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Topics - Stefan

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3D-Tech News Around The Web / AMD Radeon SDK samples August 2014
« on: September 04, 2014, 07:17:49 PM »
What’s new (August 2014) 
  • New SDK sample: GPUParticles
  • New SDK sample: SilhouetteTessellation
  • TressFX version 2.2 sample with new features including simulation performance improvements
  • ForwardPlus version 1.1: fixed bug causing visual differences when culling was enabled with a high number of lights
  • DepthBoundsTest version 1.1: fixed bug with enabling MSAA causing a black screen
  • All DirectX 11 SDK samples were updated to reference the Windows 8 or 8.1. software development kits
  • Legacy SDK samples moved to archive page

3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v4.44 released
« on: September 04, 2014, 06:26:34 PM »
Changes in HWiNFO32 & HWiNFO64 v4.44 - Released on:  Sep-4-2014: 
  • Enhanced sensor monitoring on additional MSI 9-series mainboards.
  • Fixed restoring of sensors window position on some systems with multiple monitors.
  • Fixed reporting of invalid values in graphs, tray, LCD, OSD.
  • Added support of Lewisburg PCH.
  • Added preliminary support of NVIDIA GeForce GTX 870 and 880 (GM204).
  • Sensor minimize button will minimize graphs too.
  • Added ability to rename sensor units.
  • Added ability to modify sensor values (constant multiply/add).
  • Added support of On Semi ASP1106D.
  • Fixed reporting of memory clock on Haswell-E/EN/EP/EX.
  • Improved DDR4 support.
  • Enhanced sensor monitoring on ASUS X99 series.
  • Enhanced sensor monitoring on MSI X99 series.
  • Patch for occasional invalid BCLK measurement.
  • Enhanced sensor monitoring on ASUS RAMPAGE V EXTREME.
  • Enhanced sensor monitoring on ASUS CROSSBLADE RANGER.
  • Added AMD Radeon R9 285.
  • Enhanced sensor monitoring on ASRock X99 series.

3D-Tech News Around The Web / OpenGL Extensions Viewer 4.27 for Windows
« on: August 27, 2014, 06:43:56 PM »
Download from here

No changelog available, but adds OpenGL 4.5 support

Today we’re excited to announce the release of the CUDA Toolkit version 6.5.

CUDA 6.5 adds a number of features and improvements to the CUDA platform, including support for CUDA Fortran in developer tools, user-defined callback functions in cuFFT, new occupancy calculator APIs, and more.

3D-Tech News Around The Web / TechPowerUp GPU-Z v0.7.9
« on: August 11, 2014, 06:37:41 PM »
GPU-Z is a lightweight utility designed to give you all information about your video card and GPU. Version History0.7.9
  • Added preliminary support for NVIDIA GM204
  • Added preliminary support for AMD Tonga
  • Added support for AMD Radeon R9 M275X, FirePro W5100, W9100
  • Added support NVIDIA GeForce GTX 780 6 GB, GTX 860M, GTX 780M, GT 830M, GT 740, GT 730, GT 720, Quadro NVS 510, FX 380M, GRID K520, Tesla K40c
  • Added release date for R9 290
  • More robust PhysX detection
  • Fixed fan speed monitoring on some recent AMD cards
  • Fix for sensor graph over/underflow
  • Performance improvements to sensor graph drawing
  • Fix for French translation

3D-Tech News Around The Web / (Demoscene) Evoke 2014, Assembly 2014
« on: August 10, 2014, 07:40:25 AM »
download demos via pouet:

Evoke 2014

Assembly 2014

3D-Tech News Around The Web / OpenGL Extensions Viewer 1.2.0 for Android
« on: August 10, 2014, 07:34:52 AM »
In this update

• Updated for OpenGL ES 3.1

• Added all the 'GL_MAX' values of the renderer for OpenGL ES 3.0 and 3.1

• Bug fixes and improvements.

