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Topics - Stefan

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Windows driver version 356.45 and Linux driver version 355.00.29 provide beta support for Vulkan.
  Release Updates March 2nd, Windows 356.45, Linux 355.00.29
  • Support Vulkan API version v1.0.4
  • Fix device lost issue with some MSAA resolves
  • Fix vkGetQueryPoolResults() when queryCount=0
  • Fix OpImageQuerySample with images
  • Fix OpVectorExtractDynamic issues with doubles
  • Fix handling of sparse image miptail when the whole image fits within a page
  • Improve vkAcquireNextImageKHR() conformance to WSI spec
  • Improve GL_KHR_vulkan_glsl compatibility when using GLSL directly
  • Improve GPU texturing performance in some cases
  • Improve vkAllocateDescriptorSets()/vkFreeDescriptorSets() performance in some cases
  • Improve vkCmdBindDescriptorSets() performance in some cases
  • Improve vkCmdCopyImage() performance in some cases

3D-Tech News Around The Web / AMD TressFX 3.0 - Fix hair rendering bug
« on: March 02, 2016, 07:59:32 PM »
Fix hair rendering bug

Resurrect the ALU_INDEXING path in TressFXRender.hlsl. It is both slightly faster in my brief testing and also eliminates the hair rendering issue seen on AMD.

Maybe it looks better on AMD GCN GPUs (have none handy), but on NVIDIA it still looks like an old carpet.

3D-Tech News Around The Web / Blender - New Cycles Benchmark
« on: March 02, 2016, 02:04:27 AM »
 New Cycles Benchmark

  Blender Institute prepared six Blender files for testing Cycles rendering with CPU/GPU, using various settings and design styles but based on actual production setups. On the links below you can inspect the spreadsheet with results, and load the .blend file collection.
The goal is to have an overview of systems that are used or tested by developers of Cycles. We aim at updating it regularly, also when new hardware comes in – and especially when render features improve in Cycles.
Most strikingly so-far is that the performance of CPUs is in a similar range as GPUs, especially when compared to costs of hardware. When shots get more complex, CPUs win the performance battle. That confirms our own experience that fast GPU is great for previewing and lighting work, and fast CPU is great for the production rendering. But… who knows what the future brings.
Feel free to post own stats and observations on this blogpost! Maybe other .blend files should be added?
Cycles benchmark zip (530 MB)
Google doc spreadsheet
  classroom-200x107  gooseberry-shot-200x98  splash_274-200x92  v1.2_day_1080-1024x576-200x113  bmw-cycles-200x113  0001

3D-Tech News Around The Web / Intel HD Graphics Driver
« on: February 27, 2016, 12:21:18 AM »
Download from Microsoft

SAMSUNG OEM with "Intel® HD Graphics 515"

EDIT: Samsung Galaxy TabPro S detachable now available

EDIT 2: DELL OEM version available

EDIT 3: Lenovo OEM version available

EDIT 4: alt. DELL OEM version available

Installation on other rigs:

 In INF file replace [Manufacturer] section with that from last driver that worked for you.

Attention Windows insiders: there seems to be a bug in BCDEDIT coming with build 14271.
 If following commands fail, grab a copy of BCDEDIT from your WINDOWS.OLD folder

 STEP 2a)
 disable driver signature - secure boot off

 bcdedit -set load options DISABLE_INTEGRITY_CHECKS
 bcdedit -set test signing ON

 STEP 2b)
 disable driver signature - secure boot on

 bcdedit -set load options DISABLE_INTEGRITY_CHECKS
enable test signing via enhanced start options

 STEP 3)
Follow this fool-proof "havedisk" installation tutorial

 No Changelog available

English forum / How to use webcam texture in a GLSL Shader
« on: February 26, 2016, 06:07:34 PM »
That one is quite easy


copy webcam code from geexlab_code_sample_pack/host_api/webcam/webcam_win32_spout_test.xml ( the other demos didn't work on my rig for some reason)

rename tex01 to webcamtex to avoid confusion

and don't forget (like me in first place) to add

quad = gh_mesh.create_quad(winW, winH)
shadertoy_prog = gh_node.getid("shadertoy_prog")


gh_texture.bind(webcamtex, 0)
gh_utils.webcam_update_texture(webcam1, webcamtex)
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel0", 0)

That's all.

>>>download RippleCam<<<

Wrist slitter, originally for video texture

English forum / Tokyo Demo Fest 2016 in GeeXLab flavor
« on: February 25, 2016, 05:32:51 PM »
>>>Download now<<<

Package contains named TDF demos and whatever had japanese comments at GLSLSandbox


mouse support injected in "Dragon" to control camera (originally triggered by ZOOM flag)
, will do that more often in future if it makes sense
NB: NVIDIA doesn't render dragon's skin

GLSLSandbox shaders are converted to Shadertoy format to avoid MOON3D and use GFX03.LUA instead (better mouse and texture support)
this requires following header

