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Messages - Stefan

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2141
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Nvidia has hit out at claims it's deliberately hobbling CPU PhysX, describing the reports as "factually inaccurate."

Full story at THINQ

See also discussions at PhysXinfo

2142
I don't have a MAC atm  :(

Try to get help in the official driver forum:
http://forums.nvidia.com/index.php?showforum=213

2143
Quote
Advance warning, UFO invasion expected at GDCeu'10

Last year, exhilarated by the energy at the Evoke demoparty, I had been putting together a task-scheduler suitable for demoscene intros, managing to fit inside a 16K executable graphics, music and parallelism (which makes me qualify as scener-wanabee, I guess). nulstein, the resulting project, is documented in my "Do-it-yourself Game Task Scheduling" article, with full source code available. It's the kind of project that sits at the back of your mind and never quite leaves you in peace, so this year, I couldn't do otherwise than come up with a follow up and address the last remaining serial bit: submitting draw calls to DirectX.

Be there in Cologne, August 16-18, at GDC Europe and attend my session : "UFO invasion: DX11 and Multicore to the Rescue". I'll be showing how DX11 deferred contexts can be used to evade the draw-calls submission tax, how TBB's new task groups make this easy and how to update all entities in the game in parallel despite all kinds of dependencies they may exhibit. And if you can't attend, don't despair, slides and full source code will be made available here, after the show !

2144
the bot "jerrydill" needs to be killed here and at Ozone3D

edit: i deleted the bot from here (hopefully)

2146
3D-Tech News Around The Web / NASA releases free game: Moonbase Alpha
« on: July 06, 2010, 10:15:44 PM »
Moonbase Alpha is a game scenario with both single-player and multiplayer options set on a hypothetical lunar outpost in a 3-D immersive setting. Players will step into the role of an exploration crewmember and deal with realistic mission challenges and choices. Timelines in the much anticipated Astronaut: Moon, Mars and Beyond MMO will be set even farther in the exciting future (2035+), but the ability to explore our own near-future moon missions is also planned for in the forthcoming game facilitated by the NASA Learning Technologies and Innovative Partnerships Programs.

See also Goddard Space Flight Center and NASA Learning Center

Moonbase Alpha is yet another game powered by Unreal Engine 3, unfortunately without GPU acceleration.
P.S. there is no relationship to the 1970's TV series.



2147
3D-Tech News Around The Web / TimelineFX Particle Editor
« on: July 05, 2010, 09:07:26 PM »
Quote
The TimelineFX Particle Editor is a tool for creating a whole host of particle effects, and then exporting those effects onto sprite sheets, image strips or just a sequence of images, Available on Windows and Mac.

Effects include explosions, smoke, fire, water, steam, bubbles, and pretty much anything else you can throw about the screen... Animations can be easily configured to loop seamlessly with just one click of the mouse, and with another click, you can make animations tile seamlessly too for use as animated textures.

Export the particle effects as static animations onto sprite sheets, animation strips or image sequences in PNG format, or if you develop for the iPhone or iPad, you can export using the PVRTC format (Currently mac only) which helps with performance on those devices. Plus, if you develop using the Blitzmax programming language, you can use all the effects directly using the TimelineFX module.

You can view some videos of the particle effects and a couple of tutorials on the TimelineFX YouTube channel here

Visit the TimelineFX website here and download a trial version to see what you think, the full version only costs £19.99. See a full list of effects libraries that are freely available to download here and all ready to go.


2148
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Here is a couple of screenshots from our unannounced PC/PS3 strategy game, which is currently at the production stage
Right now we are balancing game mechanics and adding last left units into the game, so the end of the production stage is coming very close. The official announce and more info will be available later this month. 

Unigine dev log
Oil Rush homepage




2149
3D-Tech News Around The Web / MSI Afterburner 1.6.1 available
« on: July 05, 2010, 06:25:00 PM »
Download at Guru3D, changelog is not up-to-date...

2150
3D-Tech News Around The Web / Bethesda's RAGE: megatexture crazyness
« on: July 05, 2010, 04:58:31 PM »
RAGE “Wall”papers now available

Have you been thinking about redecorating your jet airplane? Need to paint your barn, but tired of those dull stripes and solids? Looking for a unique way to drive away those pesky neighbors? We may have the solution for you.

As you can see above, the MegaTexture technology behind RAGE’s visuals lends itself well to high-resolution composites. Three such images were recently used to create massive wall-sized displays for our booth at E3.

However, rather than keep these impressive images to ourselves, we’re now releasing them for mass consumption. Each of the three murals has been converted into standard-sized wallpapers, in 25 resolutions covering PCs, dual-monitor setups, iPads and iPhones.

But wait, there’s more. In addition to those versions, we’re also offering the original, uncompressed, 280mb+, 25K resolution images. That’s a lot of image, and it’s all free to you, the fan. So get downloading:

Dead City Desktops ZIP (25 resolutions, 13.3mb)
Mutants Desktops ZIP (25 resolutions, 5.5mb)
Wasteland Desktops ZIP (25 resolutions, 5.5mb)

Dead City TIF (25,600×9,080 resolution, 282mb)
Mutants TIF (25,600×16,000 resolution, 363mb)
Wasteland TIF (25,600×16,000 resolution, 324mb)

2151
3D-Tech News Around The Web / NVIDIA 3D Vision Driver for Quadro Only
« on: July 05, 2010, 04:02:13 PM »
This is an updated NVIDIA 3D Vision driver that was included in the box.
This driver requires Quadro Graphics drivers v258.49 or newer.

