OpenGL plugin is highly enhanced. It replaces the D3D9 plugin to become the primary rendering plugin under WinXP. Also, it now works well on both NVIDIA and AMD graphics cards, from OpenGL 2.0 to the latest 4.1.

Most prerequisites are already in application folder, except from Cg toolkit.

DX11 worked fine, OpenGL appeared very unstable with Cedar/Cat10.12
I strongly recommend to use gdebugger.

Notebook preview at TPU

Direct driver download here

Canada renamed their olympic city into "Wrestler", eh?
Or maybe just a dislexic programmer at AMD and/or Toshiba  ::)

Here again the magic numbers for GPU databases:

"AMD Radeon HD 6250 Graphics" = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9804
"AMD Radeon HD 6250 Graphics " = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9805
"AMD Radeon HD 6310 Graphics    " = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9802
"AMD Radeon HD 6310 Graphics     " = ati2mtag_Wrestler, PCI\VEN_1002&DEV_9803

APU, Brazos, Zacate, Bobcat, Vancouver - google for it...

The new notebooks with Vancouver will be:
ACER Aspire 8950G
Packard Bell Easy Note LM94

Direct driver download here or here

Here are the magic numbers for GPU databases etc.

"AMD Radeon HD 6470M" = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_050E1025
"AMD Radeon HD 6470M " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_05151025
"AMD Radeon HD 6470M  " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_05131025
"AMD Radeon HD 6470M   " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_05151025
"AMD Radeon HD 6470M    " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_050E1025
"AMD Radeon HD 6470M     " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_050E1025
"AMD Radeon HD 6470M      " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_05151025
"AMD Radeon HD 6470M       " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_05131025
"AMD Radeon HD 6470M        " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6760&SUBSYS_05131025
"AMD Radeon HD 6650M" = ati2mtag_Vancouver, PCI\VEN_1002&DEV_6741&SUBSYS_050B1025
"AMD Radeon HD 6650M " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_050E1025
"AMD Radeon HD 6650M  " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_05151025
"AMD Radeon HD 6650M   " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_05131025
"AMD Radeon HD 6650M    " = ati2mtag_Vancouver, PCI\VEN_1002&DEV_6741&SUBSYS_050A1025
"AMD Radeon HD 6650M     " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_05151025
"AMD Radeon HD 6650M      " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_05151025
"AMD Radeon HD 6650M       " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_050E1025
"AMD Radeon HD 6650M        " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_050E1025
"AMD Radeon HD 6650M         " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_05131025
"AMD Radeon HD 6650M          " = ati2mtag_Vancouver_PRAI, PCI\VEN_1002&DEV_6741&SUBSYS_05131025

3D-Tech News Around The Web / TechPowerUp GPU-Z v0.5.0
« on: December 27, 2010, 12:31:10 PM »
TechPowerUp GPU-Z v0.5.0

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 support for Radeon HD 6950 and HD 6970
    * Fixed TMU/Texture Fillrate rounding error on NVIDIA cards
    * Improved voltage monitoring support for GTX 570
    * Workaround for ATI OpenCL driver crashing GPU-Z on systems with NVIDIA cards
    * Fixed crash when driver version could not be read
    * Fixed crash when splash screen interrupted by message box

OpenCL on Cedar is yet not recognised  :-\

Synthesizing Subdivision Meshes using Real Time Tessellation

We propose a new GPU method for synthesizing subdivision meshes with exact adaptive geometry in real time. Our GPU kernel builds upon precomputed tables of basis functions for subdivision surfaces and is therefore supporting all subdivision schemes, either interpolating or approximating, for triangle or quad meshes. We designed our kernel so that it can be integrated seamlessly within a standard tessellation pipeline, exploiting software or hardware (adaptive) tessellation methods. We make use of the tessellator unit as an adaptive mesher for maximum subdivision level, exploiting the linear nature of subdivision surfaces to enable arbitrary level of detail adaptivity and %extend the idea of Subdivision Shading to control the visual smoothness using the same tables as control the visual smoothness using Subdivision Shading by applying the same tables as for geometry. We evaluate our kernel on a variety of dynamic meshes and compare it to subdivision substitutes.

