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Messages - Stefan

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2161
This driver supports most GPUs with unified shaders.

AMD OpenCL 1.2 beta drivers built for 32 and 64 bit Microsoft® Windows Vista® and Microsoft® Windows® 7

AMD OpenCL 1.2 beta drivers built for 32 and 64 bit Linux



503 profiles in UMD, recent at bottom

Quote
SplinterCell.exe SplinterCell2.exe RaceDriver.exe pop.exe CT3.exe RD2.exe RD2D.exe UT2003.exe UT2004.exe halo.exe TW2004.exe TW2005.exe Morrowind.exe BF2.exe 3DMark2001.exe 3DMark2001SE.exe 3DMark03.exe 3DMark05.exe LockOn.exe BfVietnam.exe CMR5.exe FlatOutdemo.exe MaxPayne2.exe Painkiller.exe SplinterCell3.exe SwgClient_r.exe Swat4.exe Lithtech.exe Speed2.exe EverQuest2.exe WoW.exe FarCry.exe pop2.exe w40k.exe aquamark.exe TechDemo.exe Bia.exe DFX.exe Driv3r.exe pol.exe GW.exe mohpa.exe nba2005.exe Pariah.exe thrones.exe patriots.exe ShadowVault.exe Sims2.exe Battlefront.exe TRAOD*.exe TV_CD_DVD.exe XPANDRALLY.exe Breed.exe BreedSPD.exe Snowblind.exe Snowblind-Demo.exe Tiger 2004.exe Biademo.exe FFXiBench.exe FFXiWinBench.exe MaxPayne2Demo.exe Speed2demo.exe PainGame.exe PCMark04.exe PCMark05.exe Sims2EP1.exe PandoraMultiPlayerDemo.exe Swat4SPDemo.exe tribesv_?pdemo_en.exe X2.exe X2-Demo.exe Ehshell.exe ACTOFWAR*.exe FEAR.exe FEARspdemo.exe AFR-FriendlyD3D.exe fs9.exe DungeonSiege2.exe Sims2EP2.exe EiB.exe Fable.exe CoD2?P_s.exe BOS.exe KingKongDemo*.exe Sam2.exe Suffering2*.exe Age3.exe RD3.exe 3DMark06*.exe KingKong*.exe white.exe narnia.exe speed.exe speedDemo.exe BattlefrontII.exe USM.exe pop3.exe gwdev.exe x3*.exe oblivion.exe nbalive06.exe Timeshift*.exe game.dat.sweaw.exe graw*.exe gt.exe legends.exe Dwm.exe Inventor.exe trl.exe Condemned.exe H5_Game.exe RomeTW*.exe cccprev.exe battleofthegods.exe nhl06.exe JustCause*.exe BF2142*.exe FEARXP.exe CoJ.exe primarysurf.exe fsx.exe fifa07*.exe LegoStarWarsII.exe starwars_pc.exe RelicCOH.exe NFSC.exe NFSC_demo.exe SplinterCell4.exe ARX.exe TW2007.exe NWN2*.exe HitmanBloodMoney.exe Gothic3.exe mm.exe TestDriveUnlimited.exe Scarface.exe XR_3DA.exe AcroRd32.exe pc_matador.exe GodFather.exe nhl2007.exe sims.icd.LostPlanet*.exe wic*.exe Bioshock.exe *Stranglehold.exe Matrix.exe iw3sp.exe iw3mp.exe SinEpisodes.exe hellgate*.exe Wargame-g4wlive.exe UT3*.exe crysis2.exe 3dsmax*.exe R6Vegas_Game.exe chess.exe FreeCell.exe Hearts.exe InkBall.exe Mahjong.exe Minesweeper.exe PurblePlace.exe Solitaire.exe SpiderSolitaire.exe hl.exe SupremeCommander.exe \Bin\Game.exe TW2006.exe TW2008.exe ForceSingleGPU.exe DiRT.exe BA2.exe nfs.exe MonsterGame.exe Settlers6*.exe FFOW.exe xrEngine.exe GH3.exe Validator.exe AssassinsCreed*.exe R6Vegas2_Game.exe \half-life source\hl2.exe \half-life deathmatch source\hl2.exe \day of defeat source\hl2.exe \counter-strike source\hl2.exe \half-life 2\hl2.exe \half-life 2 lostcoast\hl2.exe \half-life 2 episode one\hl2.exe \half-life 2 episode two\hl2.exe \half-life 2 deathmatch\hl2.exe \team fortress 2\hl2.exe \portal\hl2.exe \half-life 2 Demo\hl2.exe AcesOfTheGalaxy.exe Backspin.exe Chuzzle.exe Big Kahuna Reef.*.Diner_Dash_Flo_On_The_Go.exe Studio.exe mahjongg_artifacts.exe witcher.exe GRID.exe MassEffect.exe DevilMayCry*.exe Stranger.exe MEM_7.exe Jericho.exe tra.exe AgeOfConan.exe SporeApp.exe SpaceSiege.exe HAWX.exe SEGA Rally*.exe GunBound.gme.thief.exe Legend.exe Buildalot2.exe kaneandlynch.exe crossfire.exe TurokGame.exe MOHA.exe blacksite.exe ExeFile.exe Flip Words*.exe Jewel Quest Solitaire.exe ProjectG.exe FarCry2*.exe SeriousSam.exe aJewelQuestSolitaire.exe acad.exe GTAIV.exe Transformers*.exe PT2Start.exe trgame.exe RCT3.exe FF2client.exe tru.exe CoDWaW*.exe FallOut3.exe Yeti_Final_Win32.exe