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Topics - Stefan

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Birdie 2015

Outline 2015

qbparty 2015

I would have tested more JavaScript demos on my smartphone, if there were live versions instead of archives.

Introducing HBM, a new type of memory chip with low power consumption, ultra-wide communication lanes and a revolutionary new stacked configuration. HBM’s vertical stacking and fast information transfer open the door for truly exciting performance in innovative form factors. And GPU applications are just the start – look for HBM’s superior power efficiency and space savings to spark industry-wide innovation.

NVIDIA PhysX System Software 9.15.0428
  • Includes the latest PhysX runtime builds to support all released PhysX content.
  • Changes & fixed issues in this release
    • Fixes a crash bug in Assassins Creed 4 Black Flag Havana when PhysX was set to high.
  • Supports NVIDIA PhysX acceleration on all GeForce 9‑series, and 100‑series to 900‑series GPUs with a minimum of 256MB dedicated graphics memory.
    Note: Some applications may have higher minimum requirements.
  • Supports NVIDIA PhysX acceleration on GeForce for SDK versions 2.7.1, 2.7.3, 2.7.4, 2.7.5, 2.7.6, 2.8.0, 2.8.1, 2.8.3 and 2.8.4.
  • Supports control of your GPU PhysX configuration from the NVIDIA display driver control panel.
  • Note: For games that use SDK versions before 2.7.1 the PhysX Legacy Installer must also be installed. These are games that were released around the end of 2007 or earlier. (AGEIA titles) Examples of these games include CellFactor, Clive baker’s Jerich, Gears of War, Pirates of the Burning Sea, Switchball and Velvet Assassin. The PhysX Legacy Installer is available here: PhysX_System_Software_Legacy_Driver.

3D-Tech News Around The Web / NVIDIA VXGI 0.9
« on: May 21, 2015, 07:08:19 PM »
 NVIDIA VXGI enables real-time global illumination. Adding GI to the scene greatly improves the realism of the rendered images.

Modern real-time rendering engines simulate indirect illumination using different approaches, which include precomputed light maps (offline GI), local light sources placed by artists, and simple ambient light.
 More Information

Following updates available at NVIDIA download center

Tegra Android Development Pack New  4.0r2   2015/05/20     
Nsight Tegra, Visual Studio Edition New   2.2   2015/05/20     
Tegra Graphics Debugger New   1.3   2015/05/20       
Tegra System Profiler New   2.3   2015/05/20 

FirePro 15.5 DELL mobile @ MS update
Contains most recent OpenCL and OpenGL drivers.

OpenGL 4.5.13393 Compatibility Profile
Platform Version: OpenCL 2.0 AMD-APP (1774.6)
Device OpenCL C version: OpenCL 1.2 AMD-APP (1774.6)

I suggest to try them when Blender 2.75 with AMD OpenCL kernel split is released.
Note: OpenGL 4.5 core features are complete, but AMD forgot to update shading language to 4.50  :P

Code: [Select]
AMD6640.1 = "AMD FirePro M6100 FireGL V"
AMD6820.1 = "AMD FirePro W5170M"
AMD6820.5 = "AMD FirePro M Tropo XT"
AMD6821.1 = "AMD FirePro M5100 FireGL V"
AMD6921.1 = "AMD FirePro W7170M"
AMD6921.3 = "AMD FirePro M Amethyst XT"

 Quadro & GeForce Mac OS X Driver Release 346.01.02

  Release Date: 
  Operating System: 
Mac OS X Yosemite 10.10.3
English (US)
  File Size: 
50.00 MB

CUDA Application Support:
In order to run Mac OS X Applications that leverage the CUDA architecture of certain NVIDIA graphics cards, users will need to download and install the 7.0.36 driver for Mac located here.

New in Release 346.01.02f04:
  • Graphics driver updated for Mac OS X Yosemite 10.10.3 (14D136)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.
Release Notes Archive:
This driver update is for Mac Pro 5,1 (2010), Mac Pro 4,1 (2009) and Mac Pro 3,1 (2008) users only.

This guide provides instructions to build Android AOSP from source with the latest ARM Mali-T60x GPU binary drivers and install it on a Google Nexus 10.

 It is primarily targeted at developers who wish to have complete control over an engineering build of Android on a production-quality device, with all graphics development features enabled.

Linux Display Driver - x86 BETA352.09May 18, 2015
Linux x64 (AMD64/EM64T) Display Driver BETA352.09May 18, 2015
Linux 32-bit ARM Display Driver BETA352.09May 18, 2015
Solaris Display Driver – x64/x86 BETA352.09May 18, 2015
FreeBSD Display Driver – x86 BETA352.09May 18, 2015
FreeBSD Display Driver – x64 BETA352.09May 18, 2015

This driver adds support for the yet unannounced Maxwell powered Tesla M60 (NVIDIA_DEV.13F2= "NVIDIA Tesla M60")

