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Topics - Stefan

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3D-Tech News Around The Web / Computer Gamers Tackle Protein Folding
« on: August 09, 2010, 06:57:29 PM »
Biochemists and computer scientists at the University of Washington two years ago launched an ambitious project harnessing the brainpower of computer gamers to solve medical problems. The game, Foldit, turns one of the hardest problems in molecular biology into a game a bit reminiscent of Tetris. Thousands of people have now played a game that asks them to fold a protein rather than stack colored blocks or rescue a princess.

Full story at Dr. Dobb's

The eventual creation of the APU was one of the key reasons for AMD’s acquisition of ATI in 2006. This acquisition brought to AMD industry-leading GPU and chipset technologies, and a software team to support them. As we sit on the precipice of launching the first generation of APUs, people are wondering if discrete GPUs will disappear altogether. Continue reading

3D-Tech News Around The Web / The Misunderstanding - Presented by AMD
« on: August 09, 2010, 06:51:54 PM »
A humorous look at the risks of using anything but an ATI Radeon graphics card for gaming.
A short film presented by AMD.

3D-Tech News Around The Web / More D3D v-table hacking
« on: August 09, 2010, 03:52:38 PM »
The trick in the previous post is as implied by its title and noted in the comments not going to give much return on the time invested in terms of performance, although it might give you a deeper understanding of the underlying mechanisms and costs involved in calling virtual functions. So it's more like an academic exercise, but nonetheless a cool thing to play around with.

Full article at Humus' site

ATI Catalyst 10.7 Update Driver Feature:
The release of this software driver from AMD delivers support, when used in conjunction with the ATI Stream SDK v2.2, for OpenCL 1.1, an open and royalty-free programming standard for general-purpose computations on heterogeneous systems. For more information about OpenCL, please visit the OpenCL Zone.

3D-Tech News Around The Web / [Demo Scene] Assembly Summer 2010
« on: August 08, 2010, 08:57:57 AM »
Assembly Summer 2010 demos have been uploaded at POUET.
"When I saw ASD's demo I seriously thought it was worth stopping the compo right there and just giving Navis every single damn prize in the building. Holy f.....g sh.."

Here are the demos i liked. Some of them take a long time to launch (because of building shader caches i assume).

Happiness is Around the Bend  8)

Atleeti - Physics and AI in 4K

Behind the Curtain - 64K GPU burner

Bubblin Under - makes a nice screensaver

Collideride - 4K GPU burner

Devolution - nice visuals except from the annoying flying text messages

Kaks Koiraa Savosta Redux - 1K GPU burner, system froze on pressing ESC :(

3D-Tech News Around The Web / NVIDIA driver 198.19 HP
« on: August 07, 2010, 11:01:48 AM »
As you might have already noticed some programs don't run with driver branch 256+, e.g. NVIDIA's own "Raging Rapids Ride"
In this case roll back to 190+ drivers.
Modify NVHO.INF by yourself or wait until it appears at LaptopVideo2Go

Download here:
Vista/7 64 bit
Vista/7 32 bit

A video demonstrating my GPU-based Smoothed Particle Hydrodynamics (SPH) implementation using CUDA to achieve extremely high performance.
The video shows the real-time performance of the implementation, more than 100 FPS (dt=0.002) is achieved on a NVIDIA Geforce GTX 470 (Fermi).
In this scene a water-like fluid is simulated using a SPH model described by Mueller in "Particle-Based Fluid Simulation for Interactive Applications".
Test scene 1, 128K particles and hue-based color gradient for particle velocity.
This work is part of my masters thesis in computer science at NTNU (Norwegian University of Science and Technology).

Announcement at Ogre3D forum
Videos at Youtube
The code and masters thesis - the binary files in the SVN trunk are incomplete  :(
NTNU HPC-lab website (including happy computer geeks in a lab coat unpacking a Tesla 2070 ;D )


tri-Ace (developer of the "Star Ocean" game series) published new slides from SIGGRAPH 2010:
"Film Simulation for Video Games" and "Practical Implementation of physically based shading models at tri-Ace".

One difference between D3D and OpenGL is that the former is using an object-oriented API. All API calls are virtual rather than being plain C calls like in OpenGL. The main advantage of this is of course flexibility. The runtime can easily provide many different implementations and hand you back any one depending on your device creation call parameters. The obvious example of that would be the debug and retail runtime.