left4dead.exe Merc2-Demo.exe Mercenaries2.exe war3.exe biahh.exe Dead Space.exe Prince of Persia.exe BurnoutParadise.exe fear2*.exe Legendary.exe Tropics.exe cstrike.exe MirrorsEdge.exe EE3.exe *.scr.Empire.exe arma2.exe godfather2.exe DOW2.exe FreeRunning.exe DLords.exe TS3*.exe DragonAge.exe wanted.exe Unigine.exe CompatAFR-1x1.exe WheelmanGame*.exe \Mabinogi\Client.exe cabalmain.exe SilentHill.exe EndWar.exe Battleforge.exe eXperience112.exe prototype?.exe TerminatorSalvation.exe Wolf2.exe TLR*.exe theHunter*.exe Shift.exe flashpoint*.exe grimmgame.exe ElvenLegacy*.exe bionic_commando.exe Fuel.exe bsp.exe Wolverine.exe ghost_w32.exe \Tip\GameClient.exe Overlord*.exe CoJBiBGame_x86.exe SC2*.exe kb.exe DS.exe DamnGame.exe RiseOfTheArgonauts.exe KillingFloor.exe Guitar Hero Aerosmith.exe StreetFighterIV.exe AA3Game.exe SupremeCommander2.exe Republic Heroes.exe BurningWheels*.exe CrimeCraft.exe Saboteur.exe ??5DX9.exe Gothic III*.exe GHWT.exe APGame.exe \ZenoClash\hl2.exe ShippingPC-BmGame.exe gpl.exe Ceville.exe BattlefieldHeroes.exe ShippingPC-SkyGame.exe Borderlands.exe rfg*.exe S8Game-F.exe Avatar.exe iw4?p*.exe Sanctuary.exe SamHD.exe dirt2*.exe BF1943Game.exe BFBC*Game.exe dairydash.exe Bioshock2.exe RocketKnight.exe LEGOIndy2.exe daorigins.exe AVP.exe RUSE.exe Conviction*.exe MassEffect2.exe Heaven.exe empires*.exe OFDR.exe Demigod.exe DeadIslandGame*.exe Napoleon.exe HasteGame*.exe Medieval_T?.exe SR2_pc.exe RTS-*.exe Singularity.exe EFLC.exe Risen.exe \Live\GameClient.exe Settlers7R.exe FoxGame.exe APB.exe lag_win32_public_dev.exe ScourgeGame.exe PCM.exe SamHD_TSE.exe mafia2*.exe SWTFU.exe WinUAE.exe UDK.exe \SBKX\launcher.exe FFViper.exe AlienBreed-Impact.exe Blur.exe sh5.exe CRC2005*.exe arcania.exe rFactor*.exe arma2OA*.exe F1_2010_game*.exe LEGOHarryPotter.exe POWERPNT.exe metro2033.exe BEND3DIM.exe FFXIVWinBenchmark.exe kl2.exe deadrising*.exe TDClient.exe LP2DX9.exe SWTFU2.exe DarksidersPC.exe shift2u.exe fifa.exe mohmpgame.exe moh.exe nba2k11.exe CCC.exe FalloutNV.exe AoWSM.exe AOW2.exe DogFighterSteam.exe discipl2.exe FrontMissionEvolved.exe BlackOps*.exe left4dead2.exe darkfall.exe 3DMark11.exe ffxivgame.exe \lionheart - king's crusade\Launcher.exe HOMEFRONT.exe CivilizationV.exe TmForever.exe deadspace2.exe GridGame.exe rift.exe fable3.exe LEGOCloneWars.exe Breach.exe TwoWorlds2.exe DvaMira2.exe dexter.exe scimitar_f.exe Entropia.exe runaway.exe china_login.mpr.Crasher.exe Dungeons.exe QuickTimePlayer.exe Shogun2.exe Crysis*.exe Fouc.exe TestDrive2.exe dirt3*.exe dreamlords.exe TSM.exe DukeForever.exe darkspore.exe ShippingPC-StormGame.exe NFS11.exe Dungeon Siege III.exe game.exe Game-Cars.exe Magicka.exe RedFactionArmageddon.exe the next big thing.exe portal2.exe ScnViewer.exe ROClientGameEx.exe Garshasp.exe TWFC.exe witcher2.exe LEGOPirates.exe S9-Win32-F.exe dxhr.exe FWClient.exe vietnam.exe TFT.exe AliceMadnessReturns.exe mow_assault_squad.exe Spartan.exe SpaceMarine.exe WinDVD.exe drakensang.exe ShippingPC-SanctumGame.exe HydroPC.exe ROF.exe Flight.exe WarInc.exe Diablo III*.exe Axe.exe BlackCove.exe Prius.exe ModernDaysGame_x86_rd.exe F1_2011.exe nfsw.exe HP8.exe LANoire.exe SamHD_Demo.exe payne_win32*.exe Sam3.exe *BioShockInfinite*.exe SmartCenter.exe ManiaPlanet.exe RoGame.exe SaintsRowTheThird.exe BatmanAC.exe nba2k12.exe Driver.exe GlobalOps.exe Arcania Addon.exe TESV.exe ACR*.exe GacRunner.exe pso2.exe javaw.exe iw5sp.exe pCARS.exe csgo.exe witn.exe prototype2*.exe Might & Magic Heroes VI.exe i2.exe LEGOHarry2.exe Syndicate.exe cq.exe Dota.exe dekaron.exe XSI.exe swtor.exe AlanWake.exe DarknessII.exe ns2.exe Reckoning.exe MassEffect3*.exe \Path of Exile\Client.exe mount&blade.exe mb_warband.exe mb_wfas.exe hl2.exe