  • Added the ability to configure the swapping behavior for quad-buffered stereo visuals. The driver can be configured to independently swap each eye as it becomes ready, to wait for both eyes to complete rendering before swapping, or to allow applications to specify which of these two behaviors is preferred by setting the swap interval. This setting can be adjusted in the nvidia-settings control panel, or via the NV-CONTROL API.
  • Fixed a regression which caused the GPU fan status display to disappear from the nvidia-settings control panel.
  • Added reporting of ECC error counts to the nvidia-settings control panel.
  • Fixed a bug that sometimes prevented OpenGL sampler objects from being properly deallocated when destroying OpenGL contexts.
  • Fixed a bug that caused GLX_EXT_framebuffer_sRGB to incorrectly report sRGB support in 30 bit-per-pixel framebuffer configurations.
  • Added support for G-SYNC with sync-to-vblank disabled. This allows applications to use G-SYNC to eliminate tearing for frame rates below the monitor's maximum refresh rate but allow tearing above the maximum refresh rate in order to minimize latency.

    When G-SYNC is active and sync-to-vblank is enabled, the frame rate is limited to the monitor's maximum refresh rate.
  • GLSL gl_Fog.scale is now +infinity when gl_Fog.end equals gl_Fog.start. Previously, the value 0 was used, but this broke certain applications such as the game XIII running on Wine (Wine bug #37068).
  • Enabled G-SYNC by default when Unified Back Buffer (UBB) is disabled.
  • Updated the NVIDIA GPU driver to avoid using video memory already in use by vesafb.

The Witcher 3: Wild Hunt GeForce Game Ready Driver Released

The new GeForce Game Ready 352.86 WHQL The Witcher 3: Wild Hunt drivers are now available to download from GeForce Experience and With Game Ready optimizations for the highly anticipated PC release of The Witcher 3: Wild Hunt, and an updated SLI profile, our latest drivers are a recommended update for fans about to embark on their 100-hour quest.

Julia demo rendering is broken with recent GeForce drivers.

GeForce DirectX 12 Drivers for Windows 10 Now WHQL-Certified 

As the launch of Windows 10 and DirectX 12 nears, our GeForce drivers have taken a major step forward: WHQL certification has arrived.
It’s no small task. Next to the operating system, the graphics driver is one of the most complex pieces of code on a PC.
We worked closely with Microsoft to develop the new DX12 standard. And that effort has paid off with day-one WHQL certification.
Plus, our Maxwell and Kepler GPU architectures already support DX12, with support for Fermi coming later.

You can modify the installer file and try the driver with older OS, but you will end up with error code 39

Windows cannot load the device driver for this hardware. The driver may be corrupted or missing. (Code 39)

There are several causes of Code 39 errors:

    A required device driver is missing.
    A required binary file is corrupted.
    There is a problem with the file I/O process.
    A driver that is referencing an entry point in another binary file is unable to load.

Here is some info from MSDN what has changed under the hood:
The display driver model from Windows 8.1 and Windows Phone have converged into a unified model for Windows 10 Insider Preview.

A new memory model is implemented that gives each GPU a per-process virtual address space. Direct addressing of video memory is still supported by WDDMv2 for graphics hardware that requires it, but that is considered a legacy case. IHVs are expected to develop new hardware that supports virtual addressing. Significant changes have been made to the DDI to enable this new memory model.

DX12 / WDMM 2.0 functions in the new kernel mode driver nvlddmkm2.sys


Also: CUDA runtime reads version 7.5.8 - so get ready for the next CUDA toolkit
Supported architectures:
-D__CUDA_ARCH__=200 -D__CUDA_ARCH__=210     
-D__CUDA_ARCH__=300 -D__CUDA_ARCH__=350     -D__CUDA_ARCH__=370     
-D__CUDA_ARCH__=500     -D__CUDA_ARCH__=520     -D__CUDA_ARCH__=530

English forum / MadShaders 0.4.1 issues
« on: May 15, 2015, 04:03:26 PM »
run all demos can cause hiccups after a while, close error window to continue

Ocean rescue and Venus look weird with AMD Zacate, i tried 4 diff. versions of atio6xx.dll

3D-Tech News Around The Web / FurryBall RT Beta
« on: May 15, 2015, 07:39:40 AM »
FurryBall RT - RevoluTion - RealTime - RayTrace   

 Let us introduce the new revolutionary FurryBall RT Beta, we worked on more than year and half.
 We rewrote WHOLE core for you, thousands and thousands lines of the code.
Some of New Features
  • Now we are ready for Linux and OSX (hopefully come later)
  • Response in viewport is about 30x faster than in FurryBall 4
  • Easy interface - quality can be tuned by one parameter
  • Better quality
  • Unlimited number of GPUs
  • Physically based materials and lights
  • Less GPU memory
  • Render passes - now NO extra render time
  • Unlimited layered shaders
  • IPR render support
  • Shave & Haircut and Maya hairs
  • Raytraced Maya Fluids
  • Improved Carpaint material
  • Ramp shader
  • Hair shader
  • Open subdivision
  • New FurryBall lights
  • Color matte pass (unlimited number of colors)
  • Support for Arnold, V-Ray and Mental Ray shaders
  • Much, much more....