For some reason it didn't run on my Cedar rig  ???

3D-Tech News Around The Web / Neutrone SDK December 2010
« on: December 26, 2010, 06:16:54 PM »
As requested i have uploaded a copy of the old tech demo here.

NDK Version 2010-12 Release Notes

This release note provides information on the latest posting of NeutronEngine powered development kit - NDK.

This release note provides information in the following order:

Bug fixes
New features
Known issues

Bug Fixes

Correct handling of file sharing violation caused by anti-virus and similar software
Fixed issues with node instancing in Google SketchUp COLLADA files
Correct handling of unit when importing COLLADA files
Correct handling of empty polygon/triangle COLLADA nodes
Optimized skeletal mesh import
Affected materials now reload when they are replaced during  mesh import
Support for assets with '.' in the name
Proper handling of map load when master geometry has been deleted from the database
Fixed invalid polylist detection when importing FBX COLLADA files
Fixed incorrect thumbnail update in Content Browser when importing skeletal meshes
Fixed object rename which failed in every circumstance
Fixed object naming after copy/paste action (now unique all the time)
Prevent animation browser and content browser from going out of sync if asset is deleted
Proper texture conversion, one call to nvcompress for all textures
Fixed incorrect cube map reflection on scaled objects
Fixed 'Time of the Day' curve graph resize issue
Fixed cube-map reflection mapping
Fixed incorrect reflection of tessellated objects in DirectX 11
Fixed imposter visibility toggle
Fixed incorrect BSP tree handling of meshes with more than 64KB triangles

New Features

Support for JPG,PNG,TGA and PSD textures
Faster mesh imports and loading
Better GPU vertex cache usage
Scripted actions enabled upon loading of a map
Improved gizmos for move and scale actions, uniform scaling now possible
Standalone version to deploy demos without the editor
More user friendly display of position and orientation in property grid
Option to consolidate geometry when importing COLLADA mesh
Material picking when Alt key is down
Fast map reload
Recent files
Optimized mesh rendering
When replacing asset Content Browser now navigates to the correct folder
Update time property for cubemap reflections
Thumbnail caching in order to speed up Content Browser
Object reload through context menu
Exposed more ocean shader parameters caustics intensity, fog density, whitecaps

Known Issues

Assets must be exported using the triangulate option in COLLADA exporter. Skeletal meshes must have all animation data exported as baked matrices.

3D-Tech News Around The Web / Esenthel Engine 25.12.2010
« on: December 26, 2010, 05:49:27 PM »
Esenthel Engine December 2010
-IMPORTANT: removed Game::Chr::ready, previous savegames may not work
-removed Listener.update - it is now called automatically
-added additional shortcuts for camera movement to tools (slightly similar to 3ds max style, Alt+MMB, Ctrl+MMB, Ctrl+Alt+MMB)
-Model Editor now also features WSAD camera keyboard movement (some menu keyboard shortcuts needed to be changed)
-Data Browser image preview now has 3 buttons (RGBA, RGB, A) for alpha display control
-Data Browser material preview will now display all textures associated with the material, which can be clicked and make Data Browser jump to selected texture file
-Data Browser and Material List material icon is now affected by material color
-right clicking on Data Browser filter buttons will now automatically select the filter and enable "List Files" option
-Data Browser "List Files" List can now be toggled with MMB
-many Editor windows can now be closed with MMB
-fixed small issue of modifying the object scale in object properties textline while typing
-string.h was split into string.h and string functions.h
-many headers were cleaned by hiding engine-only functions
-removed Font::replace
-Material Editor can now preview packed textures in RGB, A, Spec, Bump, Normal methods
-removed Wheel::update, now it's called automatically
-Wheel class is now more safe, now you can call its methods even after deleting the vehicle in which case the calls will be ignored
-new application flag APP_BREAKPOINT_ON_ERROR (previously it was automatically defined for DEBUG releases, now it needs to be specified manually if requested)
-removed Mouse.driver_name, APP_MS_DRIVER_CLOSE, APP_MS_DRIVER_KILL options
-moved sources of BloodFx and ExplosionFx from engine to tutorials in the SDK
-all tools will now use very little cpu when not active
-sound VOLUME_GROUP can now be specified in both Sound::create,play and SoundPlay functions (because of which Sound::_create is now private)
-new documentation topic "programming/function list"

