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If you’re a Windows developer keen to start tapping into the GPU to get a big boost in your application performance, then today is a good day.

This morning we released NVIDIA Parallel Nsight 1.0 Standard, the industry’s first development environment for GPU-accelerated applications that work with Microsoft Visual Studio. Parallel Nsight has been in beta since January and if you were one of the 8000 beta developers who gave us feedback during this time, we’d like to say a big thank you for all your great input.

It’s through your support that Parallel Nsight 1.0 Standard is ready for download today here, and is available to all Visual Studio developers free of charge.

Parallel Nsight has a ton of great functionality, such as allowing developers to debug CUDA C/C++, or DirectCompute applications on the GPU using the same familiar tools and techniques as on the CPU. Parallel Nsight is also the premier environment for graphics development, delivering the DirectX 11 tools required by graphics developers to efficiently develop top game titles and visual computing applications.

Anton Kaplanyan, lead researcher at CryTek, the developer that brought you Crysis and Far Cry, had this to say: “Parallel Nsight is the first toolbox in the world that allows us to look under the hood of the GPU, and makes parallel debugging not only possible but pleasant, significantly accelerating DirectX 11 development.”

George Tang, vice president and general manager of the Video and Home entertainment group at ArcSoft said that “NVIDIA Parallel Nsight has become our daily development tool when working with our CUDA-based applications such as SimHD and H.264 encoder.”

As always, we want to hear your feedback so that we can continue to produce the highest quality developer tools. For this reason, if you are a member of the Parallel Nsight Beta Program, your premium support account will remain active and you can continue to give us feedback via the Parallel Nsight Development Community Forums. And if you're joining us at the upcoming GPU Technology Conference in San Jose, CA, we'll also be hosting in-depth Parallel Nsight tutorial sessions. Happy Developing!


With this release, we now offer two versions of Parallel Nsight:
- 1.0 Standard (no cost): Includes the CUDA C Debugger, Shader Debugger, and Graphics Inspector.
- 1.0 Professional (Release Candidate 2): Includes the Analyzer, and CUDA C data breakpoints.

Getting the build:
You can grab the build from the Parallel Nsight Developer Zone page.
Follow the instructions on the download page to download and then activate your build.

For a limited time, we are offering FREE time-limited licenses of Parallel Nsight 1.0 Professional (Release Candidate 2). More information on getting a free Pro license is available on the download page.


CUDA C Debugger:
* Source debugging on the GPU hardware of CUDA C code.
* Supports the CUDA 3.0 and 3.1 toolkits
* Use breakpoints and single stepping to debug your code
* Use Locals, Watches, and Memory window to inspect variables and data on your GPU while debugging
* Use conditional breakpoints to break on a particular block and thread.
* (Pro only) Use data breakpoints to stop on a memory write to a particular memory region.

Direct3D Shader Debugger:
* Supports debugging HLSL shaders in programs using Microsoft Direct3D 11, 10.1 and 10
* Pixel, vertex, geometery, hull and domain shaders are all supported.
* Use Locals, Watches, and Memory window to inspect data on your GPU while debugging
* Use conditional breakpoints to break on a particular pixel

Direct3D Graphics Inspector:
* Support for applications using Microsoft Direct3D 11, 10.1 and 11
* Capture a frame for inspection at any time.
* Scrub through all draw calls to see how your frame was built.
* Examine all textures, render targets and GPU pipeline state in the frame.
* Use pixel history to see all draw calls that wrote to a pixel location.
* Resume your live application at any time! No need for lengthy capture => analyze => re-run app workflows.
* Frame Profiler - get per-draw call hardware bottleneck information for the ultimate in rendering optimization.

Analyzer (Parallel Nsight Professional only):
* Support for GeForce GTX 470 and GTX 480
* The Trace Activity now supports the following events:
** CUDA 3.1 Driver API calls, kernel launches, and memory copies
** OpenCL 1.0 Platform API calls, Runtime API calls, and device commands
** Direct3D 11 API calls and Direct3D 9 Performance Markers
** OpenGL 4.0 API calls and WGL
** Cg 2.2 API calls

Supported Operating Systems:
* Windows 7 and Windows Vista operating systems are supported.

