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3D-Tech News Around The Web / Flam4CUDA 0.86 available
« on: July 13, 2010, 04:53:36 PM »
Flam4CUDA v.0.86
-Rebuild seems to fix problem with crashing at the end of a render.

3D-Tech News Around The Web / 3D Rotterdam in the Cloud
« on: July 13, 2010, 04:40:40 PM »
3D Rotterdam is a collaboration between ESRI, Procedural Inc, and NVIDIA with the goal to develop new techniques for smart 3D city solutions based on GIS data and procedural modeling technology.

The project introduces a new pipeline for the creation, analysis and visualization of photo realistic 3D cities generated from 2D ArcGIS data. Furthermore NVIDIA's RealityServer, which runs in a GPU-based cloud computing environment, enables the sharing and full remote interaction with complex 3D cities on mobile devices such as netbooks, tablets or even the iPhone.

And the preview videos keep rolling in! We’re running a little behind on the BEAST lightmapping video, but until then take a look at some of the new Cloth Physics features in Unity 3. Will Goldstone is back giving us a brief tour of just a few of the things you can do with Cloth such as Tearing, Self-Collisions, Pressure, and Soft Bodies.

Watch video here

3D-Tech News Around The Web / LuxRender v0.7 Final Release
« on: July 12, 2010, 05:04:34 PM »
Changes since v0.7RC3:
- bug fixes (mostly to reduce fireflies)
- photon mapping tweaks (to make it more robust, no behaviour change)

Download here

Epic Games, Inc. has released the July 2010 UDK Beta

This month’s beta release includes many upgrades, including:

    * New Reference Tree tool
    * New Package Revert tool
    * Additional FBX import/export support
    * Improvements to Gamecaster virtual camera support
    * Motion blur and depth of field (DOF) enhancements

3D-Tech News Around The Web / NVIDIA R258.96 driver available
« on: July 12, 2010, 04:02:52 PM »
Make your choice  :P

WGL_NVX_DX_interop has been added again.

Again FluidMark stalls with AppHangB1 when finishing test (under Vista 64)

This is a WHQL-candidate release from the Release 256 family of drivers (versions 256.xx to 259.xx). This driver package supports GeForce 6, 7, 8, 9, 100, 200, 300, and 400-series desktop GPUs as well as ION desktop GPUs. Learn more about Release 256 drivers here  .

New in Release 258.96

    * Adds support for GeForce GTX 460.
    * Adds support for NVIDIA 3D Vision Surround technology. Learn more about this technology including the hardware and software requirements here.
    * Adds additional performance increases for GeForce GTX 400 Series GPUs in several PC games (these improvements are in addition to the previously reported Release 256 improvements). The following are examples of some of the most significant improvements measured with GeForce GTX 480. Results will vary depending on your GPU and system configuration:
          o Up to 11% in Aliens vs. Predator (1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 7% in Crysis: Warhead (SLI – 1920x1200 4xAA/16xAF – Gamer)
          o Up to 4% in H.A.W.X (SLI – 1920x1200 4xAA/16xAF – Very High)
          o Up to 10% in Just Cause 2 (SLI – 1920x1200 4xAA/16xAF - Concrete Jungle)
          o Up to 6% in Metro 2033 (1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 7% in Metro 2033 (SLI – 1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 10% in S.T.A.L.K.E.R.: Call of Pripyat (1920x1200 4xAA/16xAF)
          o Up to 12% in S.T.A.L.K.E.R.: Call of Pripyat (SLI – 1920x1200 4xAA/16xAF)
          o Up to 4% in World in Conflict (SLI – 1920x1200 4xAA/16xAF)
    * Upgrades PhysX System Software to version 9.10.0224.
    * Upgrades HD Audio driver version (for supported GPUs).
    * Includes numerous bug fixes. Refer to the release notes on the documentation tab for information about the key bug fixes in this release.
    * Users without US English operating systems can select their language and download the International driver here.

