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Topics - Stefan

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New 64-bit ready version of PhysX System Software is released. It contains updated .dlls for SDK 2.8.1 and runtimes for new SDK 2.8.3.

Another feature – installation paths are changed now, so all vital libraries and files are stored in “..\Program Files\NVIDIA Corporation\PhysX” folder instead of “..\Program Files\AGEIA Technologies” – this also makes PhysX drivers more compatible with Windows 7 OS.

Yon can download newest PhysX 9.09.0914 driver from PhysXInfo, or just wait until it appears at NVIDIA website.

Mirror Links:


3D-Tech News Around The Web / Geometry based Anti Aliasing
« on: September 22, 2009, 05:09:59 PM »
Suggesting a technique of implementing a Geometry based Anti Alias(GAA), instead of using the built in 3D graphics AA. This technique has the potential to improve performance and quality of the AA under certain conditions. In short, I am using a geometry based or fins geometry outline technique, and use it to draw translucent smooth edges with the same color of the original 3D model.

Read full story at PompiDev.

The XStream CUDA-enabled technology uses the massively parallel computing capability of the GPU to produce ultra-fast FDTD (finite difference time domain) numerical computations that, says Remcom, provides the capacity to solve EM simulation problems up to 300 times faster than on a 64-bit CPU alone.

Read full story at DeskEng.

3D-Tech News Around The Web / Notepad++ v5.5 available
« on: September 21, 2009, 07:08:25 AM »
Notepad++ v5.5 new features and fixed bugs (from v5.4.5) :

1.  Update : upgrade Scintilla from v1.78 to v2.01.
2.  New icon : change from old icon to a cool chamelon icon.
3.  New feature : virtual space for column mode.
4.  New feature : multi-editing / selection.
5.  New feature : tab settings for per language.
6.  New feature : selected lines moving up/down capacity.
7.  New feature : incremental Search shows pink background when text not found (like Firefox).
8.  New feature : rational number is recognized in User Defined Language System.
9.  New feature : escape character capacity for the delimiter in User Defined Language System.
10. Bug fixed : tool bar tip crash issue.
11. Bug fixed : column editor inserting octal number broken issue.
12. Changed behaviour : "-nosession" parameter's not only none of session is loaded, but also none of session is saved.
13. Bug fixed : docking feature crash issue.
14. New feature : the ability to not launch Auto-updater during a period (15 days by default).
15. New feature : import plugins feature (load on the fly).
16. New feature : import theme (stylers.xml) feature.
17. Bug fixed : a crash issue while launch Fin in file (regression since v5.4.5).
18. Bug fixed : a crash issue while deleting the last line.
19. Bug fixed : a bug of plugin message NPPM_GETPLUGINSCONFIGDIR (regression since v5.4.5).
20. New feature :  new plugin notification NPPN_DOCORDERCHANGED to notify plugins that document order is changed.
21. Bug fixed : tool bar chevron disappeared bug (regression since previous versions).
22. Bug fixed : a crash bug due to instability of FTP_synchronize plugin (enhance Docking feature).
23. Bug fixed : getting fonts problem under Chines/Korean/Japanese environment.
24. Bug fixed : wrong File encoding auto-detection problem : binary file is detected as UTF-16 big-endian.

Bullet Physics Library is an open source physics library that is now getting translated into OpenCL, thanks to the effort of companies such as AMD [who offered support to developers].

Read full story at BSN.

Beta Downloads
preliminary GPU information for ATI Radeon HD 5xxx (Cypress)
preliminary GPU information for nVIDIA GeForce 3xx
Display / GPGPU / improved OpenCL devices information for nVIDIA GPUs