Full article at Humus' site


3D-Tech News Around The Web / ATI Catalyst Display Driver 8.763.1 beta
« on: August 05, 2010, 04:38:14 PM »
This beta is newer than the official 8.762, download via Guru3D forum

Supports the GPU Physx game Metro 2033 (as opposed to Catalyst 10.7, which supports the unreleased Mafia II::)

All profiles, recent first:

hl2.exe metro2033.exe SamHD_TSE.exe PCM.exe ScourgeGame.exe lag_win32_public_dev.exe APB.exe FoxGame.exe Settlers7R.exe \Live\GameClient.exe Risen.exe EFLC.exe Singularity.exe RTS-*.exe SR2_pc.exe Medieval_T?.exe HasteGame*.exe Napoleon.exe DeadIslandGame*.exe Demigod.exe OFDR.exe empires*.exe Heaven.exe MassEffect2.exe Conviction*.exe RUSE.exe AVP3.exe daorigins.exe LEGOIndy2.exe RocketKnight.exe Bioshock2.exe dairydash.exe BFBC*Game.exe BF1943Game.exe dirt2*.exe SamHD.exe Sanctuary.exe WinDVD.exe iw4?p*.exe Avatar.exe S8Game-F.exe rfg*.exe Borderlands.exe ShippingPC-SkyGame.exe BattlefieldHeroes.exe Ceville.exe gpl.exe ShippingPC-BmGame.exe \ZenoClash\hl2.exe APGame.exe GHWT.exe Gothic III Forsaken Gods.exe ??5DX9.exe Saboteur.exe CrimeCraft.exe BurningWheels*.exe Republic Heroes.exe SupremeCommander2.exe AA3Game.exe StreetFighterIV.exe Guitar Hero Aerosmith.exe KillingFloor.exe RiseOfTheArgonauts.exe DamnGame.exe DS.exe kb.exe SC2*.exe CoJBiBGame_x86.exe Overlord*.exe \Tip\GameClient.exe ghost_w32.exe Wolverine.exe bsp.exe Fuel.exe bionic_commando.exe ElvenLegacy*.exe grimmgame.exe flashpoint*.exe Shift.exe theHunter*.exe TLR*.exe Wolf2.exe TerminatorSalvation.exe prototype?.exe eXperience112.exe Battleforge.exe EndWar.exe SilentHill.exe cabalmain.exe Client.exe WheelmanGame*.exe CompatAFR-1x1.exe Unigine.exe wanted.exe DragonAge.exe TS3*.exe DLords.exe FreeRunning.exe DOW2.exe godfather2.exe arma2.exe Empire.exe *.scr.EE3.exe MirrorsEdge.exe cstrike.exe Tropics.exe Legendary.exe fear2*.exe BurnoutParadise.exe Prince of Persia.exe Dead Space.exe biahh.exe war3.exe Mercenaries2.exe Merc2-Demo.exe left4dead*.exe Yeti_Final_Win32.exe FallOut3.exe CoDWaW*.exe tru.exe FF2client.exe RCT3.exe trgame.exe PT2Start.exe Transformers*.exe GTAIV.exe acad.exe aJewelQuestSolitaire.exe SeriousSam.exe FarCry2*.exe ProjectG.exe Jewel Quest Solitaire.exe Flip Words*.exe ExeFile.exe blacksite.exe MOHA.exe TurokGame.exe crossfire.exe kaneandlynch.exe Buildalot2.exe Legend.exe thief.exe GunBound.gme.SEGA Rally*.exe HAWX.exe SpaceSiege.exe SporeApp.exe AgeOfConan.exe tra.exe Jericho.exe MEM_7.exe Stranger.exe DevilMayCry*.exe MassEffect.exe GRID.exe witcher.exe mahjongg_artifacts.exe Studio.exe Diner_Dash_Flo_On_The_Go.exe Big Kahuna Reef.