New in Release 256 Drivers

    * Adds support for Blu-ray 3D with NVIDIA 3D Vision technology. Learn more about the hardware and software requirements here .
    * Increases performance for GeForce GTX 400 Series GPUs in several PC games. The following are examples of some of the most significant improvements measured with GeForce GTX 480. Results will vary depending on your GPU and system configuration:
          o Up to 14% in Aliens vs. Predator (1920x1200 noAA/AF – Tessellation on)
          o Up to 4% in Batman: Arkham Asylum (1920x1200 4xAA/16xAF PhysX=High)
          o Up to 5% in BattleForge (1920x1200 4xAA/16xAF – Very High settings)
          o Up to 5% in Call of Duty: Modern Warfare 2 (1920x1200 4xAA/16xAF)
          o Up to 4% in Crysis: Warhead (1920x1200 4xAA/16xAF – Enthusiast setting)
          o Up to 24% in Enemy Territory: Quake Wars (1920x1200 no AA/AF)
          o Up to 9% in Far Cry 2 (2560x1600 8xAA/16xAF)
          o Up to 25% in Just Cause 2 (2560x1600 no AA/AF - Concrete Jungle)
          o Up to 7% in Metro 2033 (1920x1200 no AA/16xAF – Tessellation on)
          o Up to 40% in Metro 2033 with SLI ((1920x1200 4xAA/16xAF – Tessellation on)
          o Up to 8% in S.T.A.L.K.E.R.: Call of Pripyat (1920x1200 no AA/AF – Day)
          o Up to 110% in Stone Giant with SLI (2650x1600 – Tessellation on, DoF on)
          o Up to 6% in The Chronicles of Riddick: Dark Athena (2560x1600 no AA/AF)
          o Up to 9% in Unigine: Tropics (2560x1600 no AA/AF – OpenGL)
          o Up to 5% in 3DMark Vantage (Performance and Extreme Presets)
          o Up to 19% with Transparency AA (1920x1200 4xTrSS – measured in Crysis)
    * Adds support for OpenGL 4.0 for GeForce GTX 400 Series GPUs.
    * Adds support for CUDA Toolkit 3.1 which includes significant performance increases for double precision math operations. See CUDA Zone for more details.
    * Adds support for new extreme Antialiasing modes for 3-way SLI PCs, including up to SLI48x AA for GeForce 200 series GPUs and up to SLI96x AA for GeForce GTX 400 series GPUs.
    * Adds support for a new ‘Quality’ mode for NVIDIA’s Ambient Occlusion control panel feature.
    * Adds a new NVIDIA Control Panel setup page for SLI and PhysX for ultimate control over multi-gpu configurations.
    * Adds a new NVIDIA Control Panel feature for ultimate control over CUDA GPUs, allowing the user to effectively choose which GPU will power each CUDA application.

Additional Information:

    * Supports the new GPU-accelerated features in Adobe CS5 .
    * Supports GPU-acceleration for smoother online HD videos with Adobe Flash 10.1. Learn more here .
    * Supports the new version of MotionDSP's video enhancement software, vReveal, which adds support for HD output. NVIDIA customers can download a free version of vReveal that supports up to SD output here .
    * Supports DirectCompute with Windows 7 and GeForce 8-series and later GPUs.
    * Supports OpenCL 1.0 ( Open Computing Language ) for all GeForce 8-series and later GPUs.
    * Supports OpenGL 3.3 for GeForce 8-series and later GPUs.
    * Supports single GPU and NVIDIA SLI technology on DirectX 9, DirectX 10, DirectX 11, and OpenGL, including 3-way SLI, Quad SLI, and SLI support on SLI-certified Intel X58-based motherboards.
    * Supports GPU overclocking and temperature monitoring by installing NVIDIA System Tools software .

Looks like Capcom is hosting a DirectX11 session at CEDEC 2010.
The session summary says they are going to be talking about the graphical and performance enhancements gained by adding DirectX11 support for Lost Planet 2.
The summary says the session is also going to talk about the difficulties involved in adding DirectX11 support to existing titles.
As someone interested in DirectX11 programming, this session looks great! I hope I get to go to this year’s CEDEC and hear this session.

Source: Yakiimo3D

3D-Tech News Around The Web / NVIDIA R258.80 GTX 460 launch driver
« on: July 11, 2010, 11:31:10 AM »
Download via Guru3D forum