3D-Tech News Around The Web / OpenGL Extensions Viewer 2.0.1 for iOS
« on: August 10, 2014, 07:31:17 AM »
  What's New in Version 2.0.1

- Fixed benchmark not working after several tries
- OpenGL ES 3.0 benchmark rewritten and optimized for OES 3.0
- OpenGL ES 3.0 capabilities reported :
- UI during rendering test.
- Display a more complete device name.

3D-Tech News Around The Web / OpenGL Extensions Viewer 4.26 for Windows
« on: August 10, 2014, 07:29:39 AM »
New version of OpenGL Extensions Viewer now available !
 What's New
 Version 4.2.6:
 OpenGL 4.0 rendering tests now using indirect rendering
 Faster frame rate with now text font code
 Added atomic counters reports
 More variables now reported
 Updated database

3D-Tech News Around The Web / Qualcomm Adreno GPU driver August 2014
« on: August 08, 2014, 06:44:59 PM »
 This release contains a developer preview of the user-mode driver binaries for Qualcomm Adreno 3xx GPU on Nexus 4, Nexus 5, and Nexus 7 devices running Google Android 4.4.4 KitKat. This release includes OpenCL in addition to OpenGL ES. It has been tested with the KTU84P factory image. This release is intended only for developers, and does not meet our customer release quality. Refer to the included release notes for a list of fixes and enhancements.

