Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Stefan

Pages: 1 ... 3 4 [5] 6 7 ... 163
UNIGINE 2.2: New Geometric Water, Unified API, Geodetic Improvements

Key Changes
  • New simulation-friendly water with geometric waves (Beaufort scale 0-12)
  • Introduced tiled rendering optimizations
  • Introduced area lights
  • Planar reflections
  • Improved shadows
  • Unified C++/C#/UnigineScript API with full access to the engine features
  • New C++/C# app logic system
  • Improved Qt integration template
  • Support for Visual Studio 2015
  • Upgraded Oculus plugin to 0.8 Oculus SDK
  • Improved accuracy of geodetic math
  • Introduced GeodeticPivot object (experimental)
  • Editable demos via SDK Browser
  • SimLights add-on for airfield lights
  • New Oil Rig demo

3D-Tech News Around The Web / GFXBench 5 Aztec Ruins behind the pixels
« on: March 24, 2016, 01:28:13 AM »

Linux Display Driver - x86 NVIDIA Certified364.12March 21, 2016
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified364.12March 21, 2016
Linux 32-bit ARM Display Driver NVIDIA Certified364.12March 21, 2016
Solaris Display Driver – x64/x86 NVIDIA Certified364.12March 21, 2016
FreeBSD Display Driver – x86 NVIDIA Certified364.12March 21, 2016
FreeBSD Display Driver – x64 NVIDIA Certified364.12March 21, 2016

  • Added support for the following GPUs:
    • GeForce 920MX
      GeForce 930MX
  • Fixed a regression that caused GPU exceptions and incorrect rendering when using pbuffers with EGLDevice.
  • Fixed a bug that caused nvidia-settings to crash when pairing glasses with the 3D Vision Pro transmitter on some systems.
  • Fixed a bug that caused installer manifest entries for some 32-bit compatibility libraries to be duplicated in the installer package.
  • Fixed a regression that caused the HSync and VSync mode timing polarity flags to be inverted.
  • Changed the default OpenGL installation type to use the GLVND GLX client libraries rather than the legacy non-GLVND libraries.
  • Added initial support for Direct Rendering Manager Kernel Modesetting (DRM KMS).  See the DRM KMS section of the README for details.
  • Added a new kernel module, nvidia-drm.ko, which registers as a DRM driver with both PRIME and DRM KMS support.
  • Added support for the following EGL extensions:


    to enable Wayland applications to run on NVIDIA's EGL implementation,


    to enable Wayland compositors to run on NVIDIA's EGL implementation, and


    to enable Mir and Wayland compositors to display their content through EGLDevice, EGLOutput, and EGLstreams.
  • Added a Wayland platform library,, to allow Wayland compositors that support EGLDevice, EGLOutput, and EGLstreams to share EGL buffers with Wayland applications.
  • Fixed a bug that could cause incorrect frame rate reporting on Quadro Sync configurations with multiple GPUs.
  • Added support for the Vulkan API version 1.0.
  • Improved X colormap precision from 8 significant bits to 11 on GeForce GPUs.  Quadro GPUs already used 11 bits of precision.
  • Added a new RandR property, CscMatrix, which specifies a 3x4 color-space conversion matrix.  The matrix is applied after the X colormap and before the gamma ramp.  This property is available on GF119 and newer GPUs.
  • Improved handling of the X gamma ramp on GF119 and newer GPUs.  On these GPUs, the RandR gamma ramp is always 1024 entries and now applies to the cursor and VDPAU or workstation overlays in addition to the X root window
  • Reworked how the NVIDIA driver registers with the Linux kernel's DRM subsystem for PRIME support.  As a result, PRIME support requires Linux kernel version 3.13 or newer (previously, PRIME support required Linux kernel version 3.10 or newer).
  • Improved the interactivity of applications that use a hardware cursor while G-SYNC is active.

3D-Tech News Around The Web / Blender 2.77 released
« on: March 20, 2016, 09:02:51 AM »
The Blender Foundation and online developer community are proud to present Blender 2.77, released March 19th, 2016!
  • Cycles Rendering has better Subsurface Scattering, GPU support for Smoke/Fire and Point Density, and a few other features and optimizations.
  • User Interface has faster OpenGL rendering and better Anti-Aliasing, and other improvements
  • Modeling now has an edit-mode boolean tool, better decimate modifier, selection tools
  • Sequencer has a Gaussian Blur effect speedup, and other strip and modifier improvements
  • Sculpting/Painting has better extruding and weight painting tools
  • Animation has a new constraint interpolation method, and improvements in graph editor, dope sheet, armatures and motion paths
  • Grease pencil now has stroke sculpting, and several other workflow improvements
  • Library handling has been improved to better manage missing and deleted datablocks
  • Game Engine has a few new small features
  • A new Add-on supports packing .blend files and their dependencies, some other IO Add-on was improved, and Python was upgraded
  • OpenVDB caching is now supported for smoke/volumetric simulations, multithreading is now massively supported, and also 2D stabilization node, Image editor, Cubemap and spotlights were improved
  • Support for Windows XP was removed, and the SCons build system too.
  • And, as usual, a massive bug fixing!

