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Messages - Stefan

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2141
3D-Tech News Around The Web / S3 Chrome drivers 8.16.12.0555 WHQL
« on: August 02, 2011, 11:07:20 PM »
Quote
07/22/2011 Version: 8.16.12.0555

Release Type: Microsoft Certified

Purpose:

- Bug Fix

Resolved:

- White window when launch ogl 3.x demo in GPU caps Viewer 1.8.2 (58217-0267)

- Black screen when click switch user with BD playback flying on PowerDVD10 v1516 on HDMI(59849-0267)

- Black screen when click switch user with DVD/BD playback flying on PowerDVD10 v1516 on HDMI((60244-0267)

> Chrome 500 Series: Windows 7 Driver (07/22/2011)
> Chrome 400 Series: Windows 7 Driver (07/22/2011)

2142
3D-Tech News Around The Web / Intel Haswell will support DirectX 11.1
« on: August 02, 2011, 05:48:46 PM »
Sweclockers posted a roadmap that reveals capabilities of upcoming Intel hardware...

2143
3D-Tech News Around The Web / AMD APP KernelAnalyzer 1.9
« on: August 02, 2011, 05:11:14 PM »
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AMD APP KernelAnalyzer is a static analysis tool to compile, analyze and disassemble an OpenCL, Brook+ or IL kernel for AMD Radeon™ GPUs.

What's New in Version 1.9

    Support for Catalyst™ driver 11.4 - 11.7.
    Support for AMD APP SDK 2.5.
    Fixed a crash dumping x86 assembler.

2144
3D-Tech News Around The Web / A Gentle Introduction to OpenCL
« on: August 02, 2011, 04:36:49 PM »
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With great power comes great complexity. OpenCL, with its wealth of features, makes it possible to code routines capable of executing on devices ranging from graphics cards to supercomputers. But to take full advantage of OpenCL, you need to have a thorough understanding of host applications and kernels.

This article has presented two analogies intended to ease the learning process, but in the end, it's the code that matters. The OpenCL API takes time and effort to understand, but once you've ascended the learning curve, you'll be able to tap into computing performance that exceeds anything a regular C/C++ programmer could hope for.

Full story at Dr. Dobb's Journal

2145
Quote
The major changes (2011-08-02):

1 – “monitor only” and close/reopen the server - it is performing in read only mode (access denied to OC functions) but the menu item is not checked as it should be
2 – Update the remote server to deal with this regional language issue.

Server is yet unstable under Vista; once you have it running, don't mess with it's menus  :P




2146
3D-Tech News Around The Web / Triton Ocean SDK 1.0
« on: August 01, 2011, 04:13:04 PM »
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We've just released version 1.0 of the Triton Ocean SDK at www.sundog-soft.com. Triton integrates with OpenGL, DirectX9, or DirectX11 based engines to provide real-time simulations of oceans and large bodies of water. It maintains high framerates - hundreds per second on modern hardware - by automatically detecting the GPGPU capabilities of the system and adapting to it. Triton ships with the ability to take advantage of CUDA, OpenCL, DirectX11 Compute Shaders (DirectCompute,) as well as multi-core CPU technologies such as the Intel Integrated Performance Primitives and OpenMP. By integrating GPGPU API's with Triton's vertex and fragment shaders, the entire simulation of thousands of waves at once can take place on the GPU from setting up the waves in the frequency domain, conducting the inverse fast Fourier transforms, and applying this data to a projected grid and applying a full Fresnel refraction and reflection shader to the final output, with foam effects.

In addition to the FFT-based ocean simulation, Triton also offers a simpler sum-of-Gerstner-waves mode that's appropriate for shallower water simulations. It also allows the user to pass in an environmental cube map for more accurate water reflections.

Triton's tailored for serious game applications as well, and is able to take any given wind conditions or Beaufort scale and produce matching water visuals automatically.

Maintaining system compatibility was one of the biggest challenges during the development of Triton; GPGPU API's are still young, and much care had to be taken when selecting the API best suited to the user's system. Integrations between the GPGPU and OpenGL / DirectX API's were particularly challenging. We avoided runtime DLL errors by encapsulating our GPGPU code within DLL's of their own, and dynamically loading them only after verifying that their DLL dependencies are present on the system.

This is Triton's initial release, and we're definitely interested in constructive feedback! A demo, free evaluation SDK, and licensing information are available from our website.

Actually the ocean ain't rendered with Intel GPU.


2147
3D-Tech News Around The Web / Fraps 3.4.6
« on: August 01, 2011, 03:41:29 PM »
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Changelog

Fraps 3.4.6 - 31st July 2011
- Fixed overlay color in Fear 3
- Fixed detection of IL2: Cliffs of Dover and Bloodline Champions
- Fixed counter appearing in Thunderbird and Pale Moon applications
- Other minor bug fixes

2148
3D-Tech News Around The Web / PhysX 9.11.0621 System Software
« on: July 29, 2011, 04:26:55 PM »
Just 13 months after last release, here is a new one.