Code: [Select]
Known Issues
  * Applications may hang when repeatedly disconnecting and reconnecting Adreno Profiler while plotting GPU Stall Metrics in Grapher.
  * Capturing OpenCL metrics with Adreno Profiler Scrubber may crash target application.
Fixes and Improvements
  * Fix a failure to release performance counter resources in some cases when using Adreno Profiler with certain NDK apps and OpenCL.
  * Fix a crash when connecting Adreno Profiler to an app that uses the disjoint timer query extension.
  * Add support to Adreno Profiler for OpenCL kernel type qualifier arguments.
  * Add support to Adreno Profiler for clCreateImage() 1D image, 1D image array, 2D image array.
  * Add support to Adreno Profiler for displaying multiple OpenCL queue/device/context combinations.
  * Fix a potential target application crash when Adreno Profiler metrics are enabled while the GPU is not idle.
  * Fix for incorrect scissor results if an app calls scissor and glBufferSubdata() between two draw calls.
  * Fix an issue with binning configuration calculation when MSAA is enabled.
  * Add support for ASTC texture formats in Adreno Profiler.
  * Fix potential null-pointer dereference in OpenCL.
  * Fix rotation issues with glBlitFramebuffer() and glClipPlane() when device is not in native orientation.
  * Fix for possible crash when using occlusion query while changing render targets.
  * Fix incorrect Adreno Profiler capture for applications using 2D texture arrays.
  * Fix potential crash during VAO validation in buffer update calls.
  * Add Adreno Profiler support for buffer transmission in clFillBuffer() and clFillImage().
  * Improve performance when invalidating texture attachments.
The following fixes were included in the June 2014 Adreno driver release for Nexus 4, Nexus 5, and Nexus 7 and are also included in this release:
  * Return CL_INVALID_MEM_OBJECT in clReleaseMemObj() as per spec.
  * Improve performance for {WebXPRT} benchmark.
  * Eliminate unnecessary resolves when invalidating FBO attachments to improve performance.
The following fixes were included in the May 2014 Adreno driver release for Nexus 4, Nexus 5, and Nexus 7 and are also included in this release:
  * Add OpenCL libraries.
  * Fix an issue with return statements in the middle of GLSL shaders causing a GPU hang.
  * Fix a performance regression in VBO validation.
  * Improve accuracy of Renderscript kernel execution duration measurements.
  * Fix crashes in some dEQP test cases.
  * Improve support for GL_RGB10_A2UI textures in Adreno Profiler.
  * Fix intermittent pink color tinting with certain WebGL content.
The following fixes were included in the April 2014 Adreno driver release for Nexus 4, Nexus 5, and Nexus 7 and are also included in this release:
  * Fix an intermittent crash that may happen when running dEQP-GLES2.functional.light_amount.1dir.
  * Fix rendering corruption in GFXBench Manhattan caused by out-of-sync VBO cache.
  * Fix small memory leak when waiting for thread termination.
  * Fix dEQP clipping test failures for point and line primitive types.
  * Add support for GL_HALF_FLOAT_OES rendering.
  * Improve RenderScript performance.
  * Prevent GPU page fault in certain SurfaceFlinger error conditions.
  * Allow 0 as an argument to the GLSL #line directive, as per spec.
  * Remove erroneous report of paletted texture formats from the GL_COMPRESSED_TEXTURE_FORMATS query when GL_OES_compressed_paletted_texture is not reported in the extension string list.
  * Fix a possible segmentation fault in glTexImage2D().
  * Fix mishandling of trailing whitespace after a GLSL #if directive.
  * Fix intermittent crashes from GLSL symbol table corruption.
  * Fix a scenario where performing a glQueryCounter() followed by glGet(GL_TIMESTAMP_EXT) and taking the difference between the two could result in a negative value, wrongly indicating a negative latency between the CPU and GPU.
  * Fix possible page fault when a shared EGL surface has a depth buffer.
  * Fix intermittent crash in Chrome browser that sometimes occurred while rotating and locking the device at the same time.
  * Add thread-safety for EGL images.
  * Fix Adreno Profiler shader override issues with shaders that use uniforms.
  * Reset flags for previously bound Transform Feedback buffer after draw call in case it is bound to more than one attribute.
  * Fix rendering corruption in Basemark Hover.
  * Fix a crash in the Tumblr app.
  * Fix intermittent crash in glBufferData() during VBO validation.
  * Fix rotation-related UI rendering issues in Gunman Clive.
  * Fix rendering corruption issue with H.265 video.
  * Fix YUV video rendering issues in Group Play app.
  * Fix Adreno Profiler conflict with occlusion query.
  * Fix screen tearing when using virtual displays via the developer options with HW overlays disabled.
  * Fix small memory leak on thread destruction.
  * Fix a crash-on-launch with Redline Rush.
  * Fix performance issues in Arma Tactics.
  * Allow non-constant indices on attribute vectors, as per GLSL spec.
  * Fix rendering corruption in GLBenchmark.
  * Fix eglClientWaitSyncKHR() to correctly use a 0 ms timeout when requested instead of a 1 ms timeout.
  * Improve glReadPixel() performance in landscape mode.
  * Fix page fault in dEQP glBlitFrameBuffer() test.
  * Fix crash-on-launch in Royal Revolt app.
  * Fix incorrect behavior of glClear() on MRTs.
  * Fix a crash when EOF immediately follows an #endif directive in GLSL.
  * Improve performance of aliased VBO updates.
  * Fix crash in GLES conformance test.
  * Fix rendering corruption in Unity’s “The Chase” demo.
  * Fix rendering corruption that occurs when the device is rotated and a visible surface is resized.
  * Fix for dEQP GLES3 polygon offset tests.
  * Enforce mutual exclusion of RGB and L for RGB buffers and luminance buffers.
  * Fix race condition in EGL triggered by certain Android mediaserver scenarios.
  * Create separate scope for if/if else/else statements in GLSL as per spec.
  * Fix incorrect conversion of negative float values to FALSE in glGetBoolean().
  * Reject invalid GLSL version numbers in #version directive.
  * Allow all integer constant expressions in GLSL #line directives.
  * Add driver support for EGL_KHR_create_context extension.
  * Fix rendering corruption with TGCOM24 app.
  * Fix the total count of uniform samplers when uniform samplers are used both in the vertex and fragment shader.
  * Fix erroneous compile errors for certain YUV GLSL shaders.