2162
3D-Tech News Around The Web / Nokia WebCL extension for Firefox 11
« on: March 21, 2012, 05:40:00 PM »
Quote
WebCL extension for Firefox 11

Posted by Tomi Aarnio, Mar 21, 2012

The Nokia WebCL prototype is now available for Firefox 11. Click here to download the new add-on for Windows and Linux. The previous version, for Firefox 10, remains available for download (here), but is no longer updated or maintained.

2163
3D-Tech News Around The Web / HWiNFO32 v3.94
« on: March 21, 2012, 05:13:57 PM »
Quote
Changes in HWiNFO32 v3.94 - Released on: Mar-21-2012:

    Enhanced sensor monitoring on MSI MS-7585 P55-GD85, MS-7582 and Z77 series.
    Added preliminary support of Coleto Creek PCH.
    Added reporting of OEM Memory Information (DIMM map) under SMBIOS/DMI if supported by platform.
    Enhanced sensor monitoring on ASUS P8H67-I.
    Split Intel DTS temperature reporting per CPU package, added actual Core Max value.
    Added recognition of nVidia Kepler: GeForce GT 640M, GT 650M, GTX 660M.
    Added patch for clock measuring under Windows 8.
    Added reporting of more Intel CPU features.
    Added support of nVidia GeForce GTX 680 (GK104).

2164
3D-Tech News Around The Web / AMD Catalyst driver version 8.95.5
« on: March 21, 2012, 05:10:43 PM »
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This AMD Catalyst™ driver version 8.95.5 features support for the AMD Radeon™ HD 7800 Series.

Windows 7 support for the AMD Radeon™ HD 7800 Series

    Enables support for Windows 7 64-bit

Super Sampling Anti-Aliasing: Level of Detail (LOD) Image Quality enhancements

    Supported on the AMD Radeon™ HD 7900, AMD Radeon HD 7800, and AMD Radeon HD 7700 Series
    LOD Image quality enhancements have been improved when enabling Super Sample Anti-Aliasing and Adaptive
    Anti-Aliasing through the AMD Catalyst™ Control Center for DirectX® 10 and DirectX® 11 applications.
    Applications must support in game Anti-Aliasing for the feature to work (Forced on Anti-Aliasing through the
    Catalyst Control Center is not supported for DirectX 10 and DirectX 11 applications)
    To be supported in AMD Catalyst 12.4

Morphological Anti-Aliasing (MLAA):  Significant performance enhancements

    Supported on the AMD Radeon™ HD 7900, AMD Radeon HD 7800, and AMD Radeon HD 7700 Series
    MLAA now operates up 80% faster than previous versions of MLAA
    To be supported in AMD Catalyst 12.4

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

    AMD Catalyst™ Driver Version 8.95.5

2165
Quote
Hi guys, the latest afterburner 2.2.0 beta 15 is ready for you to download. this beta supports the control of GTXx80 card, if you get the card, you may try to play it.