3D-Tech News Around The Web / AMD Compress Library 2.0
« on: May 14, 2015, 04:11:07 PM »
AMD Compress is a library for texture compression and bit format conversions. It can compress to a wide range of compression formats including ATI2N, BCn, ETC, DXT and swizzled DXT formats, and supports conversion of textures between 8bit fixed, 16bit fixed and 32bit float formats. Multiple build configurations of the library are available to third party developers who wish to incorporate it within their own applications.

Release Notes Version 2.0
  • Supports all BCn compression formats.
  • Fast compression modes.
  • Direct access to 4×4 pixel block buffers in BC7 and BC6H compression codecs.
  • Help file documentation and C++ source code examples on how to use the library.


Beta Intel® Iris™ and HD Graphics Driver for Windows* 7/8/8.1 32 & 64-bit versions for Haswell and Broadwell

This beta driver is released to resolve issues some users are reporting regarding a "flickering display" issue on some Intel Haswell and Broadwell based NUC products.
These beta drivers are provided "as is" and are not supported by Intel Technical Support or any other department at Intel. According to the license agreement, these preview drivers are provided "as is."
Issues related or due to these drivers are not supported by Intel® Technical Support. However, we at Intel appreciate your feedback in this matter. 
We have provided an Intel Communities Forum to discuss your experiences with the beta driver program.
Direct link for 32bit and 64 bit versions: ttp://

AMD's driver developer takes requests

      Terry Makedon@CatalystMaker
Any new feature or area of improvement you would like to see in the next big Catalyst update?

3D-Tech News Around The Web / AMD Catalyst 15.4.1 Beta
« on: May 10, 2015, 01:19:11 PM »
Article Number: RN-WIN-15.4.1 BETA

This article provides information on the AMD Catalyst™ 15.4.1 Beta Driver that contains optimizations and fixes for AMD FreeSync™ technology capable products and displays.

AMD Catalyst™ 15.4.1 Beta for Windows® - AMD FreeSync™ technology updates
This release enables optimizations and fixes for some AMD FreeSync™ technology capable products and displays while retaining all previous updates from the AMD Catalyst™ 15.4 Beta driver.

3D-Tech News Around The Web / (WebGL) A trip under the moonlight
« on: May 08, 2015, 07:47:24 PM »
A trip under the moonlight is an experimental demo.
The aim was to explore ways to achieve a realistic landscape with current web technologies.
It uses an implementation of the Fast Fourier Transform on GPU to simulate waves displacements. The ocean rendering is done is screen space coordinates, allowing a great quality.
You can travel by using the keyboard and select the environment.

Requires some extensions that Nexus 4 (Adreno 320) is missing :P

Code: [Select]
05-08 20:41:10.935: I/chromium(31501): [INFO:CONSOLE(513)] "THREE.WebGLRenderer", source: (513)
05-08 20:41:10.977: I/chromium(31501): [INFO:CONSOLE(568)] "THREE.WebGLRenderer: OES_texture_float_linear extension not supported.", source: (568)
05-08 20:41:11.485: I/chromium(31501): [INFO:CONSOLE(568)] "THREE.WebGLRenderer: EXT_texture_filter_anisotropic extension not supported.", source: (568)
05-08 20:41:12.389: E/chromium(31577): [] [.WebGLRenderingContext-0xb88eb868]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap:
05-08 20:41:12.763: E/chromium(31577): [] [.WebGLRenderingContext-0xb88eb868]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.

05-08 20:41:12.854: I/chromium(31501): [INFO:CONSOLE(0)] "WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: (0)

3D-Tech News Around The Web / (WebGL) Spring
« on: May 08, 2015, 07:25:22 PM »
Spring - WebGL(html5)
                It's so lovely when it arrives...
                But you always forget about those damn fly's and shit!
                Tried to do some fake lightning with lightshafts and stuff to set the mood.
                Probably quite heavy and not very mobile-friendly.
                Done using ""
                (C) OutsideOfSociety 2015.

3D-Tech News Around The Web / Bullet Physics SDK 2.83 released
« on: May 08, 2015, 06:18:12 PM »
Bullet 2.83 released on github

You can download the Bullet 2.83 release from github here

See the docs/BulletQuickstart.pdf guide as part of the SDK download.

Some of the features include:
  • A new example browser, based on OpenGL 3+. It is still work-in-progress and not all demos have been ported over yet. Still, it is a better way to explore the Bullet SDK.
  • Import of URDF files, universal robot description files. A URDF file can be imported as rigid bodies (btRigidBody) or as multi body (btMultiBody). See the example browser under importers.
  • Improved support for btMultiBody with multi-degree of freedom mobilizers, thanks to Jakub Stepien. See examples/MultiBody/MultiDofDemo.
  • New btGeneric6DofSpring2Constraint, replacing the old one. Thanks to Gabor PUHR and Tamas Umenhoffer. See the example browser under API or examples/Dof6Spring2Setup.
  • OpenCL demo integrated in the ExampleBrowser. The demo is disabled by default. See docs/BulletQuickstart.pdf how to enable it.
  • Implicit integration of gyroscopic forces. See example browser under API/Gyroscopic for the Dzhanibekov effect.
Please enjoy, and expect improvements in future releases.

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