Code: [Select]
uniform vec3      iResolution; 
uniform float     iGlobalTime;
uniform vec4      iMouse;
uniform sampler2D iChannel0;
vec2 resolution = iResolution.xy;
vec2 mouse = min(iMouse.xy / iResolution.xy, vec2(1));
#define time         iGlobalTime
#define renderbuffer iChannel0
#define backbuffer   iChannel0
#define bb           iChannel0
vec2 surfacePosition = (2.0 * gl_FragCoord.xy - resolution.xy)/resolution.xy;
vec2 surfaceSize = gl_FragCoord.xy / resolution.xy; 

3D-Tech News Around The Web / AMD Radeon Software Crimson Edition 16.2
« on: February 24, 2016, 11:43:39 PM »
Radeon Software Crimson Edition 16.2 Highlights
    • AMD has partnered with Stardock in association with Oxide to bring gamers Ashes of the Singularity – Benchmark 2.0 the first benchmark to release with DirectX® 12 benchmarking capabilities such as Asynchronous Compute, multi-GPU and multi-threaded command buffer Re-ordering. Radeon Software Crimson Edition 16.2 is optimized to support this exciting new release.
    • The SteamVR Performance Test: we are pleased to report that our Radeon R9 390, Nano, and Fury series GPUs are all able to achieve 'VR Recommended' status, the highest achievable level of experience possible. In addition to that, our affinity multi-GPU feature is already showing significant performance uplift over a single GPU on Radeon cards in the aforementioned benchmark
    • Performance and quality improvements for
      • Rise of the Tomb Raider™
      • Ashes of the Singularity – Benchmark 2
    • Crossfire Profiles available for
      • The Division
      • XCOM 2
Resolved Issues
    • A black screen/TDR error may be encountered when booting a  system with Intel + AMD graphics and an HDMI monitor connected
    • Choppy gameplay may be experienced when both AMD Freesync™ and AMD Crossfire™ are both enabled
    • Display corruption may be observed after keeping system idle for some time
    • Fallout 4 - Flickering may be experienced at various game locations with the v1.3 game update and with AMD Crossfire™ enabled
    • Fallout 4 - Foliage/water may ripple/stutter when game is launched in High/Ultra settings mode
    • Fallout 4 - Screen tearing in systems with both AMD Freesync™ and AMD Crossfire™ enabled if game is left idle for a short period of time
    • Fallout 4 - Thumbnails may flicker or disappear while scrolling the Perk levels page
    • Far Cry 4 - Stuttering may be observed when launching the game with AMD Freesync™ and AMD Crossfire™ enabled
    • FRTC options are displayed on some unsupported laptop configurations with Intel CPU's and AMD GPU's
    • Radeon Settings may sometimes fails to launch with a "Context Creation Error" message
    • Rise of the Tomb Raider™ - Corruption can be observed at some locations during gameplay
    • Rise of the Tomb Raider™ - Flickering may be experienced at various game locations when the game is left idle in AMD Crossfire™  mode under Windows 7
    • Rise of the Tomb Raider™ - Game may intermittently crash or hang when launched with very high settings and AA is set to SMAA at 4K resolution
    • Rise of the Tomb Raider™ - Lara Croft's hair may flicker in some locations if the Esc key is pressed
    • Rise of Tomb Raider™ - A TDR error may be observed with some AMD Radeon 300 Series products after launching the "Geothermal Valley" mission
    • The AMD Overdrive™  memory clock slider does not show original clock values if memory speeds are overclocked
    • World of Warcraft runs extremely slowly in quad crossfire at high resolutions

3D-Tech News Around The Web / Vulkan video demos Protostar and City
« on: February 24, 2016, 02:13:21 AM »
Running on latest smartphones.

Watch videos at PCGH

F1* 2015  is the latest FORMULA ONE* game produced by Codemasters, based on a unique iteration of their proprietary EGO engine. The game was created almost entirely from scratch with the new game engine dramatically improving both the visual quality and AI abilities. The F1 2015 engine is Codemasters’ first to target the eighth generation of consoles (PS4* and Xbox One*) and PCs.

The new engine architecture was designed to run on the multiple cores found in the consoles with the intention that it would scale to work equally well on the PC. A patch in November 2015 that added an updated audio system, and together with higher quality settings for the CPU-driven particle system, makes full use of high-end gaming PCs.

This article details most of the work done for the patch.

Driver Downloads


 Release Updates February 23rd, Windows 356.43, Linux 355.00.28
  • Add support for 64-bit vertex attribute formats
  • Improve performance of vkBindBufferMemory, vkBindImageMemory and vkCreateGraphicsPipelines
  • No longer enumerate Fermi based GPUs in vkEnumeratePhysicalDevices
February 18th, Linux 355.00.27
  • Linux: Fixed issue with vkAllocateMemory() crashing under some circumstances

3D-Tech News Around The Web / Notepad++ 6.9 released
« on: February 22, 2016, 04:53:11 PM »

v6.9 contains a new feature Folder as Workspace which is one of most wanted features.
Folder as Workspace opens your folder(s) in a panel so you can browse folder(s) and open any file in Notepad++. Every changement in the folder(s) from outside will be synchronized in the panel. Usage: Simply drop 1 (or more) folder(s) in Notepad++.