3D-Tech News Around The Web / Adam - Unity 5.4 demo
« on: March 18, 2016, 07:02:57 PM »

 This is the first part of our real-time rendered short film “Adam”, created with the Unity engine by Unity’s Demo team. Adam illustrates the high quality graphics that are enabled by the Unity engine in 2016. The full length short will be shown at Unite Europe 2016 in Amsterdam – so stay tuned!  The production of this short was used to stress our beta versions of Unity 5.4 and the cinematic sequencer currently in development. We also used an experimental implementation of real time area lights.

The demo makes extensive use of the high fidelity physics simulation tool CaronteFX, which is now available for Unity on the AssetStore.

The Demo team also created some custom tools on top of the Unity engine to cover specific production needs. For this project we needed volumetric fog, transparency shader, motion blur – to name a few. Expect to have them in your hands after Unite Europe.

The demo runs at 1440p on a GTX980.

3D-Tech News Around The Web / AMD HIP release 0.82
« on: March 17, 2016, 11:11:09 PM »
HIP is a C++ runtime API and kernel language that allows developers to create portable applications that can run on AMD and other GPU’s. Our goal was to rise above the lowest-common-denominator paths and deliver a solution that allows you, the developer, to use essential hardware features and maximize your application’s performance on GPU hardware.

3D-Tech News Around The Web / NVIDIA PhysX Visual Debugger 3.0
« on: March 17, 2016, 11:07:57 PM »
The PhysX Visual Debugger (PVD) provides a graphical view of the PhysX scene and includes various tools to inspect and visualize variables of every PhysX object. Additionally it can also record and visualize memory and timing data.

3D-Tech News Around The Web / NVIDIA FLEX 1.0 released
« on: March 17, 2016, 11:05:57 PM »
NVIDIA FLEX is a multi-platform unified particle dynamics library for real-time visual effects. It supports fluids, clothing, solids, ropes, and more.

3D-Tech News Around The Web / NVIDIA legacy driver 341.95 WHQL
« on: March 16, 2016, 05:34:18 PM »
This driver adds security updates for driver components of Tesla architecture class GPUs (not to be confused with Tesla product line).

 Driver version = 01/29/2016,
 Branch r340_00-595

3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.22 released
« on: March 16, 2016, 05:26:06 PM »
Changes in HWiNFO32 & HWiNFO64 v5.22 - Released on:  Mar-16-2016: 
  • Fixed a possible hang in sensors when system is using multiple page files.
  • Added hotkeys to disable/hide sensors.
  • Improved handling of invalid sensor values.
  • Disabled GPU I2C access on Fiji again due to stability issues.
  • Enhanced GPU temperature monitoring on Fiji (VR VDDC, VR VDD, Liquid).
  • Fixed CPU Power measurement on Haswell systems with overclocked BCLK.
  • Added monitoring of GPU VDDC for AMD Fiji.
  • Added monitoring of GPU Current and Power for AMD Hawaii/Bonaire and later generations.
  • Fixed SMBus issues on some Fujitsu machines.

Back to Dinosaur Island 2 is an Oculus Rift DK2-exclusive Virtual Reality demo and requires an Oculus Rift DK2 HMD (SDK 0.8) to run.
 Back to Dinosaur Island 2 requires a Xbox 360 for Windows or Xbox One Controller for Windows to be played. Gameplay with only mouse and keyboard is not supported.

Discussing the State of DirectX 12 With Microsoft & Oxide Games

Ahead of next week’s show, I had a chance to sit down and talk shop with an interesting trio of techies: Brian Langley, Microsoft’s DirectX 12 lead, Max McMullen, Microsoft’s principle lead for Direct3D, and Dan Baker, co-founder and guru developer for Oxide Games. Microsoft of course is looking to further push the development of (and developers towards) DirectX 12, as the first games come out for the APi. Meanwhile Oxide’s Ashes of the Singularity has been a common site around here, as while it won’t claim the title of the first DX12 game – that technically goes to the new Windows 10 port of Gears of War – Ashes is arguably the first game to take meaningful advantage of the API.