-MeshPart selection in Model Editor can now be done more easily thanks to new gui controls
-Data Browser can now preview particles
-fixed small issue of incorrect GuiObj::screenPos calculation for objects assigned to Tabs which may caused showing context menus assigned to Tabs at incorrect position

-fixed a bug in mesh management since last release which may caused crash in destructible object generation

-IMPORTANT: Button::operator() now always returns if button is enabled (previously in mode BUTTON_STAY the () operator returned if button state was changed, now "changed" is not available, please use 'func' instead)
-IMPORTANT: removed Gui Editor.exe (now merged with Editor.exe)
-CSkelton::findPoint and getPoint now return point in const form
-merged Model Editor modes (Mesh with Vertex-Face, Material and Lod), now when Material Editor window is opened, left and right clicking on Mesh part will get/set material from/to it
-files can now be drag and dropped to Data Browser preview viewport (will automatically set path of the file and select the file for preview)
-files can now be drag and dropped to Data Browser file list region (3 options will be available : set path to file, open files, copy files here)
-Data Browser can now preview GuiStyle (.gstl) and Text Draw Settings (.txds) files
-replaced ColorPicker::autoData with 'func'
-removed Button,CheckBox,ComboBox,Slider,Tabs,TextLine::changed, please use 'func' instead
-materials with test_blend_light techniques can now cast shadows if rendered in RM_SHD_MAP mode
-materials with blend_light and test_blend_light techniques can now be affected by global Fog
-Material Editor "Get" button will now cycle through all materials of a single mesh when clicked multiple times
-new Application flag APP_DX_FAKE_FULLSCREEN
-many UI improvements in the Editor
-fixed an issue of saving incorrect order of objects in Gui Editor when having many objects, after which some have been removed
-objects in World Editor can now also be moved along their axes when Position mode enabled

-fixed Material Editor Make Bump function when the material is located in the Data folder

-new methods MusicTheme::Int songs() and Str song(Int i)
-removed MusicThemeNew, you can now manually create 'MusicTheme' objects (as long as they're stored in constant memory address)
-reorganized EE headers (added new categories "File", "Memory", "Input", "Math/Shapes")
-FileXml will now properly handle <>&'" characters and & lt; & gt; & amp; & apos; & quot; keywords
-added new classes XmlParam, XmlNode, XmlData which allow to automatically load and save xml data
-new tutorial "Files/XmlData"

-IMPORTANT: updated World Editor source codes in the professional license package
-merged Data Browser, Mesh Editor, World Editor tools into 1 Editor tool
-models can now also be imported directly in World Editor mode (by drag and dropping the file on the world view)
-double clicking on file visual preview in Data Browser mode will now open the file for editing
-added support for importing PSD image format
-Bloom can now be seen in all modes of the Mesh Editor when enabled in the menu
-File and Pak now support files of size greater than 2GB
-added support for Normal Mapping in Blend Light Material Techniques
-new methods Camera::save,load (please use them instead of File::<<,>> operators)
-changed access to mesh vertexes/edges/triangles/quads by methods and not members
-removed tools: Pak Viewer (please use Data Browser instead), Image Viewer (please use Data Browser instead), Synchronizer (please use Data Browser synchronizing instead)
-new option Menu::flag allowing to set MENU_INHERIT
-fixed importing skeletons from B3D files
-small improvements in importing alpha maps in Material Editor
-embedded objects now support non-uniform scales
-new material techniques MTECH_TEST_BLEND_LIGHT* which work like BlendLight with additional Alpha-Testing and Depth-Writing which enable correct depth-sorting

3D-Tech News Around The Web / Blender - Free Rig: Flick the Pirategirl
« on: December 26, 2010, 09:16:29 AM »
Free Rig: Flick the Pirategirl
ndee writes:

    Hey everybody,

    I want to introduce Flick. This is my latest work in Blender. I want to publish her under creative commons 3.0.(Attribution-NonCommercial-ShareAlike 3.0 Unported) Special thanks goes to DennyLindberg for his wonderfull rig Biff. I learned alot from this rig! I hope you will get some use for her.