Changes list includes:

- Added NVIDIA Kepler graphics processors family support
- Added GPU power consumption monitoring for NVIDIA Kepler series graphics cards
- Added, core clock offset, memory clock offset and voltage offset support for dynamic overclocking on NVIDIA Kepler series graphic cards
- Fixed issue preventing applying new settings from control shared memory
- Fixed issue with video capture timer display, causing hours to be incremented erroneously after each 6 minutes of videorecording
- Skin format reference guide has been updated to v1.5 to document new indicator types support
- Added new "Force fan speed update on each period" option to the "Fan" tab. New option may improve compatibility of software automatic fan speed control mode with some bugged display drivers, overriding manually programmed fan speed under certain conditions

Download link

2167
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.6.0
« on: March 19, 2012, 05:46:39 PM »
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TechPowerUp GPU-Z v0.6.0

GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.

Revision History
0.6.0

    Added optional GPU-Z installer which launches when GPU-Z is started for the first time, or can be started manually via the GPU-Z system menu
    Added support for AMD Radeon HD 7870, HD 7850, HD 7670M, FireStream 9370, FirePro V3900
    Added support for NVIDIA GeForce GTX 680, GT 640M, GTX 560 SE, GT 550M, GeForce 510, NVS 2100M
    Fixed clocks not showing correctly on some systems with Catalyst 12.2
    Fixed board id reading on pre-Fermi cards
    Fixed OpenCL detection for ATI Fusion (Sumo & Ontario)
    Fixed GPU-Z window getting cut off at certain DPI settings


2168
Quote
Another holiday brings us another opportunity to celebrate it with you. We’re pleased to mark the transition into spring as well as St. Patrick’s Day with Irish Spring, a new hardware-accelerated HTML5 experience that shows the benefits of Internet Explorer 10 on Windows 8 Consumer Preview.

Looks different on each browser...





2169
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This article—the twelfth in a series—explains how improper sampling causes unwanted jerky motion and describes how to mitigate it.


2170
Quote
Following a surprizing amount of feedbacks, I have updated the entire post accordingly. Thanks for contributing!

There is a lot of reasons for OpenGL ES 2.0 on desktop but I especially like to picture it by "for the purpose of convergence". This includes computers, tablets and mobile phones but also the web through WebGL which is pretty much a Javascript binding of OpenGL ES 2.0. In practice we can imagine that it would be a great to be able to port directly a mobile phone game to a desktop platform and minimized code changes, the gap between between mobile phone performances and ultra-book laptop being not that large for example. We can also imagine authoring and prototyping GLSL shaders or even applications on desktop before using them on mobile devices.

Full story at g-truc

2171
Quote
PowerVR Insider SDK Downloads (Version 2.10, Release 1)

...
TI OMAP43xx (inc. Google Galaxy Nexus, Archos 101 G9 Turbo, LG Optimus 3D, Motorola Droid RAZR, Motorola Xoom 2, Amazon Kindle Fire)
Renesas APE5R (inc. Kycera Honey Bee 101K)
Samsung S5PC110 (inc. Google Nexus S)
MediaTek MT6573 (inc. Lenovo A60)

Most samples can be installed on any Android except from "Navigation3D" which expects PowerVR hardware
D/PrintK(17): <6>[PMU]tps6586x_irq-, acks=00010000


2172
3D-Tech News Around The Web / Unreal Engine 3 in Flash Unveiled at GDC
« on: March 13, 2012, 11:28:31 PM »
Quote
Unreal Engine 3 in Flash Unveiled at GDC

During Epic’s media briefing earlier today at the Game Developers Conference 2012, we unveiled a range of Unreal Engine 3 experiences running flawlessly in a Flash browser.

Live for anyone to try now on www.unrealengine.com/flash is our very own “Epic Citadel,” which was originally launched for iOS devices. It’s now possible to navigate the beautiful 3D environment of “Epic Citadel” on the web.