*.Chuzzle.exe Backspin.exe AcesOfTheGalaxy.exe \half-life 2 Demo\hl2.exe \portal\hl2.exe \team fortress 2\hl2.exe \half-life 2 deathmatch\hl2.exe \half-life 2 episode two\hl2.exe \half-life 2 episode one\hl2.exe \half-life 2 lostcoast\hl2.exe \half-life 2\hl2.exe \counter-strike source\hl2.exe \day of defeat source\hl2.exe \half-life deathmatch source\hl2.exe \half-life source\hl2.exe R6Vegas2_Game.exe AssassinsCreed*.exe Validator.exe GH3.exe xrEngine.exe FFOW.exe Settlers6*.exe MonsterGame.exe nfs.exe BA2.exe DiRT.exe ForceSingleGPU.exe TW2008.exe TW2006.exe game.exe SupremeCommander.exe hl.exe SpiderSolitaire.exe Solitaire.exe PurblePlace.exe Minesweeper.exe Mahjong.exe InkBall.exe Hearts.exe FreeCell.exe chess.exe R6Vegas_Game.exe 3dsmax*.exe Crysis*.exe UT3*.exe Wargame-g4wlive.exe hellgate*.exe SinEpisodes.exe iw3mp.exe iw3sp.exe Matrix.exe *Stranglehold.exe Bioshock.exe wic*.exe LostPlanet*.exe sims.icd.nhl2007.exe GodFather.exe pc_matador.exe AcroRd32.exe XR_3DA.exe Scarface.exe TestDriveUnlimited.exe mm.exe Gothic3.exe HitmanBloodMoney.exe NWN2*.exe TW2007.exe ARX.exe SplinterCell4.exe NFSC_demo.exe NFSC.exe RelicCOH.exe starwars_pc.exe LegoStarWarsII.exe fifa07*.exe fsx.exe primarysurf.exe CoJ.exe FEARXP.exe BF2142*.exe JustCause*.exe nhl06.exe battleofthegods.exe cccprev.exe RomeTW*.exe H5_Game.exe Condemned.exe trl.exe Inventor.exe Dwm.exe legends.exe gt.exe graw*.exe sweaw.exe game.dat.Timeshift*.exe nbalive06.exe oblivion.exe x3*.exe gwdev.exe pop3.exe USM.exe BattlefrontII.exe speedDemo.exe speed.exe narnia.exe white.exe KingKong*.exe 3DMark06*.exe RD3.exe Age3.exe Suffering2*.exe Sam2.exe KingKongDemo*.exe BOS.exe CoD2?P_s.exe Fable.exe EiB.exe Sims2EP2.exe DungeonSiege2.exe fs9.exe AFR-FriendlyD3D.exe FEARspdemo.exe FEAR.exe ACTOFWAR*.exe Ehshell.exe X2-Demo.exe X2.exe tribesv_?pdemo_en.exe Swat4SPDemo.exe PandoraMultiPlayerDemo.exe Sims2EP1.exe PCMark05.exe PCMark04.exe PainGame.exe Speed2demo.exe MaxPayne2Demo.exe FFXiWinBench.exe FFXiBench.exe Biademo.exe Tiger 2004.exe Snowblind-Demo.exe Snowblind.exe BreedSPD.exe Breed.exe XPANDRALLY.exe TV_CD_DVD.exe TRAOD*.exe Battlefront.exe Sims2.exe ShadowVault.exe patriots.exe thrones.exe Pariah.exe nba2005.exe mohpa.exe GW.exe pol.exe Driv3r.exe DFX.exe Bia.exe TechDemo.exe aquamark.exe w40k.exe pop2.exe FarCry.exe WoW.exe EverQuest2.exe Speed2.exe Lithtech.exe Swat4.exe SwgClient_r.exe SplinterCell3.exe Painkiller.exe MaxPayne2.exe FlatOutdemo.exe CMR5.exe BfVietnam.exe LockOn.exe 3DMark05.exe 3DMark03.exe 3DMark2001SE.exe 3DMark2001.exe BF2.exe Morrowind.exe TW2005.exe TW2004.exe halo.exe UT2004.exe UT2003.exe RD2D.exe RD2.exe CT3.exe pop.exe RaceDriver.exe SplinterCell2.exe SplinterCell.exe

