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First 3D Commercial Web Game Powered By asm.js Unveiled
Earlier this year, Mozilla and Epic Games showcased Unreal Engine 3 running in Firefox and other Web browsers using asm.js, Emscripten, and WebGL, showing the power of the Web as a platform for gaming. This demo caught the attention of NomNom Games, a subsidiary of Trendy Entertainment, who was excited about the possibility of bringing their existing Unreal Engine 3-powered titles to the Web, without the need for plugins.
Here are some notes on getting the GPU/OpenGL ES debuggers working with devices.
NVidia’s Tegra tool seems the best (even has integrated mesh viewer). Qualcomm’s Adreno tool is also quite good. ARM’s MALI tool is difficult to set up (rooting), but covers the essentials. Intel’s GPA tool is a complete suite, but is only a system usage profiler for Android. Imagination’s PowerVR tools appear good, though I haven’t tested them yet (one tool requires rooting). Vivante provides no tools. Desktop tools not listed.
Unleash The Game Creator in You By Entering Our Holiday Gaming Competition
Can you create an even more enticing interactive game demo than our Jetpack Santa? We bet you can and to help you create it, we are partnering with Goo Technologies for Mozilla and Goo’s Game Creator Challenge.
The Intel® SDK for OpenCL* Applications XE 2013 R2 includes certified OpenCL 1.2 support for Intel® Xeon® processors and Intel® Xeon Phi™ coprocessors for Linux* operating systems and beta support for Windows*. Targeted at developers of highly parallel applications including High Performance Computing (HPC), workstations, and data analytics, the new SDK broadens the parallel programming options on Intel architecture and allows developers to maximize data parallel application performance on Intel Xeon Phi coprocessors.
(New!) Windows* OSs support
Massive Entertainment's new engine brings realistic lighting and more to Xbox One and PS4 open world shooter
Ubisoft and Massive Entertainment have shown off some of the things the new Snowdrop Engine can do with a fresh trailer for Tom Clancy's The Division.
The new footage of the next-gen shooter was shown at last weekend's Spike VGX Awards and can be viewed <here>.
The tech demo reiterates that the Snowdrop Engine was created from the ground up for the Xbox One and PS4 title, and allows Massive Entertainment to create a world with high levels of detail.
Crucial to this is the volumetric lighting, which adds to the atmosphere created by the game's changing weather and day/night cycle. The studio has approached lighting in a similar way to Hollywood studios, using light probes to capture lighting as realistically as possible in both indoor and outdoor environments.
This works hand in hand with a new shader system that reacts to the constantly changing weather in the game. Massive has also promised the most realistic surface reaction seen in a game to date, with textures changing depending on where objects are shot or damaged.
Arauna2 demo released (ompf2.com)
I posted a demo of the new Arauna2 renderer on ompf2.com: http://ompf2.com/viewtopic.php?f=5&t=1887
A youtube of the demo can be found here: http://www.youtube.com/watch?v=Znr1JJLI5uY
A higher quality version of the video can be downloaded as well (warning: large; 850Mb): https://mega.co.nz/#!pgJQUJ4Z!XaJIW0B_BMha39FIk8TsOk2CV2RTw5wRPEpDbrVeNBk
And finally, the demo, which requires a decent CUDA device and 64-bit windows: https://mega.co.nz/#!UphmTTxb!JAfhjCfDa3-zDo3Zy5gD9EArYxlkJKa10XPqZY8sZRs A hires patch for the demo can be found here: https://mega.co.nz/#!ZwBjWChQ!cgoSi1I-7gLKkBooUHFgmQWClwMocl-qqQ8YeiR2vx8
Arauna2 is an interactive path tracer, which produces images using a random process. As a result, images contain noise, which will fade away as the pixel values approach the ‘expected value’. Arauna2 has been optimized to produce decent quality images very quickly, and converges to high quality images in seconds. It is intended for architectural walkthroughs, but something involving games would be even more awesome. As you can see in the demo, we are not there yet, sadly.