2173
Quote
This application is the final project of the Computer Graphics Course at the Computer Science Department of the University of Applied Science of Northwestern Switzerland (FHNW). It shows you what you can learn in one semester about 3D computer graphics in real time rendering and ray tracing. During the semester we build a framework in C++ and OpenGL ES 2.0 so that it can run also on mobile devices. Ray tracing provides in addition high quality transparencies, reflections and soft shadows. Go to the homepage and download the source code.

Works fine with Adreno 200 GPU, freezes with Tegra 2  :-\




2174
Quote
Tegra Android Native Samples Developer Preview

This pack includes sample apps, docs and Eclipse projects that are designed to help developers overcome common Android native game development challenges. The pack is a companion to our GDC 2012 Android Game Development session.

This is a standalone Developer Preivew of the new Samples Pack, slated to replace the samples currently shipping in TADP. It is designed to be used along with the Tegra Android Developer Pack, and assumes that TADP has already been installed.

The pack provides sample applications, support libraries and updated documentation for the following Android game development topics:

    Pure native gaming on Android with NativeActivity
    Getting Android application lifecycle just right
    Tips for (and benefits of) mixing a little Java into your native Android game for better integration
    Supporting game controllers, sensors, multi-touch and device rotation

The water demo seen in former TADP has been removed, maybe because it looked too bad  ::)



