« on: September 16, 2013, 06:51:29 PM »
TechPowerUp announced the latest update to GPU-Z, the popular graphics hardware information, monitoring and diagnostics utility. Version 0.7.3 brings in a few major changes, keeping in mind plans by AMD and NVIDIA to update their product stacks, a little later this year. We've added preliminary support for Radeon R7 240, R7 250, R7 260X, R9 270, R9 270X, R9 290, and R9 290X. On the NVIDIA front, we've added support for GeForce GT 625, GT 645, GT 755M, GT 745M, GTX 760M, GTX 765M, GTX 770M, Quadro K1100M, and K5100M. Support was also added for AMD Radeon HD 7600G, HD 8250, HD 8330, HD 8470G, HD 8570, HD 8570G, and E6460; FirePro W7000, and W600. GPU-Z 0.7.3 brings improved support for GeForce GTX 780 graphics cards with CHiL CHL8318 voltage controllers, and GeForce cards in general, with NCP4206 controllers.
Mobile GPU computing, just like any other technology domain, is subject to buzz and hype words. When marketing teams get a bit overexcited, it is easy to assume that something is a lot more important than it really is. I believe that a couple of areas require some comments, including: coherency, heterogeneous compute and, again, FP64.
Read on @ ImgTec
Visual Studio 2013 Release Candidate
The Visual Studio 2013 Release Candidate is now available. The VC 2013 RC Redistribution packages are also available (x86, x64, ARM), as well as the Remote Debugging Tools (x86, x64).
VS 2013 RC includes the Windows 8.1 SDK. As with VS 2012 / Windows 8.0 SDK, this release integrates many aspects of the legacy DirectX SDK. As discussed in Where is the DirectX SDK (2013 Edition)?, there's new support for Direct3D 11.2, Direct2D 1.2, DXGI 1.3, HLSL Compiler #47, updates to WIC, and many new 18.0 C++ compiler features. The Windows 8.1 SDK included in VS 2013 RC also includes DirectXMath 3.06 with a few minor changes compared to 3.05 in the Preview (see MSDN and this post). For more information on VS 2013 RC, see the Visual C++ Team blog, Somasegar's blog, and the Visual Studio blog.
For a comparison summary of new C++11 language features in VS 2013, take a look at the tables in the Dual-use Coding Techniques for Games post which have been refreshed for the latest toolset.
Windows 8.1: In related news, the Windows 8.1 RTM is now available on MSDN/TechNet for subscribers, with GA set for October 18, 2013...
New 3DMark Ice Storm Unlimited benchmark test for iOS and Android
We've added a new test to 3DMark for making chip-to-chip comparisons across mobile devices and operating systems. 3DMark Ice Storm Unlimited is included in the iOS edition and can be added to the Android edition by updating to the latest version, available now from Google Play.
3DMark Ice Storm Unlimited provides an accurate way to measure component performance without vertical sync, display resolution scaling and other operating system factors affecting the result..
In Unlimited mode the rendering engine uses a fixed time step between frames and renders exactly the same frames in every run on every device. The frames are rendered in 720p resolution "offscreen" while the display is updated with small frame thumbnails every 100 frames to show progress.
Those scores are amazing - but curious to know how it can be twice as fast as an iPhone 5 (practically) when all other benchmarks show otherwise?
Benchmark your device with 3DMark, the world's most popular performance test. Use 3DMark to test the performance of your iPhone or iPad, then see how it compares with other models. You can even compare your benchmark test scores with smartphones and tablets running Android, Windows or Windows RT.
During this year’s PAX Prime, Nvidia showcased its Fur Tech that will be used in The Witcher 3. In this demo, Nvidia showcased what its latest tech looks like, however it seems that this particular technique will require a really high-end graphics card in order to be enjoyed. In fact, Nvidia demoed its Fur tech at a mere resolution of 1024×768 and the Titan card was able to only push 65fps when there were two wolves on screen.
Read on @ Dark Side Of Gaming
Shader Particle Engine v0.4.0
A GLSL-heavy particle engine for THREE.js. Based on Stemkoski's great particle engine
Free professional gaming performance benchmark app for all users
-- Especially designed for mobile devices
-- Reflect real gaming performance to smart phones/tablets
-- Test target smart devices with different benchmarking measures and game scenes
AnTuTu 3DRating Benchmark is a professional GPU performance benchmarking app, and helps users know deeper to smart phones/tablets in real gaming performance.
-- Support OpenGL ES 3.0
-- Reflect real 3D operation performance
-- Execute different scenes to measure device in real gaming performance
-- Higher benchmarking score means higher 3D gaming performance
Prepare for a sweet new treat
Android is the operating system that powers over 1 billion smartphones and tablets. Since these devices make our lives so sweet, each Android version is named after a dessert: Cupcake, Donut, Eclair, Froyo, Gingerbread, Honeycomb, Ice Cream Sandwich, and Jelly Bean. As everybody finds it difficult to stay away from chocolate we decided to name the next version of Android after one of our favorite chocolate treats, Kitkat®!