I believe Arauna2 is currently the fastest path tracer, but that is of course strongly dependent on requirements. Main limitation is the fixed shading path, which supports the full Phong model, specular, dielectrics, textures, normal mapping and emissive surfaces, as well as every sensible combination of those. Illumination is provided using light emitting surfaces, meshes, point lights, spotlights (including IES profile support) and directional lights.
We Are All Made of Stars
400,000 particles rendered using physics determined by movement detected on webcam, creating swirling explosions as the user moves. Happy fireworks night from the UK!
Try the NVIDIA GRID cloud gaming beta, available exclusively to SHIELD owners in Northern California. Instantly stream high-quality PC games to your SHIELD.
To participate in the GRID beta, you'll need:
NVIDIA SHIELD gaming portable
Internet connection with at least a 10 Mbps download speed
Home network with 40 ms or less ping time to the GRID cloud gaming servers in San Jose, CA
NVIDIA GameStream™-Ready 5 GHz Wi-Fi router
This is a test driver for upcoming driver performance improvements.
For Production environments please use 331.82 - the latest ODE driver.
DriverVer = 11/18/2013, 184.108.40.20687
CatalogFile = NV_DISP.CAT
NVIDIA_DEV.019D = "NVIDIA Quadro FX 5600"
NVIDIA_DEV.019E = "NVIDIA Quadro FX 4600"
NVIDIA_DEV.040A = "NVIDIA Quadro FX 370"
NVIDIA_DEV.040D = "NVIDIA Quadro FX 1600M"
NVIDIA_DEV.040E = "NVIDIA Quadro FX 570"
NVIDIA_DEV.040F = "NVIDIA Quadro FX 1700"
NVIDIA_DEV.042F = "NVIDIA Quadro NVS 290"
NVIDIA_DEV.05E7 = "NVIDIA Tesla C1060"
NVIDIA_DEV.05E7.0595.10DE = "NVIDIA Tesla T10 Processor"
NVIDIA_DEV.05E7.066A.10DE = "NVIDIA Tesla C1060 "
NVIDIA_DEV.05E7.068F.10DE = "NVIDIA Tesla T10 Processor "
NVIDIA_DEV.05E7.0697.10DE = "NVIDIA Tesla M1060"
NVIDIA_DEV.05E7.0714.10DE = "NVIDIA Tesla M1060 "
NVIDIA_DEV.05E7.0743.10DE = "NVIDIA Tesla M1060 "
NVIDIA_DEV.05F9 = "NVIDIA Quadro CX"
NVIDIA_DEV.05FD = "NVIDIA Quadro FX 5800"
NVIDIA_DEV.05FE = "NVIDIA Quadro FX 4800"
NVIDIA_DEV.05FF = "NVIDIA Quadro FX 3800"
NVIDIA_DEV.0619 = "NVIDIA Quadro FX 4700 X2"
NVIDIA_DEV.061A = "NVIDIA Quadro FX 3700"
NVIDIA_DEV.061B = "NVIDIA Quadro VX 200"
NVIDIA_DEV.061C = "NVIDIA Quadro FX 3600M"
NVIDIA_DEV.061D = "NVIDIA Quadro FX 2800M"
NVIDIA_DEV.0638 = "NVIDIA Quadro FX 1800"
NVIDIA_DEV.0658 = "NVIDIA Quadro FX 380"
NVIDIA_DEV.0659 = "NVIDIA Quadro FX 580"
NVIDIA_DEV.065C = "NVIDIA Quadro FX 770M"
NVIDIA_DEV.06D1 = "NVIDIA Tesla C2050 / C2070"
NVIDIA_DEV.06D1.0771.10DE = "NVIDIA Tesla C2050"
NVIDIA_DEV.06D1.0772.10DE = "NVIDIA Tesla C2070"
NVIDIA_DEV.06D2 = "NVIDIA Tesla M2070"
NVIDIA_DEV.06D2.0774.10DE = "NVIDIA Tesla M2070 "
NVIDIA_DEV.06D2.0830.10DE = "NVIDIA Tesla M2070 "
NVIDIA_DEV.06D2.0842.10DE = "NVIDIA Tesla M2070 "
NVIDIA_DEV.06D2.088F.10DE = "NVIDIA Tesla X2070"
NVIDIA_DEV.06D2.0908.10DE = "NVIDIA Tesla M2070 "