Supported GPUs:
* GeForce: 9 series and better, including ION
* Quadro: 3800, 4800, and 5800 series cards
* Tesla: C1060, S1070, C2050, M2050/M2070


3D-Tech News Around The Web / Direct3D 11 Tessellation resources
« on: July 21, 2010, 04:12:13 AM »
The new hardware tessellation feature available on Direct3D 11 video cards has great potential, but using it effectively currently requires understanding higher-order surfaces as well as a myriad of performance implications.
In addition to the Windows DirectX Graphics documentation, here are a number of resources for learning more about using Direct3D 11 Tessellation.

Bohemia Interactive is pleased to announce the release of the hotly anticipated demo for Arma 2: Operation Arrowhead, a massive standalone expansion pack to the critically acclaimed military simulator, Arma 2.
To download the Arma 2: Operation Arrowhead demo visit the Demo page.

After maximising all graphics settings, GPU memory usage exceeded 1000 MB  :P
I'd like to see a performance test GTX460/768MB vs. GTX460/1024MB with this game.

The main problem with my first ABuffer implementation (cf. my previous post) was that a fixed maximum number of fragments per pixel has to be allocated at initialization time. With this approach, the size of the ABuffer can quickly become very large when the screen resolution and depth complexity of the scene increase.

Full story at Icare3D

The ATI Catalyst™ Software quarterly newsletter is designed to inform you about significant software features that have been released in the past quarter and about significant upcoming software features and milestones.   
This newsletter also includes a selection of the latest press quotes, and other important highlights

Download here


This tutorial series is aimed at developers trying to learn OpenCL  from the bottom up, with a focus on practicality (i.e. I’m still learning, I’m sharing what I’ve found to work). Learning by example works best for me so make sure to get the code! It can only help you to have a copy of the OpenCL specification handy, and it doesn’t hurt (too bad) to read it!

Also check out:
20 million particles in OpenCL on the GTX480

3D-Tech News Around The Web / Unity 3 technology – Surface Shaders
« on: July 18, 2010, 07:57:50 AM »
In Unity you can write your own custom shaders, but it’s no secret that writing them is hard, especially when you need shaders that interact with per-pixel lights & shadows.
In Unity 3, that would be even harder because in addition to all the old stuff, your shaders would have to support the new Deferred Lighting renderer. We decided it’s time to make shaders somewhat easier to write.

Warning: a technical post ahead with almost no pictures!

I build this realtime project in about 2 month. Its a commercial center located in tehran. Its full HDR. Including 16bit float lightmap. The result is correct tonemapping.

Game engine: Quest3d
Model: Maya
Texture: Photoshop
Render engine for lightmap baking: Turtle

HD Quicktime
SD Quicktime
Related topic
Official page
My online portfolio website

Neoqb is a young, creative Russian game development company which recently created a modern combat flight simulation game, Rise of Flight* has merited international success and critical praise, reaching more than 80 countries around the world. As a lead programmer at Neoqb, I share my experiences using Intel ® Graphics Performance Analyzers (Intel® GPA) to find rendering pipeline bottlenecks and optimize game performance.

Full story here

The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file.
Change Log

    * 1.5.5 [07-13-10]
          o New extensions:
                + GL_AMD_debug_output
                + GL_AMD_name_gen_delete
                + GL_AMD_transform_feedback3_lines_triangles
                + GL_NV_multisample_coverage
                + GL_NV_vdpau_interop
                + GLX_AMD_gpu_association
                + GLX_NV_multisample_coverage
                + WGL_NV_multisample_coverage
          o Bug fixes:
                + Compilation issue with GLX_SGI_video_sync
                + OpenGL 4.0 double-precision uniform functions added
                + Constness of glPointParameterfvARB and glPointParameterfvEXT
                + Added glVertexAttribDivisor
                + Compilation issue with Nvidia GLX headers

3D-Tech News Around The Web / DDSWithoutD3DX Sample Update
« on: July 16, 2010, 04:27:27 PM »
DDSWithoutD3DX Sample Update

Over the past few releases of the DirectX SDK, I've been working on updating our documentation for the DDS file format. The DDSWithoutD3DX  and DDSWithoutD3DX11 samples in the DirectX SDK (June 2010) release demonstrate the details of interpreting the DDS file format for basic 2D textures and 2D texture arrays for Direct3D 9, Direct3D 10.x, and Direct3D 11. Since the June release, I've been expanding the sample to support cubemaps, volume textures, and 1D textures. In the process I also found a number of minor issues with the DDSTextureLoader code and the DDS.H header.

