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Messages - Stefan

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The Bullet 2.86 has improved Python bindings, pybullet, for robotics, machine learning and VR, see the pybullet quickstart guide. Furthermore, the PGS LCP constraint solver has a new option to terminate as soon as the residual (error) is below a specified tolerance (instead of terminating after a fixed number of iterations). There are optional multithreaded optimizations, thanks to lunkhound. There is preliminary support to load some MuJoCo MJCF xml files (see data/mjcf),see Bullet VR haptic experiments with a VR glove

Win7 Lenovo OEM

Win 10 x64 generic


3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.44 released
« on: February 02, 2017, 05:17:29 PM »
Changes in HWiNFO32 & HWiNFO64 v5.44 - Released on:  Feb-1-2017: 
  • Fixed reporting of AMD GPU fan speed when not spinning.
  • Fixed support of multi-node AMD CPUs.
  • Enhanced sensor monitoring on more ASUS 200-series mainboards.
  • Enhanced sensor monitoring on several ASRock 100- and 200-series mainboards.
  • Added NVIDIA Quadro P400,P600,P1000,P3000,P4000,P5000, Quadro GP100, Tesla P6.
  • Added monitoring of NXZT Kraken X52.
  • Fixed reporting of ECC support for DDR4 moduels.
  • Added support of ITE IT8915FN monitoring on GPU.
  • Added preliminary support of Intel Cannon Lake.

3D-Tech News Around The Web / Vulkan SDK 1.039.1 released
« on: February 02, 2017, 04:53:47 PM »
This SDK fixes two bugs from
  • Fix a problem where vkEnumeratePhysicalDevices would not return correct values in some situations.
  • Fix VK_LAYER_GOOGLE_unique_objects outputting warnings whenever a program uses valid extensions from 1.0.39.
NOTE: Vktrace will be unable to properly trace programs which use extensions that were introduced in 1.0.39.

3D-Tech News Around The Web / NVIDIA Vulkan beta driver 376.80
« on: February 02, 2017, 04:50:57 PM »
 Windows driver version 376.80 and Linux driver version 375.27.08 provide new features for Vulkan developers to test their upcoming Vulkan applications.
 Windows 376.80
  Linux 375.27.08

3D-Tech News Around The Web / NVIDIA GeForce Hot Fix driver version 378.57
« on: February 02, 2017, 04:49:44 PM »
 This is GeForce Hot Fix driver version 378.57 that addresses the following:
 -        Fixed crash in Minecraft and some other Java-based titles
 -        Resolved 'Debug Mode' as default option on Pascal based GPUs
Click the appropriate link to download.
Windows 10
64-bit version
32-bit version
Windows 8.1/Windows 7:
64-bit version
32-bit version

Radeon Software Crimson ReLive Edition 17.1.2 Highlights

Support For

            Conan® Exiles Beta
            Tom Clancy's Ghost Recon® Wildlands Beta

Fixed Issues

        Changing memory clocks with Radeon WattMan with more than one display connected may cause memory clocks to intermittently become stuck at their minimum setting or switch between     min and max ranges intermittently causing display flickering.
        Diablo®III May experience smoke or lighting effects may appear corrupted when using DirectX®9 API.
        Some applications may experience an intermittent or random runtime crash in atidxx64.dll.
        FIFA®17 may experience a black screen on launch when using Hybrid Graphics or AMD PowerXpress system configurations.
        Watch_Dogs®2 may experience an intermittent game crash after extended periods of play on some Radeon RX 300 series products.
        Paragon™ may experience flickering in profile or store preview pages after changing graphics settings when using Multi GPU.
        Forza Horizon 3 may experience a crash or application hang with the Blizzard Mountain DLC on some select Radeon GCN products.

3D-Tech News Around The Web / WebGL 2 lands in Firefox
« on: January 29, 2017, 02:35:07 PM »
With the release of Firefox 51, WebGL 2 support has landed! WebGL is a standard API to render 3D graphics in the Web. It is based on OpenGL ES, which is commonly used by mobile games.
To date, we have been able to use WebGL 1 (based on OpenGL ES 2) to render fancy graphics into a <canvas> element. WebGL 2, however, is based on the OpenGL ES 3.0 specification, which introduces new features – many of them aimed at increasing performance and visual fidelity.
Until today, WebGL 2 had been usable behind a flag or in the Developer Edition or Nightly, but with Firefox 51, it’s now unlocked for all users of Firefox on Windows, MacOS, and Linux.
To give you a taste of the content WebGL 2 enables, we’re excited to highlight After the Flood, an interactive WebGL 2 demo by PlayCanvas.

