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Topics - Stefan

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41
3D-Tech News Around The Web / NVIDIA Flex 0.9.0
« on: August 11, 2015, 04:51:26 AM »
NVIDIA FLEX is a multi-platform unified particle dynamics library for real-time visual effects. It supports fluids, clothing, solids, ropes, and more.


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3D-Tech News Around The Web / NVIDIA Linux Graphics Debugger
« on: August 11, 2015, 04:32:45 AM »
Linux Graphics Debugger is a 3D graphics development tool that allows developers to debug and profile OpenGL 4.x on Linux. It enables professional graphics developers to get the most out of their NVIDIA GeForce and Quadro GPUs on a variety of Linux distributions.
 Supported Platforms:
  • Ubuntu v12.04, v14.04
  • Redhat 6.5
  • Centos 6.6
The latest version is available in the Linux Graphics Debugger home page.
For important information about this release, see the Linux Graphics Debugger 1.0 Release Notes.

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Low-overhead rendering with Vulkan

Developers of games and 3D graphics applications have one key challenge to meet: How complex a scene can they draw in a small fraction of a second? Much of the work in graphics development goes into organizing data so it can be efficiently consumed by the GPU for rendering. But even the most careful developers can hit unforeseen bottlenecks, in part because the drivers for some graphics processors may reorganize all of that data before it can actually be processed. The APIs used to control these drivers are also not designed for multi-threaded use, requiring synchronization with locks around calls that could be more efficiently done in parallel. All of this results in CPU overhead, which consumes time and power that you’d probably prefer to spend drawing your scene.


In order to address some of the sources of CPU overhead and provide developers with more explicit control over rendering, we’ve been working to bring a new 3D rendering API, Vulkan™, to Android. Like OpenGL™  ES, Vulkan is an open standard for 3D graphics and rendering maintained by Khronos. Vulkan is being designed from the ground up to minimize CPU overhead in the driver, and allow your application to control GPU operation more directly. Vulkan also enables better parallelization by allowing multiple threads to perform work such as command buffer construction at once.

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NVIDIA's Windows driver version 355.58 and Linux drivers version 355.00.05 provide beta support for OpenGL 2015 ARB extensions and OpenGL ES 3.2 on capable hardware.

 These new OpenGL 2015 ARB extensions require NVIDIA GeForce 900 series or newer GPUs:
 
  • ARB_post_depth_coverage
  • ARB_fragment_shader_interlock
  • ARB_texture_filter_minmax
  • ARB_sample_locations
  • ARB_shader_viewport_layer_array
  • ARB_sparse_texture2
  • ARB_sparse_texture_clamp
  These new OpenGL 2015 ARB extensions require NVIDIA GeForce 700 series or newer GPUs:
 
  • ARB_gpu_shader_int64
  • ARB_shader_clock
  • ARB_shader_ballot
  These new OpenGL 2015 ARB extensions require NVIDIA GeForce 400 series or newer GPUs:
 
  • ARB_ES3_2_compatibility
  • ARB_parallel_shader_compile
  • ARB_shader_atomic_counter_ops

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46
3D-Tech News Around The Web / Unreal Engine 4.9 Elemental DX12 Tech Demo
« on: August 07, 2015, 12:33:25 PM »
Unreal Engine 4 Elemental DX12 Tech Demo Download

You can download the Unreal Engine 4 Elemental Tech Demo which is now is available from our servers in multiple locations. This is the latest revision that is DirectX 12 compatible.

This Unreal Engine 4 demo shows the engine's capabilities using DirectX 11 with demanding particle effects. Before running the demo you might have to install the (included) Microsoft Visual C++ Redist Runtimes.

Settings can be edited using the included batch file (e.g. ResolutionSizeX=1920; ResolutionSizeY=1080).

The newest UE4 version supports DirectX12, keep in mind that the dx12 is still in developmen

47
3D-Tech News Around The Web / NVIDIA NVFLASH 5.227
« on: August 07, 2015, 12:28:00 PM »
Download from LaptopVideo2Go

Maxwell users check out the NVIDIA Falcon Security website.
 
This version supports following 2nd generation Maxwell GPUs:

GRID M60 Service Provider   
GeForce GTX 960
GeForce GTX 965M   
GeForce GTX 970
GeForce GTX 970M   
GeForce GTX 980
GeForce GTX 980 Ti 
GeForce GTX 980M   
GeForce GTX TITAN X
Quadro M3000M   
Quadro M4000   
Quadro M4000M   
Quadro M5000   
Quadro M5000M   
Quadro M6000   
Tesla M6   
Tesla M60

49
3D-Tech News Around The Web / HMD benchmark for Oculus
« on: August 05, 2015, 05:08:42 AM »

50
Quote
Monster Hunter Online, NVIDIA and Crytek have joined hands and accomplished this stunning benchmark program.The program is based on client game Monster Hunter Online, and was produced with world's leading game engine CRYENGINE.A series of advanced technology including Real Time Rendering, Physical Based Shading, Realistic Vegetation Rendering, NVIDIA PhysX Clothing, NVIDIA Hairworks and NVIDIA HBAO+ helped creating such magnificent and realistic hunting environment. After downloading and installation, you can experience Super Definition graphics and immersive hunting experience Monster Hunter Online means to offer.