Attached to this post is a ZIP containing an updated DDS.H, DDSTextureLoader.cpp, and DDSTextureLoader.h which you can drop into the DDSWithoutD3DX11 sample code in the DirectX SDK (June 2010). Note that the DDSWithoutD3DX sample is very similiar if you are looking to use it with Direct3D 10.x instead of Direct3D 11, although there are some additional complexities when dealing with cubemap arrays which are supported by the Direct3D 10.1 API with D3D10_FEATURE_LEVEL_10_1 hardware, but not the Direct3D 10.0 API or D3D10_FEATURE_LEVEL_10_0 hardware. A more complete update of both of these samples will be included in a future release of the DirectX SDK.

Download here

GPU3 open beta test continuing well

I wanted to post an update on our GPU3 beta test.  It is going well, so we have put the GPU3 client on our high performance client download page. This new client is required for all Fermi hardware, but also allows pre-Fermi NVIDIA GPUs to access the new GPU3 cores.  These cores are labeled core15 (which has already been extensively tested and is in production right now) as well as a new core16 which will be appearing in testing in the coming weeks.

We are also working to finish our OpenCL port for ATI GPUs to support GPU3 on ATI, but there are still performance issues for OpenCL on both NVIDIA and ATI which are holding back this release.  You can see more information about the key software behind the GPU3 cores at the OpenMM project website. If you're curious, there is openCL code there for NVIDIA and ATI and we invite the open source OpenCL community to check out this code and see how they can help if interested (note the code is released under an LGPL license).

ntersect blog: "I’m already looking forward to telling you all about the new Release 260 drivers which are coming in about a month’s time."

NVIDIA drivers forum: "The fix for Gothic I and II is a major driver change which will also fix other DX7 class games. The fix was recently integrated into our Release 260 driver. We will soon be testing a few older DX7 games to verify the changes fix the issue. Hopefully assuming these changes worked, you will see fix in the next web release based on our 260 branch."

Source: Guru3D

3D-Tech News Around The Web / Terathon C4 Engine Version 2.1 Released
« on: July 15, 2010, 01:49:23 AM »
C4 Engine version 2.1 is now available to licensed users. This released contains new “impostor” features designed for rendering large forests with high performance. Thousands upon thousands of trees can now be rendered in a single world with fully dynamic lighting and shadows.

•Updated release notes

•Video of forest rendering features

Download the latest issue of Intel® Software Insight eMagazine  to plug into the global boom in mobile computing. The democratization of BI. The mainstreaming of multicore. High volume virtualization. Learn how your apps can tap the intelligence built into just about every device through in-depth articles like these:

    * Ride the mobile market shift into Open Source. Get the insiders' look at MeeGo*, the Open-Source OS: a solid mobile development platform and a rich user experience.
    * Deliver Business Intelligence power to distributed business teams. This new Microsoft technology democratizes BI and speeds decision-making. With the right client and server infrastructure, it transforms data analysis throughout your enterprise.
    * Become the master of multithreading. Sharpen your parallel programming chops with our new, comprehensive Guide for Developing Multithreaded Applications, including tips from our parallelism experts.
    * Put virtualization to the extreme test. When 8,500 simulated users go virtual, new benchmarking tests prove just how far virtualization can go in a high-volume enterprise data center.

3D-Tech News Around The Web / DirectCompute resources
« on: July 15, 2010, 12:41:59 AM »
The DirectX 11 Compute Shader, also known as Direct Compute, is a powerful but complex feature. Here is a list of resources for learning to use this technology.