OpenCL infos of my GPU, way too many "not supported" lines  :P

Device Properties   
Device Name   GeForce 8800 GTX
Device Type   GPU
Device Vendor   NVIDIA Corporation
Device Version   OpenCL 1.0
Device Profile   Full
Clock Rate   1350 MHz
Multiprocessors   16
Max 2D Image Size   8192 x 8192
Max 3D Image Size   2048 x 2048 x 2048
Max Samplers   16
Max Argument Size   4352 bytes
Max Constant Buffer Size   64 KB
Max Constant Arguments   9
Profiling Timer Resolution   1000 ns
OpenCL DLL   opencl.dll ( - nVIDIA ForceWare 190.89)
Memory Properties   
Global Memory   768 MB
Local Memory   16 KB
Device Features   
Command-Queue Out Of Order Execution   Enabled
Command-Queue Profiling   Enabled
Compiler   Supported
Error Correction   Not Supported
Images   Supported
Kernel Execution   Supported
Native Kernel Execution   Not Supported
Device Extensions   
cl_khr_3d_image_writes   Not Supported
cl_khr_byte_addressable_store   Supported
cl_khr_fp16   Not Supported
cl_khr_fp64   Not Supported
cl_khr_global_int32_base_atomics   Not Supported
cl_khr_global_int32_extended_atomics   Not Supported
cl_khr_int64_base_atomics   Not Supported
cl_khr_int64_extended_atomics   Not Supported
cl_khr_local_int32_base_atomics   Not Supported
cl_khr_local_int32_extended_atomics   Not Supported
cl_khr_select_fprounding_mode   Not Supported
cl_nv_compiler_options   Supported
cl_nv_device_attribute_query   Supported

In a new Gamasutra feature, part of the Intel Visual Computing microsite, two Intel engineers delve into the technique of ambient animation scaling.

The benefit of such scaling is that it allows meaningful gameplay to stay smoothly consistent across multiple levels of hardware performance, but systematically takes advantage of higher-performance systems by scaling up. Intel's Mike Yi and Orion Granatir demonstrate the technique through the free Horsepower demo, the source code to which is provided.

Kingsoft made extensive use of Intel® Graphics Performance Analyzers (Intel® GPA) to craft their latest release of JX3 Online*, a 3D massively multiplayer online role-playing game (MMORPG). Kingsoft utilized both primary components of Intel® GPA, the System Analyzer and the Frame Analyzer, to identify bottlenecks and slowdowns in graphics processing. With support from Intel, Kingsoft developers determined overall system performance metrics and pinpointed sections of the code where bottlenecks and unnecessary draw calls slowed graphics performance. Using diagnostic techniques and optimization methods suggested by Intel application engineers, Kingsoft successfully boosted the overall playable frame rate for the game performance by 2.1x when run on systems with Intel® 4 Series Express Chipsets graphics.

Read full story at Intel.

Unfortunately i found only an outdated version of JX3 Online benchmark

In this article, we will focus on the Windows 7 graphical desktop, which will also include everything from Aero to 3D gaming and video playback. Although Microsoft has publicly revealed some details on some of these improvements, this article will give you the full details.

3D-Tech News Around The Web / NVIDIA Forceware 191.00 Beta available
« on: September 18, 2009, 03:05:00 PM »
No changelog available
nvapps.xml contains optimisations for latest games
supports OpenGL 3.2, 197-199 extensions
opencl.dll and nvcompiler.dll are missing, but these are version independent, so you can keep copies from 190.89 drivers

Vista/7 drivers from LV2GO
XP drivers from TMD
OpenCL 1.0 Conformant Release (Tools & Utilities) from LV2GO

3D-Tech News Around The Web / NVIDIA claims DirectX 11 is not important
« on: September 17, 2009, 03:46:09 PM »
Nvidia Corp. said during a conference for financial analysts that the emergence of next-generation DirectX 11 application programming interface will not drive sales of graphics cards. The firm believes that general purpose computing on graphics processing units (GPGPU) as well as its proprietary tools and emergence of software taking advantage of these technologies will be a better driver for sales of graphics boards than new demanding video games and high-end cards.

Read full story at x-bit labs.

AMD has always been an advocate of open standards that build on and extend proven technologies (example: x86-64)W.  As such, it is a natural fit for AMD to embrace OpenCL as part of its ATI Stream offering.  But, just what is OpenCL?

In this month's episode of the AMD Developer Inside Track I interview Mike Houston, GPG System Architect.  He talks about what OpenCL is, what the transition to this new language will be like and he gets into what applications could benefit from OpenCL, as well as what the future has in store for software applications that use it.   

One of the advantages of OpenCL is its advanced queuing system which is great for game development. It is also designed to work very well with various graphics APIs such as OpenGL, DirectX 9 and DirectX 10.

Game developers aren't the only ones who can take advantage of OpenCL though.  According to Michael, it is going to be very useful for applications such as media encoding, virus scanning, and physics to name a few.  It makes a lot of sense for AMD to move to a ubiquitous computing language that runs on platforms everywhere.  The next few years will be an interesting time for GPGPU technology as several hardware and software vendors get on board.