51
3D-Tech News Around The Web / CAPCOM Dragon's Dogma Online benchmark
« on: August 05, 2015, 04:28:40 AM »
Download from 4gamer

As usual don't take japanese benchimakus seriously.

It doubles my VRAM and shows way too much loading screens.






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3D-Tech News Around The Web / (WebGL) OORTONLINE.GL benchmark
« on: August 05, 2015, 04:02:21 AM »
Quote
ABOUT OORTONLINE.GL

WebGL enables graphically rich games and applications on the web without the need for plug-ins. OortOnline.gl is designed to test the capability of your hardware to deliver the latest WebGL games by running a series of tests and giving your system an overall score. The benchmark itself is powered by the game "Oort Online" developed by Wonderstruck Games, using the Turbulenz Engine. The tests use the visual content of the Oort Online universe and will demonstrate how your browser and hardware will perform graphically for a typical WebGL game.

Apparently not optimised for Adreno GPUs.


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Game developers have a new player in the game engine market, and it's one most of them already know quite well: Autodesk. At GDC Europe, the software company behind some of the most popular 3D modeling tools in the industry – 3ds Max and Maya – has announced the Stingray game engine to compete with the likes of Unreal, Unity 3d, and others. Alongside Autodesk's other design tools, it offers a seamless solution for game developers and designers to rapidly prototype and build high performance, cross-platform games.

Stingray is based on the Bitsquid game engine acquired by Autodesk last year. It supports testing and deployment to Android, iOS, Windows 7 and 8, Oculus Rift DevKit 2, PS4, and Xbox One.

Read More

55
3D-Tech News Around The Web / (Android) Adreno Trepn profiler 6.1
« on: August 04, 2015, 08:09:33 AM »
Quote
we wanted to let you know that version 6.1 is now available and can be downloaded from QDN or Google Play. Updates include:                                                                           
 
  • New Battery Temperature data point
  • New Processor Temperature data point
  • Nexus 6 battery power support
  • Added a shortcut to the Performance Graph preset, which displays the following on-screen overlays: CPU Load Normalized, GPU Load, and GPU frequency
  • The Performance Graph preset now supports devices with up to 10 cores
  • Acquire Wakelock while Profiling is now enabled by default
  • Added a setting to change temperature values between Celsius and Fahrenheit.
  • Fixed several issues that could result in app crashes
  • Added a Stop Profiling menu option to the Mobile Data Detective preset
  • Fixed a problem where the Stop Profiling button in the Notification Bar didn’t function properly on the Graph or Stats screens
  • Improved multi-column sorting on the Mobile Data Detective and the CPU Usage Monitor presets
  • Increased the width of the profile data lines on all graph presets so they stand out more
  • Moved the Percent Battery Remaining data point from Other Stats, to the Power Stats section of the data point list and renamed it Battery Remaining (%).
  • Fixed a crash that occurred when profiling was started via an intent when Trepn was closed, and the user brought Trepn to the foreground
  • Added Android version to the Device Info screen
  • Other usability improvements
  If you have any questions about this release, or have suggestions for the next release, please  post in our forums.

GPU status overlay in Firefox running a WebGL demo:


56
Linux, Solaris, and FreeBSD driver 355.06 (beta)

 Release highlights since 352.30:
 
  • Fixed a bug that could cause data from one texture level to overwrite data from the next lowest level, when creating a texture view that did not include the higher of the two levels.
  • Fixed a bug that could cause the nvidia-settings control panel to crash when updating the display layout.
  • Corrected some erroneous reporting of support for GLX extensions: several extensions were being reported as supported for indirect GLX, which were in fact only supported under direct rendering.
  • Added support for the following EGL extensions:
     
    • EGL_KHR_swap_buffers_with_damage
    • EGL_NV_stream_consumer_gltexture_yuv
  • Replaced the build system for the NVIDIA kernel modules and updated the installer package and nvidia-installer to use the new build system and kernel module source code layout. For more information about the new build system and layout, see the README document at:
      ftp://download.nvidia.com/XFree86/packaging/linux/new-kbuild-for-355/
     
  • Added experimental full OpenGL support to EGL.
  • Marked the DeleteUnusedDP12Displays option as deprecated.
     