Gamefest 2008 - Direct3D 11 Compute Shader —More Generality for Advanced Techniques
MS Downloads

Gamefest 2010 - DirectX 11 DirectCompute – A Teraflop for Everyone
MS Downloads

Channel 9 DirectCompute Lecture Series
Channel 9

PDC 2009 - DirectCompute Hands On Lab
MSDN Code Gallery

DirectX SDK (June 2010 or later), particularly the following samples:
AdaptiveTessellationCS40, BasicCompute11 , BC6HBC7EncoderDecoder11, ComputeShaderSort11, FluidCS11, HDRToneMappingCS11, NBodyGravityCS11, and OIT11
DirectX Developer Center

Source: Chuck Walbourn

3D-Tech News Around The Web / Wild Magic 5.2 physics engine
« on: July 15, 2010, 12:26:36 AM »
Wild Magic 5.2. The current version of the libraries, covered by the Boost License. The source code update for the engine was posted on July 8, 2010. Version 5.0 shipped with the book Game Physics (2nd Edition), available now from Amazon. The supported platforms are Microsoft Windows XP/Vista/7 (tested on Windows 7 with DirectX 9 and OpenGL), Linux (tested on Fedora 12), and Macintosh (tested on Intel and PowerPC)

Book review at GameDev

New for v1.1:

    * Support for the latest AMD graphics cards
    * GPU acceleration of complex matrix multiply BLAS routines
    * libCALBLAS sample source

Download here

Denver, CO USA– July 13th, 2010: Crytek GmbH (“Crytek”) and IllFonic, LLC announced today that IllFonic has licensed CryENGINE 3 for Nexuiz, their upcoming XBLA and PSN cult futuristic Arena First-Person Shooter dropping this Winter. CryENGINE 3 has allowed the IllFonic development team to achieve their vision for Nexuiz that will push the limits of what gamers can expect from an AAA digital downloadable title.

“IllFonic firmly believes in bringing the consumer the highest quality games at an affordable price through downloadable distribution channels”, said Charles Brungardt, President of IllFonic.“Switching to CryENGINE 3 has helped us stay true to our vision and build the Nexuiz arenas the way we see it without any limitations. We are incredibly proud that Nexuiz will be the first downloadable title developed on CryENGINE 3.”

“We’re delighted to have Illfonic join our community of licensees”, said Carl Jones, Director of CryENGINE Global Business Development.“It’s exciting to see a passionate group like Kedhrin and Charles’ team working with CryENGINE 3 on such a cool title. Nexuiz is going to deliver a game style that will be a blast for the console audience, matched with the best graphics possible on the consoles. We’re delighted to offer our engine to teams for XBLA and PSN titles so that gamers can enjoy the quality that CryENGINE 3 can provide, as soon as possible. Our real-time multiplatform pipeline, Live Create, is highly suited to prototyping and delivering quality for games with shorter development cycles; and you get all the benefits of the AAA features of the engine. Nexuiz is going to be a lot of fun and we’re glad Illfonic have chosen CryENGINE 3 to deliver it in style.”

"When we were strolling around GDC 2010's floor we stopped by the Crytek booth. I watched someone show off a few features of CryENGINE 3. Right then and there, I knew I had to have it. It's powerful, fast and easy to use,” said Kedhrin Gonzalez, Creative Director of IllFonic.“Crytek has been awesome to work with providing excellent support in a relationship that has really benefited us."

Nexuiz is a fast paced Arena first-person shooter with competitive game play built specifically for consoles. Featuring the innovative mutator system, players progress through the ranks opening up new mutators that allow players to alter the rules for each match. On launch, Nexuiz will feature multiplayer modes including Team Deathmatch and Capture the Flagcomplete with full competitive leader boards designed for social networking. New games modes, models, and maps will be available as downloadable content post launch.

Nexuiz is set in a galactic war fueled for centuries by the Kavussari and Forsellians. Over time the two races entered into treaties with the Herald Accord, a union between different cultures in the galaxy. Even though peace settled across their planets, the seething hatred between the races kept the fire of war simmering under the fragile truce. Sensing their newest members could spread war throughout the galaxy; the Herald Accord gave the Kavussari and Forsellians a choice. Pit their warriors against each other in the arena rather than on the fields of war, or face total annihilation. The Nexuiz was formed, a series of battle arenas on the home planets of the Kavussari, Forsellian and the desolate planet of Atavirta.

IllFonic will be showcasing Nexuiz using CryENGINE 3 at this year’s PAX Prime in Seattle, WA, on September 3-5.

For more information on Nexuiz, go to or

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