ATI Stream technology is gaining significant momentum.  Some cool and unexpected examples of ATI Stream technology in action are:

    * Folding@home:
    * Milkyway@home:

An example of gaming technology and OpenCL:

    * Havoc demo:

Watch the AMD Developer Inside Track, Episode 2 for the full story.

3D-Tech News Around The Web / Intel announces Level Up 2009 winners
« on: September 16, 2009, 11:43:33 PM »
Level Up 2009 has now announced winners for this year’s contest!

3D-Tech News Around The Web / Deferred Global Illumination using OpenGL 3.2
« on: September 16, 2009, 11:39:36 PM »
I started new GI renderer, using OpenGL 3.2. I create multiple point lights to simulate GI, and use deferred shading to render them. With nv_explicit_multisample, I have real antialiasing (not edge-blur-filter).
Link to demo: (compatible with 190.57 nvidia drivers).

I've also posted explicit_multisample tutorial:


3D-Tech News Around The Web / Unigine implements DirectX 11 support
« on: September 16, 2009, 11:30:11 PM »
Most recent development release of Unigine sports almost complete support for DirectX 11.


3D-Tech News Around The Web / PlayStation 3 - Physics Effects SDK
« on: September 16, 2009, 05:17:12 AM »
At CEDEC 2009, Sony Computer Entertainment exhibited the Physics Effects SDK. The Physics Effects SDK is a physics simulation engine optimized for the Cell Broadband Engine, which is provided as part of the PlayStation 3 SDK. Because the Physics Effects SDK is optimized for PlayStation 3, it can do physics simulations very fast, even though they are considered to impose a very high computing load. This could expand developers’ scope to include even more complex physical phenomena and mechanisms in games.

Watch video at DigInfo.

So, given all the hype, what can we expect from OpenCL? Is it really simple? Is it portable? Will it replace other parallel programming models? It's still a little early; we've seen a multicore demonstration of OpenCL from AMD, a limited developer release from NVIDIA, and Apple is planning to release its next generation operating system in September, including OpenCL support. Yet we can prognosticate, given what we know about the language and related technologies.

Read full story at HPCwire.

Bullet 2.75 is available for download now (SVN revision 1754)

Some features:

    * Smoothed Particle Hydrodynamics (SPH) fluids preview, thanks to Rama Hoetzlein for contributing this under the ZLib license! See Bullet/Extras/sph. The SPH fluids will be integrated into Bullet with two-way interaction, similar to cloth/soft body simulation.
    * GPU physics kernels preview, in preparation for Bullet 3.x. Right now mainly CPU version, you can enable CUDA version manually. The OpenCL version is available in a separate branch. See Bullet/Demos/Gpu2/3dDemo
    * 2D physics demo, with 2D and 3D object interaction, see Bullet/Demos/Box2dDemo
    * New constraints: btHinge2Constraint,btUniversalConstraint,btGeneric6DofSpringConstraint, thanks to Roman Ponomarev
    * Use ALT+Left/Middle/Right Mouse button+mouse motion for Maya-style camera navigation
    * Re-enabled split impulse constraint solver option, to avoid adding momentum due to penetration recovery (includes SIMD support)
    * Removed first argument 'localInertiaTensor, from btMultiSphereShape. Update your code by remove the first argument: it calculates its local inertia from its aabb now.
    * Increased performance by disabling motion state synchronization for static/inactive objects.
      Use btDiscreteDynamicsWorld::setSynchronizeAllMotionStates(true); for backwards compatiblity.
    * Improvements in Soft Body simulation: added tetrahedral volumetric demos, allow for per-triangle/per-tetrahedron collision (pass 0 in generateClusters), increased stability for cluster collision, improved performance of bending constraint generation.
    * Added pre-tick callback option, called at the start of each internal simulation substep.
    * Added optimized capsule-capsule collider, useful for ragdolls.
    * many bug fixes

2459 confirms GPU PhysX support for Hot Dance Party II

3D-Tech News Around The Web / NVIDIA Forceware 190.89 OpenCL available
« on: September 13, 2009, 03:00:34 PM »
No changelog available, OpenGL3.2 exposes 197 extensions.

Download via Guru3D, LaptopVideo2Go or NVnews

OpenCL-Z still not working under Vista64
OpenCL AO bench = 11.7 fps with my rig

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