     Version 1.5.0 of the X Resize and Rotate specification added a note that dynamically-created outputs will not be destroyed, so this option is deprecated and will be removed in a future driver release.
  • Added support for VDPAU profiles added in VDPAU 0.9:
     
    • VDP_DECODER_PROFILE_H264_BASELINE
    • VDP_DECODER_PROFILE_H264_CONSTRAINED_BASELINE
    • VDP_DECODER_PROFILE_H264_EXTENDED
    • VDP_DECODER_PROFILE_H264_PROGRESSIVE_HIGH
    • VDP_DECODER_PROFILE_H264_CONSTRAINED_HIGH
  • Fixed a bug that prevented more than one RandR output from sharing user-added modes.
  • Fixed a bug that caused application-specified swap intervals to be ignored on some screens when using Xinerama.
  • Fixed a bug that caused user-supplied RandR modes with nonsensical combinations of the +HSync, -HSync, +VSync, and -VSync flags to corrupt the mode list.
  • Added support to make an OpenGL 3.0 and above context current without making current to any drawable.
  • Fixed a bug that caused VDPAU to only display the top half of a video frame when decoding and displaying H.265/HEVC encoded video streams.
[README | Linux x86 | Linux x86_64 | Linux ARM | Solaris | FreeBSD x86 | FreeBSD x86_64]

57
3D-Tech News Around The Web / CUDA-Z 0.10.251 released
« on: August 02, 2015, 08:15:20 AM »
CUDA-Z 0.10.251 is out at 2015.07.31.

What's new
----------
 * Use CUDA run-time 6.5;
* Add export to clipboard;
* 64-bit integer performance test;
* Improved missing CUDA error messages;
* Support of new hardware;
* Separate 32 and 64-bit builds for Windows and Linux platforms;
* Minor fixes and improvements



58
3D-Tech News Around The Web / Microsoft Windows 10 SDK RTM
« on: July 31, 2015, 08:46:55 PM »
Windows 10 SDK RTM

Last week saw the release of the final version of VS 2015, and yesterday was the release of the Windows 10 SDK (build 10240). The Windows 10 SDK is installed via VS 2015 Custom install options or as a standalone installer. This includes DirectXMath 3.07, Direct3D 11.3, Direct3D 12.0, DXGI 1.4, Direct2D/DirectWrite 1.3, and XAudio 2.9.

Be sure to read this blog post about configuring your VS 2015 projects to use the 10240 build of the Windows 10 SDK--remember that Windows desktop applications with VS 2015 default to building with the Windows 8.1 SDK Spring 2015 release.

GitHub:
All of my open source project have new releases to support VS 2015 and Windows 10 SDK RTM: DirectXTK, DirectXTex, DirectXMesh, UVAtlas, Effects11, and DXUT11.

Universal Windows apps:
The official samples for UWP are on GitHub.

Direct3D 12:
The samples for Windows desktop development using Direct3D 12 are on GitHub.

XInput:
For UWP, you can continue to use the XInput 1.4 API but need to change from linking to xinput.lib to xinputuap.lib. Alternatively, you can make use of the GamePad class in DirectX Tool Kit which uses the new Windows.Gaming.Input API. See XInput and Windows 8.

XAudio:
With the Windows 10 SDK, if you are linking with xaudio2.lib you are linking against XAudio 2.9 and should build your application using _WIN32_WINNT=0x0A00. If you want to use XAudio 2.8 with the Windows 10 SDK, you need to set _WIN32_WINNT=0x0602 or _WIN32_WINNT=0x0603 and link against xaudio2_8.lib. See XAudio2 and Windows 8 for more details.

VS 2013 Users:
As with the past few releases, the Windows 10 SDK only integrates with the latest Visual Studio, VS 2015. You can use the Windows 10 SDK with VS 2013 by using the props attached per this Visual C+ Team Blog.     

Windows10SDKVS13.zip 

59
Using OpenCL™ 2.0 Read-Write Images

While Image convolution is not as effective with the new Read-Write images functionality, any image processing technique that needs be done in place may benefit from the Read-Write images. One example of a process that could be used effectively is image composition.
In OpenCL 1.2 and earlier, images were qualified with the “__read_only” and __write_only” qualifiers. In the OpenCL 2.0, images can be qualified with a “__read_write” qualifier, and copy the output to the input buffer. This reduces the number of resources that are needed.
Since OpenCL 1.2 images are either read_only or write_image. Performing an in-place modifications of an image requires treating the image as a buffer and operating on the buffer (see cl_khr_image2d_from_buffer: https://software.intel.com/en-us/articles/using-image2d-from-buffer-extension.
The current solution is to treat the images as buffers, and manipulate the buffers. Treating 2d images as buffers many not be a free operation and prevents clamping and filtering abilities available in read_images from being used. As a result, it may be more desirable to use read_write qualified images.

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3D-Tech News Around The Web / Microsoft Direct3D 12 programming guide
« on: July 30, 2015, 07:39:30 PM »
[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

The Direct3D 12 programming guide contains information about how to use the Direct3D 12 programmable pipeline to create a customized graphics engine.

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