Check the logcat for comprehensive info
Code: [Select]
03-09 17:31:44.850: I/ActivityManager(136): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10104000 pkg=com.nvidia.devtech.NativeGlobe cmp=com.nvidia.devtech.NativeGlobe/android.app.NativeActivity } from pid 194
03-09 17:31:44.880: I/ActivityManager(136): Start proc com.nvidia.devtech.NativeGlobe for activity com.nvidia.devtech.NativeGlobe/android.app.NativeActivity: pid=32534 uid=10084 gids={3003}
03-09 17:31:44.970: D/libEGL(32534): loaded /system/lib/egl/libGLES_android.so
03-09 17:31:44.980: D/libEGL(32534): loaded /system/lib/egl/libEGL_tegra.so
03-09 17:31:45.000: D/libEGL(32534): loaded /system/lib/egl/libGLESv1_CM_tegra.so
03-09 17:31:45.050: D/libEGL(32534): loaded /system/lib/egl/libGLESv2_tegra.so
03-09 17:31:45.050: D/NvEGLUtil(32534): Success: eglGetDisplay (create:74)
03-09 17:31:45.050: D/NvEGLUtil(32534): Success: eglInitialize (create:85)
03-09 17:31:45.050: D/NvEGLUtil(32534): Success: Config chooser (create:96)
03-09 17:31:45.050: D/NvEGLUtil(32534): Success: eglGetConfigAttrib (create:108)
03-09 17:31:45.050: D/NvEGLUtil(32534): Success: eglCreateContext (create:121)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: slCreateEngine (create:47)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: engineObject::Realize (create:51)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: GetInterface::SL_IID_ENGINE (create:56)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: CreateOutputMix (create:61)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: outputMixObject::Realize (create:65)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: CreateAudioPlayer (create:102)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: playerObject::Realize (create:106)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: GetInterface::SL_IID_PLAY (create:111)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: GetInterface::SL_IID_SEEK (create:116)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: GetInterface::SL_IID_MUTESOLO (create:121)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: GetInterface::SL_IID_VOLUME (create:126)
03-09 17:31:45.060: D/NvSLESPlayer(32534): Success: SetLoop (create:130)
03-09 17:31:45.060: D/NvEGLUtil(32534): Switching to System timer mode
03-09 17:31:45.060: I/threaded_app(32534): activityState=10
03-09 17:31:45.070: I/threaded_app(32534): Resume: 0xaef88
03-09 17:31:45.070: I/threaded_app(32534): activityState=11
03-09 17:31:45.090: W/InputMethodManager(32534): getInstance
03-09 17:31:45.110: I/threaded_app(32534): InputQueueCreated: 0xaef88 -- 0x173d40
03-09 17:31:45.110: I/threaded_app(32534): APP_CMD_INPUT_CHANGED
03-09 17:31:45.110: I/threaded_app(32534): Attaching input queue to looper
03-09 17:31:45.150: I/threaded_app(32534): NativeWindowCreated: 0xaef88 -- 0x174208
03-09 17:31:45.150: I/threaded_app(32534): APP_CMD_INIT_WINDOW
03-09 17:31:45.150: D/NvEGLUtil(32534): **** Window has changed!
03-09 17:31:45.150: I/threaded_app(32534): NativeWindowResized: 0xaef88 -- 0x174208
03-09 17:31:45.150: I/threaded_app(32534): APP_CMD_INIT_WINDOW
03-09 17:31:45.150: W/InputMethodManager(136): getInstance
03-09 17:31:45.150: I/ActivityManager(136): Displayed com.nvidia.devtech.NativeGlobe/android.app.NativeActivity: +281ms
03-09 17:31:45.200: D/TabletStatusBar(194): lights on
03-09 17:31:45.260: D/dalvikvm(194): GC_FOR_ALLOC freed 1138K, 27% free 10329K/13959K, paused 51ms
03-09 17:31:45.270: I/threaded_app(32534): WindowFocusChanged: 0xaef88 -- 1
03-09 17:31:45.270: I/threaded_app(32534): APP_CMD_GAINED_FOCUS
03-09 17:31:45.520: I/native_globe(32534): Window size change 1x1
03-09 17:31:45.580: D/NvEGLUtil(32534): Success: eglCreateWindowSurface (createSurface:207)
03-09 17:31:45.580: D/NvEGLUtil(32534): Win=800x444, Surf=800x444
03-09 17:31:45.670: D/NvEGLUtil(32534): Success: eglMakeCurrent (bind:297)
03-09 17:31:45.700: D/nv_shader(32534): in nv_load_program
03-09 17:31:45.700: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:45.700: D/nv_shader(32534): compiling file: font.vert
03-09 17:31:45.750: W/PrintK(92): +wm8903_set_bias_level level: 1
03-09 17:31:45.800: D/nv_shader(32534): shader_debug: 40 lines, 0 errors.
03-09 17:31:45.800: D/nv_shader(32534): compiling file: font.frag
03-09 17:31:45.820: D/nv_shader(32534): shader_debug: 34 lines, 0 errors.
03-09 17:31:45.860: W/PrintK(92): +wm8903_set_bias_level level: 0
03-09 17:31:45.860: W/AudioFlinger(92): write blocked for 248 msecs, 53 delayed writes, thread 0x39400
03-09 17:31:45.860: D/PrintK(92): <6>wm8903_set_dai_trigger 1
03-09 17:31:46.100: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.100: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.100: D/nv_shader(32534): compiling string:
03-09 17:31:46.100: D/nv_shader(32534): "
03-09 17:31:46.100: D/nv_shader(32534): #define USING_RAW_DATA   (0)
03-09 17:31:46.100: D/nv_shader(32534): #define PARALLAX_MAPPING (0)
03-09 17:31:46.100: D/nv_shader(32534): #define NORMAL_MAPPING   (0)
03-09 17:31:46.100: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.100: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.100: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.100: D/nv_shader(32534): "
03-09 17:31:46.100: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.120: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.120: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.140: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.140: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.140: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.140: D/nv_shader(32534): compiling string:
03-09 17:31:46.140: D/nv_shader(32534): "
03-09 17:31:46.140: D/nv_shader(32534): #define USING_RAW_DATA   (0)
03-09 17:31:46.140: D/nv_shader(32534): #define PARALLAX_MAPPING (0)
03-09 17:31:46.140: D/nv_shader(32534): #define NORMAL_MAPPING   (1)
03-09 17:31:46.140: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.140: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.140: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.140: D/nv_shader(32534): "
