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3D-Tech News Around The Web / Kishonti Vulkan benchmark announced
« on: February 16, 2016, 09:22:35 PM »
Kishonti Ltd.@KishontiI   

Meet the hero of Aztec Ruins, our upcoming #GFXBench benchmark for #Vulkan, to be presented at #GDC16 @VulkanAPI!

 The Talos Principle - Update 257458 - public beta     Build 257458 for The Talos Principle is now available in beta "publicbeta", which does not require a password.

To install the beta, do this:
- locate the game in the Steam's "Library" panel
- right click and invoke "Properties"
- select the "Betas" tab
- choose "publicbeta"

NOTE: If you want to later change back from publicbeta to default, savegames may be lost! We test for forward upgrades, but not in the other direction.

Here are the changes:

New features:
- Added support for Vulkan graphics API. To use it, you must start The Talos Principle in 64-bit mode (when prompted by Steam's popup launcher). Then, in the game's menu, select Options / Graphics Options / Graphics API, and choose Vulkan from the drop-down menu. Of course, make sure you have the latest drivers installed prior to starting the game.

Bug fixes:
- Fixed a crash on game startup on OSX.

Open-source Vulkan drivers for Intel hardware   

 The Intel Open Source Technology 3D Graphics Team is excited to announce the availability of our Vulkan driver for fifth and sixth generation Intel® Core™ processors (Broadwell and Skylake). The driver passes the Vulkan 1.0 Conformance Test Suite on these platforms and have experimental support for older platforms.

3D-Tech News Around The Web / Vulkan Hardware Capability Viewer 1.0 (beta)
« on: February 16, 2016, 06:53:00 PM »
Vulkan Hardware Capability Viewer

Client application to display hardware implementation details for GPUs supporting the new Vulkan(tm) API by Khronos.
The hardware reports can be submitted to a public online database that allows comparing different devices, browsing available features, extensions, formats, etc.

3D-Tech News Around The Web / NVIDIA GeForce/Quadro Driver 361.91
« on: February 15, 2016, 04:58:48 PM »
The new GeForce Game Ready 361.91 WHQL drivers for Street Fighter V are now available to download via GeForce Experience. Also included are optimizations and tweaks for a soon-to-be-released Arma 3 update, next weekend's Hitman beta, and Monster Hunter Online.

The long-awaited Street Fighter V finally enters the ring tomorrow. On PC you'll receive the definitive experience thanks to max-quality visuals, consistent 60 FPS gameplay, and high-resolution rendering on screens of any size with Dynamic Super Resolution.

New in Release R361 branch:

  • nvEnterprise 2.25
  • Windows 10 support updates
  • Direct Mode + VR SLI
  • DirectX 12: 3D stereo + SLI
  • DirectX 12: Direct Mode
  • OpenGL: Added support for OpenGL multicast NXV extension.
    • VR SLI now supports OpenGL (via the new multicast extension).
    • Added ability to query whether the GPU hardware supports the creation of low-latency high priority context.
  • If you would like to be notified of upcoming drivers for Windows, please subscribe here.
For Quadro Notebook:
This is a reference driver that can be installed on supported NVIDIA notebook GPUs. However, please note that your notebook original equipment manufacturer (OEM) provides certified drivers for your specific notebook on their website. NVIDIA recommends that you check with your notebook OEM about recommended software updates for your notebook. OEMs may not provide technical support for issues that arise from the use of this driver.

Intel® ME 11: Management Engine Driver

As you might already have noticed the actual MEI version seen in device manager is different from installer version.

In this case


Also check out: Secret of Intel Management Engine by Igor Skochinsky

 OpenGL like Vulkan                               
In a previous blog post we have discussed the usage scenarios of Vulkan and OpenGL. Even if going Vulkan is not an option at the moment, its concepts do show where modern rendering architectures are heading.           

 Transitioning from OpenGL to Vulkan                             
 With the availability of Vulkan there are now two open graphics APIs that target similar platforms. This brings up the questions which API to choose for new applications, or what to do with existing applications.         

English forum / High float precision NVIDIA vs. INTEL
« on: February 11, 2016, 10:31:41 PM »
Shadertoy demo Seascape - fix white pixels (Ported to GeeXLab) is supposed to fix graphical corruption that appears after some hours in the original demo
 Apparently caused by bad floating point calculations.

If you max it out you can still spoof the FPU, whereat NVIDIA's precision is very imprecise

Code: [Select]
// High float precision in fragment shader should be: -/+ 2 to the power of 127
// max. NVIDIA
// float SEA_TIME = iGlobalTime + pow(2.0, 118.0); // OK with bad visuals
// float SEA_TIME = iGlobalTime + pow(2.0, 119.0); // blank screen

// max. INTEL
// float SEA_TIME = iGlobalTime + pow(2.0, 127.0); // OK with bad visuals
// float SEA_TIME = iGlobalTime + pow(2.0, 128.0); // "end of the world"

WhitestormJS is based on the Three.js engine, which is made for developers who need a useful wrapper around WebGL, posteffects and physics.