Read on...

 For testing Vulkan on Windows 64bit and Linux 64bit in comparison to DX12, DX11, OpenGL, etc. Based on Shapes.Hu's Nature Starter Kit 2 [ ] and nice assets from Unity Asset Store.Thanks to Kino Bokeh [ ].


The Khronos Group today announced that it has placed conformance tests for the OpenGL and OpenGL ES open standard APIs for 3D graphics into open source. Khronos has created a new GitHub source repository that will hold test sources for OpenGL and OpenGL ES as well the test suite for Vulkan that was open sourced when Vulkan launched. The unified repository will encourage

Jan 24, 2017 | Read article... | Permalink

The DirectX HLSL (High Level Shading Language) compiler is now available as an open source project built on the Clang/LLVM framework.

General Discussion / Unity3D graphics API selector (for Windows)
« on: January 24, 2017, 11:11:19 PM »
As you might have already noticed Unity 5.6 supports now 7 different graphics APIs which you can build all together in one executable.
Unfortunately you can't select the API in the start window, so you have to use command line options.
Either manually or use following batch. Just replace name of executable.

REM Courtesy of Stefan

SET game=Adventure_Sample_Game.exe

ECHO 1 - Vulkan
ECHO 2 - DX9
ECHO 3 - DX11
ECHO 4 - DX12
ECHO 5 - OpenGL
ECHO 6 - OpenGLES2
ECHO 7 - OpenGLES3

CHOICE /C:1234567

IF errorlevel 7 goto OpenGLES3
IF errorlevel 6 goto OpenGLES2
IF errorlevel 5 goto OpenGL
IF errorlevel 4 goto DX12
IF errorlevel 3 goto DX11
IF errorlevel 2 goto DX9
IF errorlevel 1 goto Vulkan

ECHO Vulkan
%game% -force-vulkan

%game% -force-d3d9

%game% -force-d3d11

%game% -force-d3d12

%game% -force-opengl

%game% -force-gles20

%game% -force-gles30

edit: code clean-up

3D-Tech News Around The Web / Vulkan SDK 1.039 released
« on: January 24, 2017, 07:25:24 PM »
Vulkan SDK Release Notes

  Important Note about loader: The release loader binary is built from different source than provided by the SDK package.  The source the loader is built from will be made publicly available at some point in the near future.  Because of this, the debug loader is still built from the publicly available source and will not exactly match the behavior of the release loader.
Glslang and Driver Issues: Please see the Known Driver Issues section in this document for information about a compatibility issue between glslang and Nvidia drivers.
  Overview of new features in SDK
  • Update loader, parameter validation, and docs to Vulkan version 1.0.39.  This includes the addition of following extensions:
    • VK_KHR_get_physical_device_properties2
    • VK_KHR_shader_draw_parameters
    • VK_EXT_direct_mode_display
    • VK_EXT_display_surface_counter
    • VK_EXT_display_control
  • Additional Vulkan loader changes:
    • Loader now handles dynamic device addition/removal
    • Expanded logging of loader behavior (using VK_LOADER_DEBUG)
    • vkEnumerateInstanceExtensionProperties now filters out unknown instance extensions, since the loader can not support them.
    • LoaderAndLayerInterface document has been updated and re-organized.
    • Latest loader and ICD interface changes
    • New loader and layer interface version negotiation
    • Information on how to support unknown physical device extensions (from a layer or ICD)
  • vktrace has been changed so that the --PMB option defaults to true.
  • The Runtime (RT) installer no longer removes valid layers from registry.
    • Prior to this, layers were only kept in the 'ExplicitLayers' registry key if the API version matched that of the Runtime.
    • Now they will continue to exist in the registry if the layer version is less than or equal to the installing Runtime version.
      • Additionally, if multiple SDKs are present, the Runtime installer will select the highest layer API version that is less than or equal to the highest RT API version.
    • For example, if you:
      • Installed SDKs,
      • Then installed the RT
      • The layers should continue to exist in the registry and be useable.
  • Improved coverage and utility in layer validation tests
  • Scores of bugfixes, new validation checks, and many feature additions

3D-Tech News Around The Web / Vulkan API specifications 1.0.39 released
« on: January 24, 2017, 07:21:40 PM »
Change log for January 23, 2017 Vulkan 1.0.39 spec update:

  * Bump API patch number and header version number to 39 for this update.