03-09 17:31:46.140: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.160: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.160: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.180: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.180: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.180: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.180: D/nv_shader(32534): compiling string:
03-09 17:31:46.180: D/nv_shader(32534): "
03-09 17:31:46.180: D/nv_shader(32534): #define USING_RAW_DATA   (0)
03-09 17:31:46.180: D/nv_shader(32534): #define PARALLAX_MAPPING (1)
03-09 17:31:46.180: D/nv_shader(32534): #define NORMAL_MAPPING   (0)
03-09 17:31:46.180: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.180: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.180: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.180: D/nv_shader(32534): "
03-09 17:31:46.180: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.200: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.200: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.220: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.220: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.220: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.220: D/nv_shader(32534): compiling string:
03-09 17:31:46.220: D/nv_shader(32534): "
03-09 17:31:46.220: D/nv_shader(32534): #define USING_RAW_DATA   (0)
03-09 17:31:46.220: D/nv_shader(32534): #define PARALLAX_MAPPING (1)
03-09 17:31:46.220: D/nv_shader(32534): #define NORMAL_MAPPING   (1)
03-09 17:31:46.220: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.220: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.220: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.220: D/nv_shader(32534): "
03-09 17:31:46.220: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.240: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.240: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.270: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.270: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.270: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.270: D/nv_shader(32534): compiling string:
03-09 17:31:46.270: D/nv_shader(32534): "
03-09 17:31:46.270: D/nv_shader(32534): #define USING_RAW_DATA   (1)
03-09 17:31:46.270: D/nv_shader(32534): #define PARALLAX_MAPPING (0)
03-09 17:31:46.270: D/nv_shader(32534): #define NORMAL_MAPPING   (0)
03-09 17:31:46.270: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.270: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.270: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.270: D/nv_shader(32534): "
03-09 17:31:46.270: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.300: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.300: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.320: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.320: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.320: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.320: D/nv_shader(32534): compiling string:
03-09 17:31:46.320: D/nv_shader(32534): "
03-09 17:31:46.320: D/nv_shader(32534): #define USING_RAW_DATA   (1)
03-09 17:31:46.320: D/nv_shader(32534): #define PARALLAX_MAPPING (0)
03-09 17:31:46.320: D/nv_shader(32534): #define NORMAL_MAPPING   (1)
03-09 17:31:46.320: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.320: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.320: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.320: D/nv_shader(32534): "
03-09 17:31:46.320: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.340: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.340: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.370: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.370: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.370: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.370: D/nv_shader(32534): compiling string:
03-09 17:31:46.370: D/nv_shader(32534): "
03-09 17:31:46.370: D/nv_shader(32534): #define USING_RAW_DATA   (1)
03-09 17:31:46.370: D/nv_shader(32534): #define PARALLAX_MAPPING (1)
03-09 17:31:46.370: D/nv_shader(32534): #define NORMAL_MAPPING   (0)
03-09 17:31:46.370: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.370: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.370: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.370: D/nv_shader(32534): "
03-09 17:31:46.370: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.400: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.400: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.420: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.420: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.420: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.420: D/nv_shader(32534): compiling string:
03-09 17:31:46.420: D/nv_shader(32534): "
03-09 17:31:46.420: D/nv_shader(32534): #define USING_RAW_DATA   (1)
03-09 17:31:46.420: D/nv_shader(32534): #define PARALLAX_MAPPING (1)
03-09 17:31:46.420: D/nv_shader(32534): #define NORMAL_MAPPING   (1)
03-09 17:31:46.420: D/nv_shader(32534): #define AMBIENT_COLOR    (vec3(0.005000, 0.005000, 0.010000))
03-09 17:31:46.420: D/nv_shader(32534): #define PARALLAX_SCALE   (0.010000)
03-09 17:31:46.420: D/nv_shader(32534): #define PARALLAX_BIAS    (0.000000)
03-09 17:31:46.420: D/nv_shader(32534): "
03-09 17:31:46.420: D/nv_shader(32534): compiling file: globe.vert
03-09 17:31:46.450: D/nv_shader(32534): shader_debug: 98 lines, 0 errors.
03-09 17:31:46.450: D/nv_shader(32534): compiling file: globe.frag
03-09 17:31:46.470: D/nv_shader(32534): shader_debug: 95 lines, 0 errors.
03-09 17:31:46.470: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.470: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.470: D/nv_shader(32534): compiling string:
03-09 17:31:46.470: D/nv_shader(32534): "
03-09 17:31:46.470: D/nv_shader(32534): #define USING_RAW_DATA   (0)
03-09 17:31:46.470: D/nv_shader(32534): "
03-09 17:31:46.470: D/nv_shader(32534): compiling file: cloud.vert
03-09 17:31:46.490: D/nv_shader(32534): shader_debug: 96 lines, 0 errors.