Supported devices in original nv_disp.inf:
NVIDIA_DEV.0410.01 = "NVIDIA GeForce GT 330"
NVIDIA_DEV.05E0.01 = "NVIDIA GeForce GTX 295"
NVIDIA_DEV.05E1.01 = "NVIDIA GeForce GTX 280"
NVIDIA_DEV.05E2.01 = "NVIDIA GeForce GTX 260"
NVIDIA_DEV.05E3.01 = "NVIDIA GeForce GTX 285"
NVIDIA_DEV.05E6.01 = "NVIDIA GeForce GTX 275"
NVIDIA_DEV.05EA.01 = "NVIDIA GeForce GTX 260"
NVIDIA_DEV.05EB.01 = "NVIDIA GeForce GTX 295"
NVIDIA_DEV.0600.01 = "NVIDIA GeForce 8800 GTS 512"
NVIDIA_DEV.0601.01 = "NVIDIA GeForce 9800 GT"
NVIDIA_DEV.0602.01 = "NVIDIA GeForce 8800 GT"
NVIDIA_DEV.0603.01 = "NVIDIA GeForce GT 230"
NVIDIA_DEV.0604.01 = "NVIDIA GeForce 9800 GX2"
NVIDIA_DEV.0605.01 = "NVIDIA GeForce 9800 GT"
NVIDIA_DEV.0606.01 = "NVIDIA GeForce 8800 GS"
NVIDIA_DEV.0607.01 = "NVIDIA GeForce GTS 240"
NVIDIA_DEV.060D.01 = "NVIDIA GeForce 8800 GS"
NVIDIA_DEV.0610.01 = "NVIDIA GeForce 9600 GSO"
NVIDIA_DEV.0611.01 = "NVIDIA GeForce 8800 GT"
NVIDIA_DEV.0612.01 = "NVIDIA GeForce 9800 GTX/9800 GTX+"
NVIDIA_DEV.0613.01 = "NVIDIA GeForce 9800 GTX+"
NVIDIA_DEV.0614.01 = "NVIDIA GeForce 9800 GT"
NVIDIA_DEV.0615.01 = "NVIDIA GeForce GTS 250"
NVIDIA_DEV.0622.01 = "NVIDIA GeForce 9600 GT"
NVIDIA_DEV.0623.01 = "NVIDIA GeForce 9600 GS"
NVIDIA_DEV.0625.01 = "NVIDIA GeForce 9600 GSO 512"
NVIDIA_DEV.0626.01 = "NVIDIA GeForce GT 130"
NVIDIA_DEV.0627.01 = "NVIDIA GeForce GT 140"
NVIDIA_DEV.062D.01 = "NVIDIA GeForce 9600 GT"
NVIDIA_DEV.062E.01 = "NVIDIA GeForce 9600 GT"
NVIDIA_DEV.0635.01 = "NVIDIA GeForce 9600 GSO"
NVIDIA_DEV.0637.01 = "NVIDIA GeForce 9600 GT"
NVIDIA_DEV.06C0.01 = "NVIDIA GeForce GTX 480"
NVIDIA_DEV.06C4.01 = "NVIDIA GeForce GTX 465"
NVIDIA_DEV.06CD.01 = "NVIDIA GeForce GTX 470"
NVIDIA_DEV.0846.01 = "NVIDIA GeForce 9200"
NVIDIA_DEV.0847.01 = "NVIDIA GeForce 9100"
NVIDIA_DEV.0E22.01 = "NVIDIA GeForce GTX 460"
NVIDIA_DEV.0E24.01 = "NVIDIA GeForce GTX 460"

With this driver Fluidmark stalls at end of test with AppHangB1  (just like Quadro 197.68 & 258.49), apparently under Vista64 only  ???
Windows 7 x64 users ran Fluidmark successfully with this driver.

3D-Tech News Around The Web / Kudos for CUDA
« on: July 11, 2010, 10:35:51 AM »
CUDA is an elegant solution to the problem of representing parallelism in algorithms, not all algorithms, but enough to matter.

Full story at HPCwire

3D-Tech News Around The Web / NVIDIA TCC driver 197.81
« on: July 11, 2010, 06:21:29 AM »
Tesla compute cluster driver provided by IBM

Adapters supported:

  NVIDIA Tesla C1060
  NVIDIA Tesla M1060
  NVIDIA Tesla C2050
  NVIDIA Tesla M2050

NVIDIA Display Driver for Microsoft Windows 2008 64Bit    ver. 197.81, 5/10/2010
- readme

NVIDIA Display Driver for Microsoft Windows 2008 R2 64Bit    ver. 197.81, 5/10/2010
- readme

3D-Tech News Around The Web / Mysterious countdown at NVIDIA
« on: July 11, 2010, 05:47:21 AM »
Several NVIDIA sites like the UK version started a mysterious countdown.
Could it be the official launch of GTX 460?

And why did they put India at NVIDIA Europe? ::)

3D-Tech News Around The Web / EVGA Precision v1.9.5
« on: July 10, 2010, 10:38:44 AM »
Visit for more information on this utility and to
download the latest version (mirror)


System requirements:


- Windows XP, Windows Vista or Windows 7 (both x86 and x64 versions) with full
  administrative rights
- NVIDIA 6, 7, 8, 9, 200 and 400 series graphics card
- NVIDIA Forceware 96.xx or higher drivers