The OpenGL 4.4 beta drivers for both Windows and Linux have been updated. The new Windows version is 326.98 and the new Linux version is 325.05.13. The major fix in these new drivers is a regression in the functionality of atomics. New drivers can be found in the usual place:
There is a known issue with layered rendering to sparse textures, notably cube maps, that we're currently investigating. A fix for this should be available next week.
Phill Smith, Demo Manager at ARM, compares two methods of texture generation with the Trollheim demo. The first demonstration, on Exynos 5 Octa hardware with an ARM® Mali™-T628 GPU, generates terrain using GPU Shaders; the second, on the Arndale Development Board with an ARM Mali-T604 GPU, uses OpenCL™.
The NVIDIA Developer Tools team is proud to announce the final release of NVIDIA® Nsight™ Visual Studio Edition 3.1, an application development platform for heterogeneous systems. This new release officially supports Visual Studio 2012, Direct3D 11.1, (OpenGL) bindless graphics and CUDA® 5.5.
Visual Studio 2012 is now supported.
Direct3D 11.1 is now supported.
Official support for Microsoft Windows 8 operating system.
Support for CUDA 5.5 Toolkit.
Support for Direct State Access (DSA) feature of OpenGL.
Frame Debugging for (OpenGL) bindless graphics is now supported.
Improved Frame Debugger's event view and performance overhead improvements when tracing DirectX or OpenGL applications.
New Release 5.5.24
This is Release 3.0 of NVENC SDK. This SDK release is backward compatible
with NVENC SDK 1.0 (released in September 2012) and 2.0 (released in March 2013).
Applications or source projects that use the NVIDIA NVENC Video Encoder API require:
* Windows: NVIDIA driver version 320.76 or higher (320.xx)
* Linux: NVIDIA driver from R319 release
* NVIDIA GPU based on the Kepler architecture
This package contains:
1) nvEncoder Sample application source code
- Note that this sample application supports NVENC 3.0 API.
2) NVENC - NVIDIA Video Encoder API header
3) NVENC - NVIDIA Video Encoder Interface Programming Guide
4) NVENC - NVIDIA Kepler Hardware Video Encoder (Application Note)
5) NVENC - Video Encoder API Reference Manual (PDF and CHM)
- Both of these documents are up to date and is the reference API manual
Changes and new features in NVENC SDK 3.0 as compared to NVENC SDK 2.0
1) Support for field encoding
2) New rate control modes have been added: NV_ENC_PARAMS_RC_CBR2, NV_ENC_PARAMS_RC_2_PASS_FRAMESIZE_CAP
3) Rate control mode NV_ENC_PARAMS_RC_TWOPASS_CBR has been renamed to NV_ENC_PARAMS_RC_2_PASS_QUALITY
4) Supporting re-configuration of the encoder session and various encoding parameters on-the-fly without
having to close and restart the encode session.
5) Pre-processing API has been deprecated
6) Several bug-fixes
Simple app for checking the status of your Raspberry Pi.
RasPi Check shows you overclocking information (frequency, temperature, volts) and more system information (free memory, runtime, disk status). You can also restart or halt your raspberry pi!
Tested with a Raspberry Pi Model B with XBian and Raspbmc.
If you find bugs or have problems with this app: https://github.com/eidottermihi/rpicheck/issues
Version 3.0.1 August 2013
Welcome to the latest release of the NVIDIA OptiX ray tracing engine and SDK, with support for all CUDA--capable GPUs.
This package contains the libraries required to experience the latest technology for programmable GPU ray tracing,
plus pre--compiled samples (with source code) demonstrating a broad range of ray tracing techniques and highlighting
The normal path for OptiX support is on NVIDIA's Developer Zone at: https://devtalk.nvidia.com/default/board/90/
If you have any confidential concerns please send your issues directly to OptiX--Help@NVIDIA.com and they will be
addressed by the development team. You can continue to download OptiX from
Enhancements in OptiX 3.0.1
Optimized all kernel launch times by approximately two ms.
Optimizations for certain recompilation cases.
Fixed ocean and collision samples to help them compile in the released SDK.
Fixed liboptix's Mac rpath to pick up the cudart lib which is installed alongside liboptix because cudart is not
binary compatible between versions.
Constrained exported symbols on Mac and Linux to just the OptiX API calls. Relinking might be necessary.
Fixed bugs with changing the set of devices being used and changing between GPUs of different compute
Fixed bug with propagating global/const initializers when inlining.
Fixed out of memory errors with paging.
Fixed bug with material indices being clear to zero when using the clustered triangles primiticve.
Mark Acceleration dirty when rtAccelerationSetData fails.
Enhancements since OptiX 3.0.0 Beta 1 release
Enhanced callable programs to now inherit the semantic type from the caller. If you call a callable program
from a closest hit program, you can do all the same things as you could with closest hit programs such as
access attribute variables and call rtTrace.
In addition, the lookup scopes for callable programs has changed. The lookup scope now mimics that of the
caller. For example a callable program called from an any_hit program will look up values from the callable
program itself, GeometryInstance, Material, and finally the Context as seen from the caller.
Support for passing pointers to local stack variables to callable programs for sm_1x devices. See programming
guide for more information.
Fixes for various types of parameter passing.
Fixed a bug that prevented creating more than a single OptiX context in a given process