  * Fix a crash when indexing a sampler by a non-constant index in GLSL.
  * Fix issues with dEQP transform feedback tests.
  * Fix miplevel corruptions in conformance tests.
The following fixes were included in the March 2014 Adreno driver release for Nexus 4, Nexus 5, and Nexus 7 and are also included in this release:
  * Increase the maximum available number of uniform vectors from 251 to 256 for vertex shaders and from 221 to 224 for fragment shaders.
  * Fix possible lost nodes in GLSL preprocessor symbol table. Under certain conditions, using the #undef directive in a shader could cause other, unrelated symbols to be lost. This fixes a shader issue in The Amazing Spider-Man game from Gameloft.
  * Fix RBOs with no allocated storage to correctly report a zero sample count.
  * Fix potential crash when multiple GL contexts are rendering to the same EGL surface and the EGL surface is unmapped. This fixes a possible crash while running Google’s Compatibility Test Suite.
  * Fix crash in Epic’s Soul demo when adding grapher metrics in Adreno Profiler.
  * Add processor selection in Renderscript, to measure GPU and CPU execution times and choose the fastest processor for a given kernel to execute.
  * If a texture is changed in a shared context and the texture is bound or rebound in the current context, then update texture samplers to ensure the changes are visible in the current context, in accordance with Rule 4, section D.3.3 of the OpenGL® ES 3.0 {spec}.
  * Fast clear is not compatible with stencil mask, so disable it when stencil mask is enabled.
  * Allow glBlitFramebuffer() to blit within the default framebuffer if color buffers are for different surfaces.
  * Do not kill the application in case of GPU reset.
  * Fix problems with some uniforms in override programs not being set correctly by Adreno Profiler.
  * Fix handling of GL_RED, GL_RED_INTEGER, GL_RG, and GL_RG_INTEGER texture formats in Adreno Profiler.
  * Add GL3 constant names to token descriptions in Adreno Profiler.
  * Fix an Adreno Profiler crash exposed by a change to the way text rendering is implemented in the Android UI framework.
  * Change Adreno Profiler metric timestamps from milliseconds to microseconds to provide better data for per-rendercall metrics.
  * Fix a crash when Adreno Profiler is collecting scrubber metrics from a GLES3 app with occlusion querying.
  * Fix intermittent Adreno Profiler connection timeouts.
  * Fix intermittent Adreno Profiler disconnects while capturing.
  * Fix beginning-of-race crash in Asphalt 8.
The following fixes were included in the February 2014 Adreno driver release for Nexus 5 and Nexus 7 and are also included in this release for Nexus 4:
  * Add Adreno Profiler support for the following pixel data formats: GL_RED,GL_RED_INTEGER, GL_RG, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER.
  * Add Adreno Profiler support for reporting bin configuration.
  * Add Adreno Profiler support for uniform buffers.
  * Improve performance of uniform block look-ups when using Adreno Profiler program overrides.
  * Add Adreno Profiler support for transform feedback objects, including program overrides.
  * Add more Adreno Profiler structure version checks to better warn of data structure size differences between Adreno Profiler and driver.
  * Add Adreno Profiler support for GL_RGB9_E5 texture format.
  * Add Adreno Profiler support for GL_SRGBA8 texture format.
  * Add Adreno Profiler support for 2D texture arrays.
  * Add the ability to identify which GL thread is most active, to automatically select the best thread in the Adreno Profiler.
  * Fix Adreno Profiler reporting of uninitialized data.
  * Fix occasional crash of BombSquad (and other multithreaded apps) when connecting Adreno Profiler.
  * Add Adreno Profiler option to maintain overrides when capturing a new frame.
  * Fix Adreno Profiler failure with Epic Citadel.
  * Fix WebGL 1.0.2 conformance test textures/texture-size-limit.html case.
  * Fix handling of \r line endings in shader source.
The following fixes were included in the January 2014 Adreno driver release for Nexus 5 and are also included in this release for Nexus 7 and Nexus 4:
  * Add support for GL_EXT_multisampled_render_to_texture {extension}.
  * Fix incorrect output with glReadPixels() on an FBO with a texture attachment which is a cubemap face.
  * Fix incorrect lighting in the UBOTest example from the Adreno SDK. This fix addresses problems with scalar operations on UBOs.
  * Performance enhancements for rasterizer discard.
  * Performance enhancements for transform feedback.
  * Fix issue with graphics driver being unable to find and load Adreno Profiler libraries.
  * Cleaner handling for internal compiler error cases for UBOs.
  * Faster rsGetElementAt() and rsSample() runtime performance for programs that access many Allocation objects.
  * Improved stability when compiling complex RenderScript code.
  * Allow a count of zero in calls to glDrawBuffers() as per {spec}.
  * Fix errors in calculation of 2D texture array slice sizes for NPOT textures.
  * Generate GL_INVALID_VALUE from glTexStorage2D() and glTexStorage3D() when width, height, or depth exceed supported size.
  * Fix behavior of glGetFramebufferAttachmentParameteriv() to properly return GL_FRAMEBUFFER_DEFAULT for the default framebuffer instead of returning GL_NONE. (See OpenGL® ES Version 3.0 {spec} §6.1.13.)
  * Change glCopyTexImage2D() to prohibit SNORM as a destination format, as per Table 3.15 of the OpenGL® ES Version 3.0 {spec}.
  * Relaxed restrictions on the width and height parameters of glCompressedTexSubImage2D() to allow updates of 1x1 and 2x2 miplevels for ETC2/EAC formats. The incoming data buffer must still have its width and height padded to four, as required by ETC2/EAC, but the width and height parameters to the function call may reflect the actual texture dimensions.
  * Fix a potential double-free of memory inside glLinkProgram().
  * Fix reported value of gl_MaxVertexTextureImageUnits for GLES 3.0 hardware.
  * Add support for the following built-in constants in GLSL 3.0:
    * gl_MaxVertexOutputVectors
    * gl_MaxFragmentInputVectors
    * gl_MinProgramTexelOffset
    * gl_MaxProgramTexelOffset
  * Fix transposition of u and v coordinates in GLSL textureOffset() and texelFetch() functions.
  * Fix loss of w coordinate in GLSL textureOffset() and texelFetch() functions.
  * Fix GLSL matrix constructor to accept an array of matrices.