NVIDIA_DEV.06D8 = "NVIDIA Quadro 6000"
NVIDIA_DEV.06D9 = "NVIDIA Quadro 5000"
NVIDIA_DEV.06DC = "NVIDIA Quadro 6000 "
NVIDIA_DEV.06DD = "NVIDIA Quadro 4000"
NVIDIA_DEV.06DE = "NVIDIA Tesla T20 Processor"
NVIDIA_DEV.06DE.0773.10DE = "NVIDIA Tesla S2050"
NVIDIA_DEV.06DE.082F.10DE = "NVIDIA Tesla M2050"
NVIDIA_DEV.06DE.0840.10DE = "NVIDIA Tesla X2070 "
NVIDIA_DEV.06DE.0842.10DE = "NVIDIA Tesla M2050 "
NVIDIA_DEV.06DE.0846.10DE = "NVIDIA Tesla M2050 "
NVIDIA_DEV.06DE.0866.10DE = "NVIDIA Tesla M2050 "
NVIDIA_DEV.06DE.0907.10DE = "NVIDIA Tesla M2050 "
NVIDIA_DEV.06DE.091E.10DE = "NVIDIA Tesla M2050 "
NVIDIA_DEV.06DF = "NVIDIA Tesla M2070-Q"
NVIDIA_DEV.06DF.084D.10DE = "NVIDIA Tesla M2070-Q "
NVIDIA_DEV.06DF.087F.10DE = "NVIDIA Tesla M2070-Q "
NVIDIA_DEV.06F8 = "NVIDIA Quadro NVS 420"
NVIDIA_DEV.06F9 = "NVIDIA Quadro FX 370 LP"
NVIDIA_DEV.06FA = "NVIDIA Quadro NVS 450"
NVIDIA_DEV.06FB = "NVIDIA Quadro FX 370M"
NVIDIA_DEV.06FD = "NVIDIA Quadro NVS 295"
NVIDIA_DEV.06FF = "NVIDIA HICx16 + Graphics"
NVIDIA_DEV.06FF.0711.10DE = "NVIDIA HICx8 + Graphics"
NVIDIA_DEV.087A = "NVIDIA GeForce 9400 "
NVIDIA_DEV.0A38 = "NVIDIA Quadro 400"
NVIDIA_DEV.0A3C = "NVIDIA Quadro FX 880M"
NVIDIA_DEV.0A78 = "NVIDIA Quadro FX 380 LP"
NVIDIA_DEV.0DD8 = "NVIDIA Quadro 2000"
NVIDIA_DEV.0DD8.0914.10DE = "NVIDIA Quadro 2000D"
NVIDIA_DEV.0DF8 = "NVIDIA Quadro 600"
NVIDIA_DEV.0DF9 = "NVIDIA Quadro 500M"
NVIDIA_DEV.0DFA = "NVIDIA Quadro 1000M"
NVIDIA_DEV.0E3A = "NVIDIA Quadro 3000M"
NVIDIA_DEV.0E3B = "NVIDIA Quadro 4000M"
NVIDIA_DEV.0FF2 = "NVIDIA GRID K1"
NVIDIA_DEV.0FF9 = "NVIDIA Quadro K2000D"
NVIDIA_DEV.0FFA = "NVIDIA Quadro K600"
NVIDIA_DEV.0FFD = "NVIDIA NVS 510"
NVIDIA_DEV.0FFE = "NVIDIA Quadro K2000"
NVIDIA_DEV.0FFF = "NVIDIA Quadro 410"
NVIDIA_DEV.1021 = "NVIDIA Tesla K20Xm"
NVIDIA_DEV.1022 = "NVIDIA Tesla K20c"
NVIDIA_DEV.1023 = "NVIDIA Tesla K40m"
NVIDIA_DEV.1024 = "NVIDIA Tesla K40c"
NVIDIA_DEV.1027 = "NVIDIA Tesla K40st"
NVIDIA_DEV.1028 = "NVIDIA Tesla K20m"
NVIDIA_DEV.1029 = "NVIDIA Tesla K40s"
NVIDIA_DEV.103A = "NVIDIA Quadro K6000"
NVIDIA_DEV.107C = "NVIDIA NVS 315"
NVIDIA_DEV.107D = "NVIDIA NVS 310"
NVIDIA_DEV.1091 = "NVIDIA Tesla M2090"
NVIDIA_DEV.1091.0887.10DE = "NVIDIA Tesla M2090 "
NVIDIA_DEV.1091.088E.10DE = "NVIDIA Tesla X2090"
NVIDIA_DEV.1091.0891.10DE = "NVIDIA Tesla X2090 "
NVIDIA_DEV.1094 = "NVIDIA Tesla M2075"
NVIDIA_DEV.1094.0888.10DE = "NVIDIA Tesla M2075 "
NVIDIA_DEV.1096 = "NVIDIA Tesla C2075"
NVIDIA_DEV.1096.0910.10DE = "NVIDIA Tesla C2075 "
NVIDIA_DEV.1096.0911.10DE = "NVIDIA Tesla C2050 "
NVIDIA_DEV.109B = "NVIDIA Quadro 7000"
NVIDIA_DEV.109B.0918.10DE = "NVIDIA Quadro 7000 "
NVIDIA_DEV.10D8 = "NVIDIA NVS 300"
NVIDIA_DEV.118F = "NVIDIA Tesla K10"
NVIDIA_DEV.11BA = "NVIDIA Quadro K5000"
NVIDIA_DEV.11BC = "NVIDIA Quadro K5000M"
NVIDIA_DEV.11BD = "NVIDIA Quadro K4000M"
NVIDIA_DEV.11BE = "NVIDIA Quadro K3000M"