Open source on GitHub, incl. a bunch of examples...

3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.20 Released
« on: February 09, 2016, 04:46:53 PM »
Changes in HWiNFO32 & HWiNFO64 v5.20 - Released on:  Feb-9-2016: 
  • Fixed monitoring of total/NAND reads/writes for some SanDisk drives.
  • Extended NVMe S.M.A.R.T. status and fixed total writes amount.
  • Fixed reporting of sub-zero temperatures on NVIDIA GPUs.
  • Added support of Samsung SSD 950 Pro using the default Microsoft NVMe driver.
  • Added preliminary support of AMD Ellesmere, Baffin, Greenland.
  • Fixed GPU I2C access on AMD Tonga/Amethyst.
  • Added options to choose which type of values (current, mix, max, average) to show in tray, LG LCD and RTSS.
  • Enhanced sensor monitoring on ASUS Z170-PREMIUM.
  • Added support of IRF IR35201.
  • Added monitoring of page file usage.
  • Added support of Corsair H80i v2, H100i v2 and H115i.
  • Improved monitoring of WHEA errors.
  • Enabled GPU I2C access on Fiji (GPU VRM monitoring). Might need Reset GPU I2C Cache first.
  • Enhanced sensor monitoring on ASUS Z97-P.
  • Enhanced DELL EC sensor monitoring.

Linux Display Driver - x86 NVIDIA Certified361.28February 9, 2016
Linux 32-bit ARM Display Driver NVIDIA Certified361.28February 9, 2016
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified361.28February 9, 2016
FreeBSD Display Driver – x64 NVIDIA Certified361.28February 9, 2016
Solaris Display Driver – x64/x86 NVIDIA Certified361.28February 9, 2016
FreeBSD Display Driver – x86 NVIDIA Certified361.28February 9, 2016

  • Added support for the following GPU:
    • GeForce 945A
  • Added a legacy, non-GLVND GLX client library to the NVIDIA Linux driver installer package, and the ability to select between a GLVND or non-GLVND GLX client library at installation time. This allows users to install the legacy non-GLVND GLX client library in order to work around compatibility issues which may arise due to GLX applications which depend upon behaviors of the NVIDIA GLX client driver which are not defined by the Linux OpenGL ABI version 1.0.

    By default, nvidia-installer will install the legacy, non-GLVND GLX client libraries. The --glvnd-glx-client command line option can be used to override the default, and install the GLVND GLX client libraries instead. Please contact the vendors of any applications that are not compatible with GLVND to ensure that their applications be updated for compatibility with GLVND.

    The presence of multiple GLX client libraries in the package has implications for repackagers of the NVIDIA driver; see the entry in the "Installed Components" chapter of the README for details.
  • The OpenGL Vendor-Neutral Driver (GLVND) infrastructure is now included and supported by the NVIDIA GLX and OpenGL drivers.  This should not cause any visible changes in behavior for end users, but some internal driver component libraries have been renamed and/or moved as a result. These changes may affect scripts that rely on the presence of NVIDIA OpenGL driver components other than those specified in the Linux OpenGL ABI version 1.0, maintainers of alternative NVIDIA driver installation packages, and applications which rely on the presence of any non- OpenGL/GLX symbols in the library and its dependencies in any way.

    Please see:

    For more information on the GLVND project.

    The Linux OpenGL ABI version 1.0 specification is available at:
  • Updated nvidia-installer to run ldconfig( 8) and depmod( 8) after uninstalling an existing driver, instead of only running these two commands when installing a new driver.
  • Removed the VDPAU wrapper and trace libraries and from the driver package.  These libraries may be available via your distribution's package management system, or can be compiled from the sources available at:

    Please see

    for more information.
  • Fixed a bug in the EGL driver where a mutex was unlocked more than once.  This triggers undefined behavior, and in particular, if lock elision is enabled in glibc, may result in a segmentation fault.