BlenderArtists Thread

Download mirror

OptiX 2.1 continues to redefine interactive possibilities for ray tracing developers with important new advances enabling farther reach and faster performance with support for:

    * 64-bit device code compilation, allowing access to the full 6GB of Quadro 6000 and Tesla 2070 solutions.
    * CUDA 3.1 and CUDA 3.2 support.
    * New rtuTraversal API for easily computing intersections of batches of rays with geometry without the need to setup an OptiX pipeline. Note that this API is currently in Beta.
    * Performance improvements up to 80% for many heavy workloads over previous OptiX versions.
    * Universal binary (i386 + x86_64) support for Mac OptiX libraries.

The cuda-gdb debugger is an extended version of the open source gdb debugger, providing seamless native hardware debugging across CPUs and GPUs. First introduced in 2008, cuda-gdb supports all 250,000,000+ CUDA architecture GPUs with compute capability 1.1 or later.

A preview release of cuda-gdb for MacOS is now available

3D-Tech News Around The Web / Fraps 3.2.6 Released
« on: December 25, 2010, 04:18:59 PM »
Fraps 3.2.6 Released

- Fixed Fraps not able to initialize DirectX on startup for some people
- Fixed crash while recording that could cause video to be written incompletely
- Fixed rare bug causing graphic corruption of individual frames in recorded movies
- Fixed crash on Windows 2000 machines

3D-Tech News Around The Web / D.C. Xmas - japanese DX9 benchmark
« on: December 24, 2010, 12:19:43 AM »
Yet another japanese benchmark to kill time (35 seconds) while you're waiting for Santa Claus  ;D
Get it here.

As usual gaijins must use Microsoft AppLocale for proper display of kanji letters.
I have no idea though what i have configured  ::)

Terry recently announced that he was going to be changing positions at AMD
I will be working on the exciting new Fusion APU's and will be managing the software marketing for those products. The reason for the switch is very simple. AMD will be launching something very revolutionary with our APU's (Accelerated Processing Unit). I have the opportunity to be involved in something the world has never seen before and to be part of it from the ground level. This is the reason AMD acquired ATI in fact - bringing APU's to market and combining CPU and GPU functionality in a single package

Full interview here

     With Call of Duty: Black Ops built for 3D, the list of 3D-enabled games has reached a respectable
     number. So which ones are the best and what gear do you need to play them?

     Avatar the movie hurled 3D into the public consciousness, but the true impact of 3D is being felt in gaming, where
     you’re not just watching a stereoscopic world, you're totally immersed in it. Watching Avatar at the cinema was cool,
     but putting on the NVIDIA 3D glasses and firing up our ASUS 3D monitor to play Need for Speed: Shift in 3D was
     mind-blowing. It was the “wow” moment, the kind you get when a new, disruptive technology shows up to suddenly
     change the way things are done.

Download whitepaper

3D-Tech News Around The Web / HWiNFO32 v3.65 Released
« on: December 21, 2010, 03:19:02 PM »
Changes in HWiNFO32 v3.65 - Released on: Dec-21-2010:

    * Enhanced support of ATI PM2 sensors.
    * Added support of CHiL CH8266 PWM (for monitoring of GPU voltage, current, power).
    * Added universal support of CSMI SAS (improved drive detection).
    * Enhanced sensor monitoring on ASUS Rampage III GENE/Extreme.
    * Enhanced support of AMD Family 15h.
    * Added support of Intel XTU v2.1.
    * Added nVidia GeForce GTX 570.
    * Enhanced sensor monitoring on Intel 6-series desktop boards.
    * Added nVidia GeForce GT 540M.
    * Enhanced support of Ivy Bridge-DT/MB.
    * Added preliminary support of Ivy Bridge-EP/EX (Ivytown).
    * Enhanced sensor monitoring on MSI GX620.
    * Improved recognition of Arrandale ECC.
    * Added support of SMSC SCH3112/4/6 LPC HW monitor.
    * Fixed Benchmark comparison label issue.
    * Added Intel Core 2nd generation logos.

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