- Quick and easy beginner friendly access to the most popular overclocking, fan
  control and hardware monitoring features
- Independent overclocking and fan control for multi-GPU systems. The GPUs can
  be optionally synchronized and the settings can be applied synchronically to
  all similar GPUs in the system absolutely transparently for the user
- On-Screen Display technology and Logitech G15 LCD display support allow gamers
  monitoring display adapter's state directly while gaming
- System tray temperature monitoring support allows monitoring temperatures
  while working in office applications
- Profiles system supports 10 customizable profile slots and provides beginner
  friendly interface for saving current Precision overclocking and fan settings
  to a profile and restoring previously created profile via graphical user
  interface, tray menu or programmable global hotkeys
- Automatic profiles management system allows experienced users to define their
  own dynamic downclocking rules on the systems with no hardware downclocking
  support or program different fan control modes for 2D and 3D applivations
- Basic screen capture features support. BMP, PNG and JPG formats supported


Known limitations:


- Additional server process is required to provide some functionality including
  framerate monitoring, On-Screen Display, screen capture and automatic profiles
  management. The server will be automatically launched by Precision as soon
  as you enable any of the features listed above. You will not be able to shut
  down the server manually while these features are in use, that is by design
  of Precision
- Framerate monitoring, On-Screen Display, Screen capture and automatic profiles
  management functionality is currently not supported in native 64-bit
- Framerate monitoring, On-Screen Display, screen capture and automatic profiles
  management functionality can be incompatible with some third-party On-Screen
  Display software (e.g. XFire or Steam In-Game Chat)
  The limitation is not specific to our product, many third-party products are
  designed to be the only On-Screen Display products in the system and to block
  their own functionality when any other On-Screen Display software is running
- Anticheat systems of some online games may restrict On-Screen Display usage
  and block connection to the server when On-Screen Display server is running


Revision history:


Version 1.9.5  (published on 09.07.2010)

- Added fan tachometer monitoring for NVIDIA graphics cards. Please take a note
  that not all graphics cards are tachometer reading capable. So depending on
  graphics card and cooling system fan tachometer monitoring can be unavailable
- Optimized NVIDIA driver-level clock frequency monitoring codepath
- Dynamic overclocking and fan speed limits. EVGA Precision no longer uses
  static slider limits calibration and adjusts the limits dynamically when
  some external factors affect it (e.g. when minimum fan speed is limited
  by NVIDIA driver)
- Built-in skin sizes have been reduced due to optimized internal skin panels
  representation and optimized compiled bitmap cache
- Optional skin compression ability in the built-in skin compiler
- Now EVGA Precion uses previously undocumented power user oriented startup
  mode via the task scheduler under Windows Vista / Windows 7. EVGA Precision
  launch no longer requires UAC confirmation at Windows startup. Please take a
  note that Microsoft Visual C++ 2008 runtime libraries must be installed to
  get new startup mode working
- Now EVGA Precision automatically fixes startup link if <Start with Windows>
  or <Apply at Windows startup> is enabled but the registry or task scheduler
  startup entry is missing
- Now power users can enable optional DirectInput based hotkeys handler via the
  configuration file. DirectInput based hotkeys processing can seriously reduce
  hotkey response time in the applications heavily loading CPU (mostly 3D games)
  and leaving not enough time for processing standard keyboard input message
  queues. Please take a note that enabling such sophisticated hotkeys handling
  mode can cause some system security applications (e.g. pro-active application
  behavior analysis module of KIS) to warn you about possible keylogging threat
- Improved skin engine, now skinned controls support horizontal and/or vertical
  centering. Skin format reference guide has been updated to document these new
  alignment modes
- EVGA On-Screen Display server has been upgraded to version 3.7.2. New version
  gives you the following improvements:
  - Now screen capture events are identified visually by text message flashing
    in On-Screen Display during 0.25s
  - Built-in skin sizes have been reduced due to optimized compiled bitmap cache

What's bigger than 1080p? 4K video comes to YouTube

Today at the VidCon 2010 conference, we announced support for videos shot in 4K (a reference resolution of 4096 x 3072), meaning that now we support original video resolution from 360p all the way up to 4096p. To give some perspective on the size of 4K, the ideal screen size for a 4K video is 25 feet; IMAX movies are projected through two 2k resolution projectors.

We always want videos on YouTube to be available in the highest quality possible, as creators intend. In December of last year, we announced support for 1080p, or full HD. At 4096 x 3072 pixels, 4K is nearly four times the size of 1080p.

To view any video in a source resolution greater than 1080p, select "Original" in the video quality pulldown menu

To illustrate the power of 4K, please check out the videos in this playlist; each one was created by a filmmaker with access to a 4K camera. (Be warned: watching videos in 4K, even on YouTube, will require ultra-fast high-speed broadband connections).