HPC Project has introduced Version 1.0 of the Par4all, an open parallelization platform that provides automatic code generation for NVIDIA GPU-based hybrid architectures.

Full story at Dr. Dobb's Journal

3D-Tech News Around The Web / Gamestudio/A8 with PhysX overhaul released
« on: August 05, 2010, 04:32:54 AM »
The long awaited, revolutionary new version is finally there! Gamestudio A8 gets rid of many legacy libraries of previous versions and replaces them by new technologies. It introduces the PhysX engine for physic, Enet for networking, OpenAL for audio, and portals for rendering. The A8 engine supports up to 200000 entities per level and uses the graphics hardware for animation and bitmap processing. Still, A8 is compatible to its predecessors and can run most A6 and A7 projects (except for physics).

Except for physics functions, version 8.00 is 100% script compatible to all A7 and A6 version from A6.40 and above.

New samples were added: digital.c for the video_border function (Vista and above only); knightsonwheels.c, Ventilator's contest entry modified for the car library; crowd.c for GUI based bones calculation (Commercial and above only); earthball8.c, the PhysX version of the earthball sample; and physXtest.c for testing the speed of the PhysX implementation.

The car template was adapted to PhysX, and underwent a major cleanup on that occasion. A new car.c library with often-used vehicle function was added, and replaces the old tcar.c library from the templates.

pX.. commands  replaced the ph_  physics commands. The syntax is mostly maintained, so it's easy to move old physics applications to A8. In almost all cases this will result in a better frame rate and greater stability of the physics simulation. With an nVIDIA graphics card, the PhysX subsystem can now handle thousands of simultaneously touching physics objects (see samples\physXtest.c)

Download Bullet updates here:
SIGGRAPH 2010 course slides, High-level overview on Bullet collision detection
Bullet 2.77 Physics SDK (ALPHA, svn 2142)
Bullet 2.77 Physics SDK (ALPHA, Unix line endings, svn 2142)

These are the demos in the SDK, unfortunately no precompiled binaries available:
Code: [Select]

Get Xtreme Tuner HD if you want a GPU monitor that looks like the visor of a Transformer...

Evolution or revolution? Some say that hardware tessellation is just another PR technology that is not going to bring anything new to the table. Others are convinced that tessellation implementation is as much of a deal as an introduction of high dynamic range lighting. In this article we are going to look at contemporary Tessellation technology supporting applications, in order to determine how much of a difference it makes and how much GPU computing power you have to sacrifice for it.
All in all, a year after its formal acknowledgment, tessellation is still a child that needs guidance and nurturing. With the right parent, a truly astonishing growth can be seen, but only time will tell if in-game tessellation is going to become an adult any time soon. If it does, we are in for a real treat.

Full story at x-bit labs

Your August 2010 issue of Intel® Visual Adrenaline magazine is here! Our focus: the breadth of all things visual computing, and the people and technologies that make it happen. This is a power-packed magazine, coming in at 19+ MB; so start the download, grab yourself your fav libation, and come back and read about:

•         Knocking Down Workflow Roadblocks spotlights how the Bandito Brothers take full advantage of multi-core and 24 threads for video editing and rendering using Adobe Creative Suite* 5.
•         On the Wings of Dragons looks at how far stereoscopic 3D animated films have progressed—and the technology that extends the creative range and artistic vision of those producing them—at Dreamworks Animation.
•         Leading New Developments in Visual Computing peeks under the hood at the international research that will impact visual computing in the years to come.
•         Star Trek* Online delivers the well-loved franchise as an online game optimized for Intel® HD Graphics.

New in Release 259.12:

    * Support for newly announced Quadro 6000, Quadro 5000 and Quadro 4000.
    * Adds support for CUDA 3.1 for improved performance in GPU Computing applications.  See for more details.
    * Adds support for OpenGL 4.0
    * Adds support for DirectX 11
    * ECC State (appeared in later Release 197 versions)
          o New page for GPUs that support ECC (error correction code). The page lets you
          o Change the Error Correction Code (ECC) state for GPUs.
          o View GPU memory details.
    * EDID Management
          o Accessible from the View System Topology page, this feature lets you:
          o View the connector information
          o Get an EDID from a connected display and save it to disk
          o Force an EDID at a connector
          o Remove a forced EDID from a connector
    * The SDI Capture page is now available with Windows Vista and Windows 7 drivers.
    * Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.
    * If you would like to be notified of upcoming drivers for Windows, please subscribe to the newsletter.

Existing Support:

    * Support for the Open Computing Language (OpenCL) 1.0 in Quadro FX Series x700 and newer as well as the FX4600 and FX5600.
    * Supports NVIDIA SLI technology (two-way SLI) for DirectX 9, DirectX 10, and OpenGL on SLI-certified Intel X58-based motherboard based system from select OEMs.
    * Support for DDC-Ci/MCCS over the DisplayPort AUX channel.
    * 10-bits per color (10bpc) DisplayPort support for full-screen applications on supported products.

3D-Tech News Around The Web / Shroud cloth simulation engine
« on: August 01, 2010, 08:35:01 AM »
Lets face it: cloth is cool.  From heroic capes fluttering in the wind, to the long robes of an experienced Master, to a hood concealing someone’s true identity, cloth adds to the drama of any scene.
Why settle when you don’t have to?

But in games, cloth has often been missing in action.  That’s because real-time, dynamic cloth that reacts to the movements of the character wearing it can eat up a lot of the available processing power, taking it away from other critical parts of a game like graphics, animation, AI, and rigid body physics.  So in order to keep their games running smoothly, developers have had to make a choice between using dynamic cloth and reducing the quality of the rest of the game.

Watch videos at CloakWorks, executable demos would have been nice  :-\

One of the listed StarCraft II Known Issues on the Technical Support Forums  is a bit of a doozy, as when rendering "screens that are light on detail" (such as menus), the game can cause hardware to heat up by refreshing the screen too frequently, which can put your system in jeopardy

Full story at Blue's news

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