3D-Tech News Around The Web / Using the Vulkan Validation Layers
« on: March 10, 2016, 05:28:37 PM »
While getting familiar with the Vulkan API may seem a bit involving at the beginning, as due to its nature it has a steeper learning curve than traditional APIs, the validation layers make it much easier to catch any mistakes, and they also provide a lot of additional useful information beyond just reporting basic errors. While using the validation layers does not completely eliminate the need to test your application on multiple platforms, it minimizes the chances of any portability issues resulting from incorrect API usage.

Read on...

3D-Tech News Around The Web / AMD Radeon Software Crimson Edition 16.3
« on: March 10, 2016, 01:02:59 AM »
Radeon Software Crimson Edition 16.3 Highlights

 Updated Crossfire Profiles available for
    • Hitman™
    • The Park
Support for​
  • Hitman™
  • [/l][/l]
Performance and Quality improvements for
  • Rise of the Tomb Raider™(2)
    • ​Up to 16% on AMD Radeon™ R9 Fury X Series vs AMD Radeon™ Software Crimson Edition 16.2.
  • ​Gears of War Ultimate Edition(3)
    • Up to 60% on AMD Radeon™ R9 Fury X series vs AMD Radeon™ Software Crimson Edition 16.2.1
    • Up to 44% on AMD Radeon™ R9 380 series vs AMD Radeon™ Software Crimson Edition 16.2.1
Vulkan™ Support(1): Vulkan™ is the successor to OpenGL and a descendant of AMD's Mantle. Vulkan™ is a powerful "low-overhead" graphics API that gives software developers deep control over the performance, efficiency, and capabilities of Radeon™ GPUs and multi-core CPUs. More information on Vulkan™ can be found at
​  Per-Game Display Scaling: A new feature introduced in Radeon™ Settings that allows per game Display Scaling to be set within the Radeon™ Settings Gaming tab under "Profile Options".
 Language Menu: A new feature introduced in Radeon™ Settings that allows the end user to select their preferred language from a drop down menu under the "Preferences -> Language" tab.
 Two Display Eyefinity: Two Display Eyefinity is now an available option under the Eyefinity tab in Radeon™ Settings.
 AMD Crossfire™ Status Indicator: A new feature in Radeon™ Settings that allows users to toggle an AMD Crossfire™ status indicator on their screen when running in AMD Crossfire™ mode.
 Updated Social Links: New Social links are now available for Radeon™ Settings home page and have also updated based on geographical region.​
 Power Efficiency Toggle: A new feature introduced in the Radeon™ Settings Gaming tab for select AMD Radeon™ 300 series and AMD Radeon™ Fury X available under "Global Options". This allows the user to disable some power efficiency optimizations.
 AMD XConnect™ technology: This driver provides initial support for external GPU enclosures configured with Radeon™ R9 300 Series GPUs are now supported over Thunderbolt™ 3 (USB-C) connections. AMD XConnect™ technology additionally provides plug'n'play support and an integrated management interface. Base system must have BIOS support for external GPUs (e.g. Razer Blade Stealth).
 Resolved Issues
  • Core clocks may not maintain sustained clock speeds resulting in choppy performance and or screen corruption (Fixed with new Power Efficiency feature toggled to off)
  • Gears of War Ultimate Edition - Random freezes may be experienced during gameplay
  • Ashes of the Singularity 2.0 Benchmark now supports DirectFlip
  • XCOM 2 flickering textures may be experienced at various game locations

Vulkan maps significantly better to our hardware than OpenGL ES ever has. Whilst there’s a lot of focus on Vulkan improving CPU performance and efficiency, there’s a heck of GPU performance and efficiency wins too – they’re just a bit more subtle!
Talking about console quality graphics on mobile is starting to become a bit of a cliché, but I’m going to use it anyway! As mobile GPUs get better and more efficient, Vulkan is a big step on the road to console quality graphics.
Read on...

New update available for Windows and Android. iOS and OSX coming soon. Addressed submit database.

On Optimus rigs create a profile, otherwise the app will mix both renderers.

Update: Hotfix available under previous 364.47 links

The new GeForce Game Ready 364.47 WHQL drivers for Tom Clancy's The Division, Need For Speed, Hitman, and Ashes of the Singularity are now available to download via GeForce Experience.
  The long-awaited release of Tom Clancy's The Division is less than 24 hours away. Ensure the best possible experience with our new Game Ready driver that's now available for download.
Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix possible makes it into the Game Ready driver. As a result, you can be sure you’ll have the best day-1 gaming experience for your favorite new titles.

Game Ready
Learn more about how to get the optimal experience for Tom Clancy’s The Division, Hitman, Need for Speed, Ashes of the Singularity, and Rise of the Tomb Raider

Gaming Technology
Support for Vulkan API

Just like others users at Official 364.47 Game Ready WHQL Display Driver Feedback Thread (Released 3/7/16) i experienced a broken installer.

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.

Pages: 1 ... 3 4 [5] 6 7 ... 163