Because 4K represents the highest quality of video available, there are a few limitations that you should be aware of. First off, video cameras that shoot in 4K aren’t cheap, and projectors that show videos in 4K are typically the size of a small refrigerator. And, as we mentioned, watching these videos on YouTube will require super-fast broadband.

We're excited about this latest step in the evolution of online video. We've been impressed by the 1080p videos you've uploaded over the last seven months and can't wait to see (in 4K!) what you do next.

Unfortunately VLC has trouble to playback downloaded 4K videos properly. WMP fails totally  :P
Anyone who knows a compatible player?

AMD has been aggressively shipping DirectX 11 GPUs in almost every price category, while cards based on Nvidia's new GTX 470 and GTX 480 DX11 parts are finally becoming available.
Meanwhile, Windows 7's sales ramp has been extraordinary-the fastest-selling Microsoft OS in history. Given that Windows 7 is what Vista should have been, it's also arguable that DirectX 11 is what DX10 should have been.

Full story at Gizmodo

3D-Tech News Around The Web / CPU-Z 1.55 available
« on: July 09, 2010, 06:18:20 PM »
CPU-Z changelog:

    * VIA VX900/VX900M and VN1000/VN1000M chipsets.
    * Intel Core i5-760, Core i7-875K and Core i5-655K processors.
    * Intel Core i7-940XM, 840QM, 740QM mobile processors.
    * Intel Core i5-450M, 540UM, 430UM, Core i3-370M mobile processors.
    * Intel Pentium P6000 processor.
    * New parameter in cpuz.ini : UseDisplayAPI

Nvidia has hit out at claims it's deliberately hobbling CPU PhysX, describing the reports as "factually inaccurate."

Full story at THINQ

See also discussions at PhysXinfo

Advance warning, UFO invasion expected at GDCeu'10

Last year, exhilarated by the energy at the Evoke demoparty, I had been putting together a task-scheduler suitable for demoscene intros, managing to fit inside a 16K executable graphics, music and parallelism (which makes me qualify as scener-wanabee, I guess). nulstein, the resulting project, is documented in my "Do-it-yourself Game Task Scheduling" article, with full source code available. It's the kind of project that sits at the back of your mind and never quite leaves you in peace, so this year, I couldn't do otherwise than come up with a follow up and address the last remaining serial bit: submitting draw calls to DirectX.

Be there in Cologne, August 16-18, at GDC Europe and attend my session : "UFO invasion: DX11 and Multicore to the Rescue". I'll be showing how DX11 deferred contexts can be used to evade the draw-calls submission tax, how TBB's new task groups make this easy and how to update all entities in the game in parallel despite all kinds of dependencies they may exhibit. And if you can't attend, don't despair, slides and full source code will be made available here, after the show !

3D-Tech News Around The Web / NASA releases free game: Moonbase Alpha
« on: July 06, 2010, 10:15:44 PM »
Moonbase Alpha is a game scenario with both single-player and multiplayer options set on a hypothetical lunar outpost in a 3-D immersive setting. Players will step into the role of an exploration crewmember and deal with realistic mission challenges and choices. Timelines in the much anticipated Astronaut: Moon, Mars and Beyond MMO will be set even farther in the exciting future (2035+), but the ability to explore our own near-future moon missions is also planned for in the forthcoming game facilitated by the NASA Learning Technologies and Innovative Partnerships Programs.

See also Goddard Space Flight Center and NASA Learning Center

Moonbase Alpha is yet another game powered by Unreal Engine 3, unfortunately without GPU acceleration.
P.S. there is no relationship to the 1970's TV series.

3D-Tech News Around The Web / TimelineFX Particle Editor
« on: July 05, 2010, 09:07:26 PM »
The TimelineFX Particle Editor is a tool for creating a whole host of particle effects, and then exporting those effects onto sprite sheets, image strips or just a sequence of images, Available on Windows and Mac.

Effects include explosions, smoke, fire, water, steam, bubbles, and pretty much anything else you can throw about the screen... Animations can be easily configured to loop seamlessly with just one click of the mouse, and with another click, you can make animations tile seamlessly too for use as animated textures.

Export the particle effects as static animations onto sprite sheets, animation strips or image sequences in PNG format, or if you develop for the iPhone or iPad, you can export using the PVRTC format (Currently mac only) which helps with performance on those devices. Plus, if you develop using the Blitzmax programming language, you can use all the effects directly using the TimelineFX module.

You can view some videos of the particle effects and a couple of tutorials on the TimelineFX YouTube channel here

Visit the TimelineFX website here and download a trial version to see what you think, the full version only costs £19.99. See a full list of effects libraries that are freely available to download here and all ready to go.

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