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Topics - Stefan

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3D-Tech News Around The Web / Intel HD Graphics Driver NUC v4243
« on: July 16, 2015, 09:36:05 PM »
Graphics: Intel® HD Graphics Driver for Intel® NUC 

  Download  File name: Version: (Latest) Date: 07/13/2015 Size: 64.2 MB Language: Multi language Operating Systems: Windows 7, 32-bit*, Windows 8, 32-bit*, Windows 8.1, 32-bit* 

  Download  File name: Version: (Latest) Date: 07/13/2015 Size: 120.27 MB Language: Multi language Operating Systems: Windows 7, 64-bit*, Windows 8, 64-bit*, Windows 8.1, 64-bit*       

Installs the video graphics driver version for Intel® NUC products.

3D-Tech News Around The Web / NVIDIA NVAPI R352
« on: July 16, 2015, 08:23:25 PM »
NVAPI is NVIDIA's core software development kit that allows direct access to NVIDIA GPUs and drivers on all windows platforms. NVAPI provides support for categories of operations that range beyond the scope of those found in familiar graphics APIs such as DirectX and OpenGL.

Download from Microsoft

32 bit

64 bit

alternate 1 32 bit

alternate 1 64 bit

alternate 2 32 bit

"nv_desktop_ref4wu" 64 bit

These packages contain only kernel drivers for Windows 10 (nvlddmkm2.sys)

3D-Tech News Around The Web / Shadowgun DeadZone Game Master’s Kit
« on: July 15, 2015, 04:13:25 AM »
 Shadowgun DeadZone Game Master’s Kit

Madfinger Games have prepared the “Game Master’s Kit” – a special edition of their online multiplayer hit SHADOWGUN:DeadZone. The complete game project is now available as a free download on the Unity Asset Store.

Some multiplayer games have mod support that allows people to modify or add various parts of the game like maps, game assets, scripts or configurations files. But SHADOWGUN:DeadZone Game Master’s Kit goes further than that. It is a snapshot of a real Unity 5.1 project with game sources and assets.
You can modify everything, even port the game to a new platform. Or you can just learn from the project and play around with it by changing the gameplay as you wish.

The NVIDIA GPU driver for Linux consists of multiple user space and
kernel space components, with the kernel space components implemented as
Linux kernel modules. The NVIDIA Linux driver package includes source
code for any portions of these kernel modules which interface directly
with the Linux kernel, and the NVIDIA kernel modules must be built
against the target kernel from a combination of these source code files
and precompiled binary portions. Beginning with the 355.xx release of
the NVIDIA Linux driver, a new layout and kernel module build system
will be used for the kernel modules that are included in the installer
package. Some key differences between the existing build system and the
new one include:

  * Each kernel module will have its own subdirectory within the top
    level kernel module source directory.

  * Invoking the kernel module build from the top level directory will,
    by default, build all NVIDIA kernel modules at once. For example,
    instead of first building "nvidia.ko" as a prerequisite to building
    "nvidia-uvm.ko", under the new build system, both "nvidia.ko" and
    "nvidia-uvm.ko" are built within the same `make` invocation, with
    the Linux Kbuild system handling the inter-module dependencies.

  * All built kernel modules will be saved to the top level directory.
    For example, instead of "nvidia.ko" being saved to the top level
    directory, and "nvidia-uvm.ko" being saved to the "uvm/"
    subdirectory, both modules will be saved to the top level directory.

  * The new build system no longer supports building multiple instances
    of the NVIDIA kernel module (e.g. "nvidia0.ko", "nvidia1.ko", ...)
    which are managed by a shared "nvidia-frontend.ko" frontend module.

As this new build system may prove disruptive to existing tools which
repackage the NVIDIA driver, NVIDIA is providing example installer
packages which demonstrate the new layout. These packages include the
driver components from the already released 352.21 driver, with the
layout of the kernel module source files updated to reflect the layout
that will be used in the upcoming 355.xx and later driver releases.
These packages also include a version of `nvidia-installer` which has
been updated to handle the new kernel module source layout. An archive
which contains source code for the updated version of `nvidia-installer`
should be available from the same location as the example packages and
this README document.

If you are a repackager of the NVIDIA Linux driver, please use these
packages to test any changes to your packaging tools that you may need
to make in order to accommodate the new layout.

3D-Tech News Around The Web / CRYENGINE - Baron Haussmann demo
« on: July 14, 2015, 05:36:56 PM »
The purpose of this small demo is to show the SVOTI feature of the CRYENGINE. Keep in mind that it is an early version of the system, and early version of the demo.

SVOTI means Sparse Voxel Octree Total Illumination. This system can achieve high quality global illumination in real time. In this demo you can change the time of day, and look how the light reacts.

Check Wikipedia article about Baron Haussmann

 Collaboration and Open Source at AMD: Blender Cycles     

 The AMD blog features an in-depth post on the work they did on Blender Cycles. In particular, they broke up the Cycles kernel into 10 smaller kernels, and they optimized the pre-processing step from CPU into a much, much faster GPU implementation. Interesting stuff to read!

OpenGL Extensions Viewer for Android displays the vendor name, the version, the renderer name and the extensions for OpenGL ES 1.0 to ES 3.1

From the makers of the famous OpenGL Extensions Viewer on PC and Mac, the Android version can access each extension documentation, renderers capabilities.

What's new in this update

• Updated Submit renderer on some device
• Display LATC texture formats
• Now requires Android 2.3 as minimum.

3D-Tech News Around The Web / NVIDIA Quadro driver 348.27
« on: July 07, 2015, 05:47:44 PM »
ODE Driver
  • This is the second release for the R346 drivers, the ‘Optimal Drivers for Enterprise’ [ODE].  ODE branches are dedicated to relatively long term stability for ISV certification, OEMs, and Enterprise customers.