Github Issues:

  * Clarified that only accesses via the specified buffer/image subresource
    ranges are included in the access scopes (public issue 306).
  * Add missing valid usage statements for flink:vkCreateComputePipelines
    and flink:vkCreateGraphicsPipelines (public issue 427).

Internal Issues:

  * Add a Note to the <<invariance,Invariance>> appendix about a difference
    between OpenGL and Vulkan with regards to how primitives derived from
    offsets are handled (internal issue 355).
  * Add the +<<VK_KHR_get_physical_device_properties2>>+,
    +<<VK_KHR_maintenance1>>+, and +<<VK_KHR_shader_draw_parameters>>+
    extensions (internal issue 448).
  * Add the +<<VK_EXT_shader_subgroup_vote>>+ and
    +<<VK_EXT_shader_subgroup_ballot>>+ extensions (internal issue 449).
  * Update the texture level-of-detail equation in the
    <<textures-scale-factor,Scale Factor Operation>> section to better
    approximate the ellipse major and minor axes (internal issue 547).
  * Forbid non-explicitly allowed uses of interface decorations in the
    introduction to the <<interfaces,Shader Interfaces>> chapter (internal
    issue 607).
  * Replace use of MathJax with KaTeX, for improved load-time performance as
    well as avoiding the scrolling-and-scrolling behavior due to MathJax
    asynchronous rendering when loading at an anchor inside the spec. This
    change also requires moving to HTML5 output for the spec instead of
    XHTML, and there is a visible difference in that the chapter navigation
    index is now in a scrollable sidebar instead of at the top of the
    document. We may or may not retain the nav sidebar based on feedback
    (internal issue 613).
  * Improve consistency of markup and formatting in extension appendices
    (internal issue 631).

Other Issues:

  * Add explicit valid usage statements to slink:VkImageCopy requiring that
    the source and destination layer ranges be contained in their respective
    source and destination images.
  * Add valid usage language for swapchain of flink:vkAcquireNextImage. If
    the swapchain has been replaced, then it should not be passed to
  * Add a valid usage statement to flink:vkCreateImageView, that the image
    must have been created with an appropriate usage bit set.
  * Noted that slink:VkDisplayPresentInfoKHR is a valid extension of
    slink:VkPresentInfoKHR in the <<wsi_swapchain,WSI Swapchain>> section.
  * Update valid usage for flink:vkCmdSetViewport and flink:vkCmdSetScissor
    to account for the multiple viewport feature. If the feature is not
    enabled, the parameters for these functions have required values that
    are defined in the <<features-features-multiViewport,multiple
    viewports>> section of the spec but were not reflected in the valid
    usage text for these functions.
  * Add the +<<VK_EXT_swapchain_colorspace>>+ extension defining common
    color spaces.


3D-Tech News Around The Web / NVIDIA GeForce Game Ready Driver 378.49
« on: January 24, 2017, 05:04:06 PM »
Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.  Today we are releasing Game Ready Driver v378.49 providing optimal gaming experience for Resident Evil 7 Biohazard, Conan Exiles early access, and the For Honor closed beta:

Cycles Turbocharged: how we made rendering 10x faster

 Here at Blender Institute we challenge ourselves to make industry quality films while improving and developing Blender and open source pipeline tools.
One of the artistic goals for Agent 327 Barbershop is to have high quality motion blur. Rendering with motion blur is known to be a technical challenge, and as result render times are usually very high. This is because we work with:
  • characters with advanced shaders
  • with hair
  • in indoor environments
  • with complex light setups
  • and lots of mirrors

PIX is a performance tuning and debugging tool for game developers.  It has a long and storied history spanning three generations of Xbox console.  Today we are pleased to announce that a beta release of PIX is now available for analyzing DirectX 12 games on Windows as well.
PIX on Windows provides five main modes of operation:
  • GPU captures for debugging and analyzing the performance of Direct3D 12 graphics rendering.
  • Timing captures for understanding the performance and threading of all CPU and GPU work carried out by your game.
  • Function Summary captures accumulate information about how long each function runs for and how often each is called.
  • Callgraph captures trace the execution of a single function.
  • Memory Allocation captures provide insight into the memory allocations made by your game.

Paulo Miguel Dias updated his Padoka PPA (Personal Package Archive) for Ubuntu 16.04 LTS and Ubuntu 16.10 operating systems to the latest Mesa 17.0.0-git, bringing us OpenGL 4.5 support for Intel Haswell GPUs.

Jan 19, 2017 | Read article... | Permalink

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