For the security reason, Notepad++ binaries is signed from the v6.9. I make it a point to thank DigiCert for their code sign certificate donation.
More enhancements and bug-fixes are done in this release. Please check Notepad++ v6.9 download page for more information:

  Notepad++ Download

Auto-updater will be triggered in few days if there's no critical issue found.
If you find any regression or critical bug, please report here:


3D-Tech News Around The Web / (Demoscene) TokyoDemoFest 2016
« on: February 21, 2016, 05:57:12 PM »
Downloads still coming in at Pouet and Shadertoy

3D-Tech News Around The Web / SDL version 2.0.4 (stable)
« on: February 19, 2016, 05:26:08 PM »
SDL version 2.0.4 (stable)

 Runtime Binaries: 

Windows: (32-bit Windows) (64-bit Windows)
  Mac OS X:
 SDL2-2.0.4.dmg (Intel 10.5+)

Builds from January 2nd, 2016
Works fine with GeeXLab

v2.04 adds support for the Raspberry Pi 2

3D-Tech News Around The Web / FFMPEG 3.0 Windows Builds
« on: February 19, 2016, 05:15:41 PM »
Zeranoe builds of FFmpeg 3.0 are now available.
A full list of changes can be found at:;a=shortlog;h=n3.0

Works fine with GeeXLab32, GeeXLab64 needs to be updated for the new version numbers (avcodec-57 etc.)

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 7.5.25 driver for Mac located here.

New in Release 346.03.05f02:
  • Graphics driver updated for Mac OS X El Capitan 10.11.3 (15D21)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.
  • Includes BETA support for iMac and MacBook Pro systems with NVIDIA graphics
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.

BETA support is for iMac 14,2 / 14,3 (2013), iMac 13,1 / 13,2 (2012) and MacBook Pro 11,3 (2013), MacBook Pro 10,1 (2012), and MacBook Pro 9,1 (2012) users.

3D-Tech News Around The Web / Qualcomm Adreno GPU SDK - Vulkan Early Access
« on: February 17, 2016, 04:27:19 AM »
Adreno GPU SDK - Vulkan Early Access Request

Qualcomm Technologies, Inc. supports the release of Vulkan from Khronos with the Snapdragon™ 820 and embedded Adreno™ 530 GPU. We will be launching the Adreno SDK v5.0 and Snapdragon Profiler v1.5 with Vulkan support on March 14, 2016. We are extending pre-release access to developers and partners who have access to the Snapdragon 820 mobile development platform and are working on specific projects that would benefit from these new tools.

3D-Tech News Around The Web / ImgTec PowerVR - Vulkan Early Access Program
« on: February 17, 2016, 04:24:38 AM »
The PowerVR Early Access Program was created in order to allow developers early access to Vulkan. Developers can start writing great applications on our hardware with device images for supported platforms.

PowerVR Graphics SDK v4.1 is due for release mid-March 2016. It will include:
  • A Vulkan backend for the PowerVR Framework abstraction layer (PVRAPI)
  • New examples (source and binaries) to demonstrate key Vulkan features


Porting a Graphics Engine to the Vulkan API

The new Vulkan API from Khronos is the first to be designed to work across all platform types. Vulkan is a very low-level API that gives developers explicit control of *everything*.

In this blog we want to share with developers our experience of porting a graphics engine to the Vulkan API. The engine we decided to port to Vulkan has already had support for various other standard APIs such as OpenGL 4.5, OpenGL ES 2.0, OpenGL ES 3.2. Although these APIs are all different, they have some characteristics in common, for example that an application cannot efficiently talk with the driver from multiple threads. Implementing multi-threading in those previous APIs would not improve performance as it would require a lot of context switches which would eat up most of the performance budget. The GL APIs were designed for previous generations of GPU hardware and whilst the capabilities of hardware and technology evolved, the API’s haven’t done so at the same rate. Vulkan therefore comes at just the right time to address most of the issues of the existing APIs. It also provides developers with a lot more control and flexibility over resources and how and when “jobs” are executed in the graphics pipeline. It does however mean that there isn’t the level of support developers might have come to expect in working with Open GL ES but there are Vulkan debug layers available for plug in that can do a sense check and keep you on the right track.

Mali Graphics Debugger V3.4 Released with Vulkan Support

This is a very exciting time for Graphics. Today marked the release of Vulkan, which is the latest graphics API to be developed by the Khronos group. It has been completely redesigned from the ground up with a much greater emphasis on low-level efficiency. Some of the key features include better multi-threading support, reduced CPU workloads and for the first time, desktop and mobile will use the same graphics API. This last feature will make generating content for both mobile and desktop even easier. More information about Vulkan can be found in the community ARM Vulkan: Built for Modern Mobile Systems and on the Khronos Website
As it is a completely new API we appreciate there could be a learning curve required. Help is at hand though as the Mali Graphics Debugger now has Vulkan support. This means that you will be able to trace your Vulkan applications and see what function calls are being used in your application and in what order. It will also detect end-of-frame events so that you can see what function calls were involved in making each frame.

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