New in Release 348.27:
  • OpenGL hardware acceleration on Windows Remote Desktop
  • CUDA 7.0
  • Nview Version 146.33
  • Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.

3D-Tech News Around The Web / TWGL: A Tiny WebGL helper Library
« on: July 05, 2015, 05:21:00 PM »
TWGL's is an attempt to make WebGL simpler by providing a few tiny helper functions that make it much less verbose and remove the tedium.
TWGL is NOT trying to help with the complexity of managing shaders and writing GLSL. Nor is it a 3D library like three.js. It's just trying to make WebGL less verbose.

AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

The researchers [...] propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives.
The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs.

Galactic Civilizations* 3 (GC3) is a turn-based 4X strategy game developed and published by Stardock Entertainment that released on May 14th, 2015. During the early access and beta periods, we profiled and analyzed the rendering performance of the game. One of the big performance improvements made was the removal of several CPU-GPU sync stalls that were responsible for losing some parallelism between the CPU and GPU. This article describes the issue and the fix and emphasizes the importance of using performance analysis tools during development, while keeping their strengths and limitations in mind.


Optimizing the rendering performance of a game is a complex beast. Frame and Trace capture-replay tools provide different and important views into a game’s performance.
This article focused on CPU-GPU synchronization stalls that required a trace tool like GPA Platform Analyzer or GPUView to locate.

3D-Tech News Around The Web / NVIDIA HairWorks 1.1 Release
« on: July 05, 2015, 11:06:17 AM »
NVIDIA HairWorks makes it easy to bring hair and fur to life—in real-time. It builds on the prior release, which focused on fur authoring, rendering, and simulation. With HairWorks version 1.1, NVIDIA has added support for authoring, rendering, and simulation of long-hair assets. The release contains a variety of sample assets that let artists create completely different types of hairstyles.

Check out also 500k hair video

The samples can be controlled with these buttons

AMD recommends to lower tessellation level
to gain performance.
Even without that fix rendering looks "a little bit" worse.


3D-Tech News Around The Web / squarefeet ShaderParticleEngine
« on: July 02, 2015, 07:10:11 PM »

A GLSL-focused particle engine for THREE.js. Removes a lot of the heavy lifting away from the CPU and onto the GPU to save precious rendering time in busy scenes.
Pull requests and issue reports welcome. Please see the notes on pull requests at the end of this document.

Version:     346.01.03f01
Release Date:     2015.7.2
Operating System:     Mac OS X Yosemite 10.10.4

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 7.0.52 driver for Mac located here.

New in Release v:

    Graphics driver updated for Mac OS X Yosemite 10.10.4 (14E46)
    Contains performance improvements and bug fixes for a wide range of applications.
    Includes NVIDIA Driver Manager preference pane.

3D-Tech News Around The Web / Blender 2.75 Released
« on: July 01, 2015, 10:01:16 PM »
The Blender Foundation and online developer community are proud to present Blender 2.75!

   Download the 2.75 Release 
  • Blender now supports a fully integrated Multi-View and Stereo 3D pipeline
  • Cycles has much awaited initial support for AMD GPUs, and a new Light Portals feature.
  • UI now allows font previews in the file browser.
  • High quality options for viewport depth of field were added
  • Modeling has a new Corrective Smooth modifier.
  • The Decimate modifier was improved significantly.
  • 3D viewport painting now supports symmetry and the distribution of Dynamic Topology was improved
  • Video Sequence Editor: Placeholders can now replace missing frames of image sequences
  • Game Engine now allows smoother LOD transitions, and supports mist attributes animation
  • And: 100s of bug fixes and smaller feature improvements

The Blacksmith Releases: Executable, Assets, Tools and Shaders

Hey. We’ve promised to release the assets and our custom project-specific tools and shaders from The Blacksmith realtime short film. Well, here they are.

First of all, you are welcome to download the executable of the demo.

The assets from the project, along with the custom tech, come in two main packages for your convenience: ‘The Blacksmith – Characters’ and ‘The Blacksmith – Environments’.

3D-Tech News Around The Web / NVIDIA GeForce Hotfix driver 353.38
« on: June 26, 2015, 08:41:48 PM »
Answer ID 3694          |    Published 06/26/2015 12:15 PM          |    Updated 06/26/2015 12:16 PM     

GeForce Hotfix driver 353.38 

This is a GeForce Hot Fix driver, version 353.38 that addresses the following issues:
  • Chrome Crashes/Freezes/TDRs
  • Delays when starting or switching apps & games with GSYNC enabled

Click the appropriate link to download.
Windows 7 and 8
64 bit Desktop
32 bit Desktop
64 bit Notebook
32 bit Notebook
Windows 10
64 bit Desktop - Win10
32 bit Desktop - Win10
64 bit Notebook - Win10
32 bit Notebook - Win10

3D-Tech News Around The Web / (WebGL) ioquake3.js
« on: June 26, 2015, 05:33:28 PM »
ioq3.js is a port of ioquake3 to the web using Emscripten. It was heavily inspired by inolen's quakejs, but aims to be simpler and up-to-date with the latest Emscripten features. It also aims to implement high-speed multiplayer matches via WebRTC.

Note: The Quake 3 engine is open source. The Quake III: Arena game itself is not free. You must purchase the game to use the data and play Quake 3 with ioquake3, or play another game made with this engine. This WebGL demo uses the official shareware demo assets.

Default arena works; full version not tested, i would have to search my Dreamcast version in the attic  :-*

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