3D-Tech News Around The Web / NVIDIA PhysX System Software 9.14.0702
« on: August 07, 2014, 04:13:06 PM »
PhysX_9.14.0702_SystemSoftware taken from ASUS driver
Installer size raised from 40 to 60 MB
Adds support for CUDA 6.5 (see profile folder 73BE2921551D )
Download via Google Drive

Download via LaptopVideo2Go

Release highlights since 340.24:
  • Added support for the following GPUs:
    • GeForce 830A
    • GeForce 810M
  • Fixed a bug that caused disabled displays to be implicitly included in the target selection for some queries and assignments on the nvidia-settings command line interface, in the absence of any explicit target selection.
  • Added a new attribute to the NV-CONTROL API to query the current utilization of the video decode engine.
  • Fixed a bug where the Exchange Stereo Eyes setting in nvidia-settings didn't work in certain stereo configurations.
  • Worked around a Unigine Heaven 3.0 shader bug which could cause corruption when tessellation is enabled by implementing an application profile that uses the "GLIgnoreGLSLExtReqs" setting.  See the documentation for the __GL_IGNORE_GLSL_EXT_REQS environment variable for more details.
  • Fixed a memory leak when destroying EGL surfaces.
  • Added support for multiple simultaneous EGL displays.
  • Removed support for G8x, G9x, and GT2xx GPUs, and motherboard chipsets based on them. Ongoing support for new Linux kernels and X servers, as well as fixes for critical bugs, will be included in 340.* legacy releases through the end of 2019.
  • Fixed a bug that could cause nvidia-installer to unsuccessfully attempt to delete the directory containing precompiled kernel module interfaces, on packages prepared with --add-this-kernel.
  • Updated nvidia-installer to log uninstallation to a separate file from the installation log, and to attempt uninstalling previous driver installations using the installer program from the previous installation, when available.
  • Fixed a regression that prevented the internal stereo infrared emitter built into some 3D Vision monitors from working.
  • Fixed a bug that could cause some Java-based OpenGL applications using JOGL to crash on startup on systems with Xinerama enabled.
  • Fixed a bug that could prevent OpenGL Framebuffer Objects (FBOs) from being properly redrawn after a modeswitch.
  • Fixed a memory leak that occurred when starting OpenGL applications.
  • Fixed a bug that prevented the EDID-Like Data (ELD) of audio-capable displays from being updated when hotplugged/unplugged.
  • Fixed a bug that caused Xid errors when using stereo mode 12 (HDMI 3D) on Quadro boards without an onboard stereo DIN connector.
  • Fixed a video corruption issue for VDPAU decoding of VC-1 and WMV video streams utilizing range remapping on Maxwell GPUs.
  • Fixed a "black window" bug in Ubuntu 14.04 when using the Xinerama and Composite extensions.
  • Fixed a bug that caused the screen's contents to be shifted downward when a G-SYNC monitor is unplugged and replaced by a non-G-SYNC monitor.
  • Fixed a bug that prevented G-SYNC from working when a G-SYNC monitor was unplugged and plugged back in without a modeset.
  • Fixed a bug that could cause framelock status to be incorrectly reported in the nvidia-settings control panel on some multi-GPU framelock configurations.
  • Improved the performance of OpenGL applications that request a large number of GPU mappings via the GL_NV_shader_buffer_load extension.
  • Fixed a bug that could cause a system crash when killing applications that use NVIDIA GPUs on multiple-GPU systems with IOMMU functionality enabled.
  • Fixed a bug that caused the NVIDIA kernel module to leak memory for DMA mappings on some configurations.
  • Updated nvidia-installer to avoid writing to non-zero offsets of sysctl files in /proc/sys/kernel.
[README | Linux x86 | Linux x86_64 | Linux ARM | Solaris | FreeBSD x86 | FreeBSD x86_64]

AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets.The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.

The Tegra Android Development Pack (TADP) is a single package that installs all software tools and sets up an Android development environment required to developing for Android on NVIDIA’s Tegra platform (SHIELD family of devices, Xiaomi MiPad, Tegra NOTE7, Tegra Developer Kits, Google Nexus 7, etc...). TADP 3.0r2 is the first to support the all-new NVIDIA SHIELD tablet and includes brand new versions of Developer Tools (Tegra Graphics Debugger, Tegra System Profiler, Nsight Tegra, Visual Studio Edition).

Actually the installer failed on my rig, so installed the samples manually.
Most new samples especially compute samples fail on Adreno 320 due to missing OpenGL ES 3.1

3D-Tech News Around The Web / Notepad++ 6.6.8 released
« on: July 28, 2014, 04:04:58 PM »
Settings on Cloud supports Google Drive now.
 Better theme support: all internal docking dialogs apply selected theme background / foreground colour.
Download Notepad++ v6.6.8 here:
 Notepad++ Download height=56

3D-Tech News Around The Web / VLC media player 2.1.5
« on: July 27, 2014, 12:06:23 PM »
  2.1.5 Highlights  With the capabilities of "RinceWind", 2.1.5 fixes a few bugs, and important security issues 2.1.5 fixes a few decoding bugs, on MP3, MKV, and hardware decoding on Windows. It also fixes QTsound capture and audio channel orders for OS X. 2.1.5 also ships with updated GnuTLS and libpng libraries, because of security issues. Read the Changelog   

 An investigation of fast real-time GPU-based image blur algorithms   

  In this blog post I'm going to start exploring the topic of blur filters. My original intention was to…
-    Provide an overview and optimization ideas for a few of the popular real time image blur filters, applicable on very different range of hardware (from sub-4W mobile device GPUs to high end 250W+ desktop GPUs).
-    Give an example of the techniques that runs on Windows Desktop OpenGL and Android OpenGL ES 3.0 and 3.1, including compute shader use on OpenGL ES 3.1.

CompuBench is the first professional OpenCL benchmark to test and compare the parallel compute performance of CPUs, GPUs and accelerators of desktop devices.

You can compare your results with all the other uploaded results inside the app on the Compare Page and at our website:

OpenGL Extensions Viewer for Android displays the vendor name, the version, the renderer name and the extensions for OpenGL ES  2.0.

• Updated for Android L

• Bug fixes and improvements.

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