Download here: PhysX_9.11.0621_SystemSoftware.msi

2149
Quote
NV Path Rendering
NVIDIA's Release 275 drivers for Windows, Linux, FreeBSD, and Solaris provide full GPU-acceleration of a style of 2D graphics known as path rendering.  Path rendering specifies a scene as a sequence of resolution-independent outlines, known as paths, that can be filled or stroked.  Such paths can be painted with constant colors, linear or radial gradients, or images.  Unlike bitmap images, apath rendering content can be arbitrarily zoomed and rescaled without pixelized results.  Path rendering contents are also easy to edit and animate because an artist can manipulate or edit the underlying paths that make up the scene instead of having to manipulate individual pixels

2151
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July 27, 2011 – Epic Games, Inc. has released the July 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

2152
3D-Tech News Around The Web / AMD Catalyst 11.8 preview driver
« on: July 27, 2011, 07:22:59 PM »
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AMD Catalyst Control Center / AMD Vision Engine Control Center 11.8 Driver Preview Features:
The following download provides the following features in addition to the AMD Catalyst Control Center / AMD Vision Engine Control Center 11.7 driver release

    Enables AMD HD3D technology support on DisplayPort panels, such as Samsung 750 and 950 series 3D displays
    Improves performance:
        Up to 10% in Crysis 2 DirectX 11 version for both non-Anti-Aliasing, and application enabled Anti-Aliasing cases on the AMD Radeon™ HD 6000 and AMD Radeon HD 5000 series of products
        Up to 8% in Fear 3 DirectX 11 version with application enabled Anti-Aliasing on the AMD Radeon HD 6000 and AMD Radeon HD 5000 series of products
        Up to 30% when AMD’s Morphological Anti-Aliasing (MLAA) is enabled through the Catalyst Control Center on AMD Radeon HD 6000 and AMD Radeon HD 5000 series of products

Instructions:
Download and install the Driver Preview from the following location:

    AMD Catalyst Control Center / AMD Vision Engine Control Center 11.8 Driver Preview for Windows 7 64-Bit Edition Only


2153
3D-Tech News Around The Web / AMD Catalyst 11.7 WHQL
« on: July 27, 2011, 04:39:30 PM »
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@CatalystCreator Andrew D
Catalyst 11.7 is coming out tomorrow, and I hope to release a bonus driver as well :-)


No obvious changes compared to 11.7 beta

Direct downloads:
Mobility Vista/Seven 64 bit
Desktop Vista/Seven 64 bit
Other drivers via game.amd.com (sooner or later)


2154
3D-Tech News Around The Web / Unity 3D 3.4 released
« on: July 26, 2011, 05:24:00 PM »
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What's new in Unity 3.4

Allegorithmic Substance Integration

    Assign and adjust procedural textures right in the editor or at runtime
    Stream huge levels with textures only taking up a few Kb
    Bake to normal textures and materials for mobile devices

Editor Improvements for more efficient game development

    User-assignable Scene View icons
    Modifiable primitive colliders
    Per-component gizmo collapsing

2155
BUMP:
after studying Nick's comprehensive guide i managed to get it running  :)

2156
Quote
Today the MSI Afterburner APP 1.0.0 RC3 on Android is ready for you to download and test.


2157
3D-Tech News Around The Web / AMD Operation Scorpius
« on: July 22, 2011, 05:37:48 PM »
AMD published a graphical novel to promote their upcoming 8-core desktop processor...

2158
Linux Display Driver - x86
Linux x64 (AMD64/EM64T) Display Driver

Quote
    Restored the release splash screen in the NVIDIA X driver (the beta splash screen was accidentally reenabled between 275.09.07 and 275.19).
    Fixed a bug that caused nvidia-settings to crash when configuring multiple X screens after all monitors were unplugged from one of the X screens.
    Fixed a bug in nvidia-settings that caused the display configuration page to show extra disabled displays after connecting a new monitor.
    Added X configuration options "3DVisionProHwButtonPairing", "3DVisionProHwSinglePairingTimeout", "3DVisionProHwMultiPairingTimeout", and "3DVisionProHwDoubleClickThreshold" to configure hardware button based pairing in NVIDIA 3D Vision Pro. See "Appendix B. X Config Options" in the README for more information.
    Fixed a bug that prevented initialization of the NVIDIA 3D Vision or NVIDIA 3D Vision Pro hub if no EDID was present.


2159
3D-Tech News Around The Web / OpenGL Extensions Viewer 4.0
« on: July 21, 2011, 08:33:26 PM »
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OpenGL Extensions Viewer

OSX: Now on Mac App Store. New user interface. 64bit. OpenGL 3.2 compatible with rendering tests.
Windows: Updated user interface with Vista dialog boxes, added iOS and Android renderers, using Cloud storage for extensions submissions instead of email.


2160
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Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (Multisample Antialiasing) is the standard technique in use today, but comes with some serious disadvantages:

    Incompatibility with deferred lighting, which is used more and more in real-time rendering;
    High memory and processing cost, which makes its use prohibitive on some widely available platforms (such as the Sony Playstation* PS3* [Perthuis 2010]). This cost is also directly linked to the complexity of the scene rendered;
    Inability to smooth non-geometric edges unless used in conjunction with alpha to coverage.

A new technique developed by Intel Labs called Morphological Antialiasing (MLAA) [Reshetov 2009] addresses these limitations.

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