NVIDIA_DEV.11BF = "NVIDIA GRID K2"
NVIDIA_DEV.11FA = "NVIDIA Quadro K4000"
Highlights of the AMD Catalyst™ 13.11 Beta V9.4 Driver for Linux:
This release of AMD Catalyst™ Linux introduces support for the following new features:
 : Resolves crash when resizing Konsole
 : Resolves brightness adjustment issues
 : Resolves kernel module compile failure when CONFIG_UIDGID_STRICT_TYPE_CHECKS is enabled
 : Avoids the new GPL symbol acpi_bus_get_device for new kernel support
 : Resolves system hang on resume from S4 with OpenGL screen saver running
EVGA Precision X APP
Introducing the next generation of GPU overclocking software: EVGA Precision X. Designed from the ground up to support the latest GPU technologies, EVGA Precision X redefines what overclocking software should be. This program allows you to fine tune your EVGA graphics card.*
*Requires a Bluetooth enabled PC and the latest version of precision (http://www.evga.com/precision/)
This is a guide for building a bootable SD card to run Linux on the Samsung Chromebook XE303C12 as an alternative operating system to ChromeOS. The guide assumes some Linux experience as a user and programmer. More specifically, one should be familiar with opening and executing commands in a terminal, mounting/unmounting storage devices and navigating the GUI.
The supported windowing systems are fbdev (direct frame buffer access) and X11. The instructions are written for all variants with accompanying notes where there are differences.
As the CPUs and GPUs in mobile devices have become more powerful and devices with one or more high-resolution screen have become ubiquitous, the demand for complex interactions with the graphics driver has increased. In this blog post, I’ll discuss what multi-thread and multi-window rendering means to developers, and I’ll describe if and when these techniques should be used in your apps.
Multi-thread, multi-window rendering makes it very easy to shoot yourself in the foot by creating complex, hard to debug rendering engines. However, it also provides a lot of power and flexibility when used correctly. If you stick to the guidelines outlined in this post, you can improve the performance of your resource loading without introducing unnecessary headaches.
WebGL Debugging and Profiling Tools
With the new shader editor in Firefox 27 (available now in Aurora), WebGL tools are taking a big step in the right direction. This article reviews the current state of WebGL debugging and profiling tools with a focus on their use for real engines, not simple demos. In particular, our engine creates shaders dynamically; uses WebGL extensions like Vertex Array Objects; dynamically creates, updates, and deletes 100′s of MB of vertex buffers and textures; renders to different framebuffers; and uses web workers. We’re only interested in tools that provide useful results for our real-world needs.