New Features

    * Adds support for new 3D Vision-Ready LCDs: ASUS VG236H, LG W2363D 120 Hz, LG W2363DB 120 Hz
    * Fixed a problem in which the ViewSonic PJD6251 and ViewSonic PJD6531w 3D Vision-Ready projectors were not properly detected
    * Adds support for ViewSonic PJD-6210-3D and PJD-6220-3D projectors

2152
In addition to first demo using double precision on GL 4.0 here now on DirectCompute:
THIS DEMO NEEDS DX JUNE 2010 RUNTIMES



2153
GLC_Player 2.2.0

List of the new functionalities:

    * Use visualization partitioning and frustum culling to enhance graphic performance on heavy 3D Scene.
    * Add the possibility to edit "Pixel Culling" size.
    * Add the new fly navigation mode.
    * Add interactive sectioning possibility (OpenGL clipping plane).
    * Add the possibility to save all supported format in the open (Dassault Systemes 3DXML V4 format).
    * Add the possibility to use parallel or perspective projection.
    * Add the possibility to use 4 OpenGL lights and to edit their position.
    * Display the number of renderer geometries and triangles.
    * Add the possibility to display 3DXML edges.
    * Add Windows 64 bits distribution.

List of enhancements :

    * Better 3DXML and Collada file format support.
    * Reduce OBJ file loading time.
    * Use OpenGL multi-samples for anti-aliasing



2154
3D-Tech News Around The Web / CUDA VisionWorkbench v 1.3.1.0
« on: July 04, 2010, 05:29:56 AM »
CUDA VisionWorkbench v 1.3.1.0 is already built against CUDA 3.1
Also they benchmarked Tesla C2050

2155
Oscar analyzes the features of Stream SDK 2.2 and 2.3

Also he points to the talk about "Addition of early version of GPU support for cloth/softbody simulation" in Bullet.
2 CPU cores hogged and 40% GPU usage - that's why it reads "early version" i assume...




2156
Quote
The latest released version of VLC, 1.1.0, that was out a week ago, and has been downloaded half-a-dozen millions times so far, has added GPU acceleration for HD decoding under Linux and Windows. On Windows, as already stated, the code isn't working correctly with AMD Radeon cards.
Therefore, we have been working with AMD on this topic and after common work, we are going to release a new version of VLC, versionned as 1.1.1, that will work with the upcoming ATI Catalyst 10.7 driver. AMD did provide us a beta of this driver and we have verified successfully that GPU acceleration works.

[via]

Quote
Changes between 1.1.0 and 1.1.1:
--------------------------------

libVLC:
 * Support for the new capabilities: libvlc_adjust_Enable, libvlc_adjust_Contrast,
   libvlc_adjust_Brightness, libvlc_adjust_Hue, libvlc_adjust_Saturation, libvlc_adjust_Gamma
 * Various fixes and crash preventions, especially when video functions were called early

Stream output:
 * Fix h264 streaming in ts

Windows and Mac port:
 * Fix mod files support

Decoders:
 * Fix performance issues with GPU decoding using DxVA2 using ATI graphic cards
   You NEED ATI Catalyst 10.7

MacOS:
 * Interface and crash fixes


I also noticed that the GPU accelerated post-processing stopped crashing on my rig, even with 1080p at six-fold speed   :)


2157
Brown Deer Technology accelerates scientific and engineering applications using the most powerful many-core processors ever created combined with industry standard programming interfaces.

Download open source samples
Download whitepaper Presentation: GPU-Accelerated Computing for Chemistry and Material Simulations Using ATI Stream Technology (Brown Deer Technology)

2158
3D-Tech News Around The Web / eyeon's Fusion 6.1 now supports OpenCL
« on: July 02, 2010, 01:27:15 PM »
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eyeon unveils the next generation of the GPU Supercomputing  framework in Fusion® 6.1. This is not just an acceleration technology; this is unprecedented productivity advancement.

Exploiting the power of low cost GPU graphics cards with hundreds of cores, coupled with an expanded feature set, makes this release much more productive. The need for network rendering becomes greatly reduced, keeping the studio's infrastructure manageable and cost effective.

3D scene importing via FBX has been greatly expanded, streamlining the process between 3D animation and rendering to directly have the same assets working in Fusion. Produce passes and layers on the fly directly on the GPU at breath-taking speed. Cutting reliance on other applications and departments simplifies the production process.

Fusion 6.1 accelerates from the starting line with astounding GPU optimizations, local file caches and particle solution caching. The creative horizon expands with new tools for managing grain, color correction and handling metadata. Scripters will rejoice at the inclusion of native python support, and everyone benefits from the many enhancements to particles.

Fusion 6.1 now supports the OpenCL language, which allows tools to take advantage of the GPU in modern NVidia and ATI graphics cards to achieve blazing speed increases. How fast? We are seeing improvements as much as 1000% on some of the most processor intensive tools in Fusion (e.g. Defocus, Noise generators). Insert OpenCL code directly into Fuse tools to create your own GPU-accelerated tools.

OpenCL’s open computing language is a framework that utilizes the massively parallel operations of GPU's for general computing. Instead of just doing 3D OpenGL rendering on graphics cards, more general processing can be achieved at orders of magnitude faster than possible with just CPU's.

[via]

2159
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In recent years, the use of GP-GPUs for HPC has sparked quite a bit of interest. ... While there were more entries in the field (Cell and Larabee), the GP-GPU market has tuned into a two horse race with NVidia and AMD/ATI leading the way. From an HPC perspective, the GP-GPU can be considered a SIMD parallel co-processor (Single Instruction Multiple Data) Indeed, graphic processing is by its nature a SIMD process and it makes sense to borrow the hardware for other SIMD applications like those in HPC.

Full story at Linux magazine

2160
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Supercomputers that mix CPUs with graphics processors made their mark on the Green500 list of top energy-efficient supercomputers released on Wednesday.

Full story at PC World

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