3D-Tech News Around The Web / Intel HD Graphics Driver beta
« on: February 09, 2016, 04:31:13 PM »
This beta version driver is provided to confirm pending driver code changes that address numerous reported game play issues.  A list of issues addressed is below.  A production version driver will follow in a few weeks, if the beta tests well.
This driver is being provided as a beta test driver, and while it has had limited validation testing by Intel, it is essentially a test driver and is not to be considered a permanent replacement for a fully validated and certified graphics driver.
  • Use at your own discretion
While Intel may or may not address issues found in this beta version driver, we do welcome feedback particular to the issues listed below that the driver addresses.
  • Please note: this driver is not certified by Microsoft and will generate a warning when installing.
This document provides information about Intel’s Graphics Driver for:
  • 6th Generation Intel® Core Processors, Intel Core™ M, and related Intel® Pentium® Processors with Intel® HD Graphics 510, 515, 520, 530, Intel® Iris Graphics 540 and Intel® Iris Graphics 550
  • Intel® Xeon® Processor E3-1500M v5 Family with Intel® HD Graphics P530
  • 5th Generation Intel® Core Processors with Intel® HD Graphics 5500, 5600, 6000, Intel Iris™ Graphics 6100, Iris Pro Graphics 6200 and select Intel® Pentium®/Intel® Celeron® Processors with Intel® HD Graphics
  • Intel® Core™ M Processor with Intel® HD Graphics 5300
  • 4th Generation Intel® Core™ Processors with Intel® HD Graphics 4200, 4400, 4600, 5000, Intel Iris™ Graphics 5100 and Intel® Iris Pro Graphics 5200 and select Intel Pentium/Intel Celeron Processors with Intel® HD Graphics
 KEY ISSUES FIXED: Just Cause 3 - game crash
Microsoft Enhanced Video Renderer - API crash
Project CARS - game crash
F1 2015 - game crash during built-in benchmark
Angry Birds - corruption after using “Maximize” icon in game window
Quake IV - corruption resuming from standby mode
Fallout 4 - game crash when game is loading
LEGO Minifigures Online - command list reset lock takes long time (4th & 5th Gen)
Wolfenstein The New Order - game crash

If setup.exe fails, follow this fool-proof "have disk" installation tutorial

3D-Tech News Around The Web / Sangokushi 13 - japanese game benchmark
« on: February 08, 2016, 05:35:22 PM »
Sangokushi 13

latest iteration of Romance of the Three Kingdoms

Ridiculous clipping bugs and unplayable for Gaijins.

3D-Tech News Around The Web / Shadertoy - Elephant
« on: February 07, 2016, 03:49:36 PM »

Signed distance field raymarching. Procedural elephants. Or a bunch of ellipsoids and few lines and a couple of quadratic curves. Split it in layers to prevent the compiler from crashing. The art is composed to camera. It runs very slow, but it looks good!

Excellent, but i don't know how to port those multipass shaders to GeeXLab  :-[

3D-Tech News Around The Web / Intel HD Graphics Driver
« on: February 04, 2016, 04:48:05 PM »
Download from Microsoft
ATM only for SAMSUNG OEM with "Intel(R) HD Graphics 515"


Don't edit ki113672.inf with Notepad, it might save your result as ki113672.inf.TXT or asks you to open WordPad.
Instead use a professional (yet free) solution like Notepad++

STEP 2a)
disable driver signature - secure boot off
bcdedit -set loadoptions DISABLE_INTEGRITY_CHECKS
bcdedit -set testsigning ON

STEP 2b)
disable driver signature - secure boot on
bcdedit -set loadoptions DISABLE_INTEGRITY_CHECKS
enable testsigning via enhanced start options

Follow this fool-proof "have disk" installation tutorial

No Changelog available, but:
GFXBench passes now all tests with driver + Windows 10 build 14257 on my rig.
GFXBench.vs.4377.png height=1077

3D-Tech News Around The Web / OpenGL Extensions Viewer 4.3.7 for MacOS X
« on: February 04, 2016, 05:32:49 AM »
What's New in Version 4.3.7

• Updated database, including Apple A9 GPU.
• Improved rendering tests, address Fog not working with tessellation (GL 4.1)
• Other bug fixes and improvements

3D-Tech News Around The Web / NVIDIA GameWorks VR SDK 1.2
« on: February 02, 2016, 11:24:48 PM »
The GameWorks VR SDK contains NVIDIA's APIs, samples, and documentation for Virtual Reality game and application developers, including VR SLI and Multi-Res Shading for efficient VR rendering. This release contains bug fixes and updates to the sample applications.

3D-Tech News Around The Web / NVIDIA NVAPI R361 V2
« on: February 02, 2016, 11:20:49 PM »
 NVAPI is NVIDIA's core software development kit that allows direct access to NVIDIA GPUs and drivers on all windows platforms. NVAPI provides support for categories of operations that range beyond the scope of those found in familiar graphics APIs such as DirectX and OpenGL.
Initially exposed only to OEMs and game developer tools, NVAPI is now available for download to all developers interested in building Windows applications on NVIDIA GPUs.

English forum / How to use video texture in a GLSL Shader
« on: February 02, 2016, 11:05:54 PM »
So i saw this nice Shadertoy demo Wrist Slitter , which consists of a Mandelbrot with video in background.

Porting to GeeXLab is pretty simple, just copy the video texture code from demo_video_player_gles2_v2.xml and use it with iChannel

The demo is preset to Timelapse-1.m4v from code sample pack, try Big Buck Bunny instead or whatever makes you happy.

As you can see i don't know how to vertical flip textures in GeeXLab  :P

Mandelbrot zooming was too fast so i patched the pixelshader

#define slowdown 20.0
    return zoomto(xy, DEST, iGlobalTime/slowdown);

change value dependent on length of video

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