03-09 17:31:46.490: D/nv_shader(32534): compiling file: cloud.frag
03-09 17:31:46.500: D/nv_shader(32534): shader_debug: 43 lines, 0 errors.
03-09 17:31:46.500: D/nv_shader(32534): in nv_load_program
03-09 17:31:46.500: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.500: D/nv_shader(32534): compiling string:
03-09 17:31:46.500: D/nv_shader(32534): "
03-09 17:31:46.500: D/nv_shader(32534): #define USING_RAW_DATA   (1)
03-09 17:31:46.500: D/nv_shader(32534): "
03-09 17:31:46.500: D/nv_shader(32534): compiling file: cloud.vert
03-09 17:31:46.520: D/nv_shader(32534): shader_debug: 96 lines, 0 errors.
03-09 17:31:46.520: D/nv_shader(32534): compiling file: cloud.frag
03-09 17:31:46.530: D/nv_shader(32534): shader_debug: 43 lines, 0 errors.
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_VENDOR: NVIDIA Corporation
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_VERSION: OpenGL ES 2.0
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_RENDERER: NVIDIA Tegra
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_EXTENSIONS:
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_NV_platform_binary
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_rgb8_rgba8
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_EGL_sync
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_fbo_render_mipmap
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_NV_depth_nonlinear
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_NV_draw_path
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_NV_texture_npot_2D_mipmap
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_EGL_image
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_EGL_image_external
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_vertex_half_float
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_NV_framebuffer_vertex_attrib_array
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_NV_coverage_sample
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_mapbuffer
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_ARB_draw_buffers
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_EXT_Cg_shader
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_EXT_packed_float
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_texture_half_float
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_texture_float
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_EXT_texture_array
03-09 17:31:46.560: D/es2_globe(32534): INIT: GL_OES_compressed_ETC1_RGB8_texture
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_EXT_texture_compression_latc
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_EXT_texture_compression_dxt1
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_EXT_texture_compression_s3tc
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_EXT_texture_filter_anisotropic
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_NV_get_tex_image
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_NV_read_buffer
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_NV_shader_framebuffer_fetch
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_NV_fbo_color_attachments
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_EXT_bgra
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_EXT_texture_format_BGRA8888
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_EXT_unpack_subimage
03-09 17:31:46.570: D/es2_globe(32534): INIT: GL_NV_texture_compression_s3tc_update
03-09 17:31:46.570: D/es2_globe(32534): Shader state: rawData=0, parallax=1, normal=1.    Using globe program 3 and cloud program 0
03-09 17:31:46.570: D/es2_globe(32534): RESIZE: Aspect ratio: 1.00
03-09 17:31:46.570: D/es2_globe(32534): GlobalAppState::update: (zNear, zFar): (0.01, 10.00)
03-09 17:31:46.570: D/es2_globe(32534): RESIZE: Viewport: (1, 1)
03-09 17:31:46.570: D/es2_globe(32534): Shader state: rawData=0, parallax=1, normal=1.    Using globe program 3 and cloud program 0
03-09 17:31:46.600: D/nv_shader(32534): in nv_load_program_from_strings
03-09 17:31:46.600: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.610: D/nv_shader(32534): shader_debug: 9 lines, 0 errors.
03-09 17:31:46.610: D/nv_shader(32534): shader_debug: 8 lines, 0 errors.
03-09 17:31:46.610: D/nv_shader(32534): in nv_load_program_from_strings
03-09 17:31:46.610: D/nv_shader(32534): gl version: OpenGL ES 2.0
03-09 17:31:46.620: D/nv_shader(32534): shader_debug: 9 lines, 0 errors.
03-09 17:31:46.620: D/nv_shader(32534): shader_debug: 7 lines, 0 errors.
03-09 17:31:46.620: D/es2_globe(32534): Swap count is 1
03-09 17:31:46.880: D/NvEGLUtil(32534): Switching to NV Extension timer mode
03-09 17:31:46.880: I/native_globe(32534): Window size change 800x444
03-09 17:31:46.880: D/es2_globe(32534): RESIZE: Aspect ratio: 0.56
03-09 17:31:46.880: D/es2_globe(32534): GlobalAppState::update: (zNear, zFar): (0.01, 10.00)
03-09 17:31:46.880: D/es2_globe(32534): RESIZE: Viewport: (800, 444)
03-09 17:31:46.880: D/es2_globe(32534): Shader state: rawData=0, parallax=1, normal=1.
03-09 17:35:43.260: D/es2_globe(32534): 41.701420 fps

2175
3D-Tech News Around The Web / Unigine Heaven DX11 Benchmark 3.0
« on: March 07, 2012, 09:51:53 PM »
Quote

Changes in version 3.0
Great looking as ever and containing many technical improvements, Heaven 3.0 now runs on Mac and supports for variety of new hardware, including extended support for multi-monitor configurations.

    Added Mac OS X version compatible with 10.7+ (no tessellation).
    Added support for Intel HD 3000 GPU (no tessellation).
    Improved support for multi-monitor configurations.
    Added support for NVIDIA 3D Surround (multi-monitor stereo 3D).
    Enhanced NVIDIA 3D Vision support.
    New cross-platform launcher without .NET dependencies.
    Fixed Phoronix Test Suite compatibility issue.
    Fixed minor visual artifacts.
    Improved compatibility with Mesa drivers.
    Improved detection of new GPUs.

2176
3D-Tech News Around The Web / (WebGL) Particle morph demo
« on: March 02, 2012, 11:05:38 PM »
Quote
Some Js+WebGL tests. Using three.js.
(Note. You need a modern browser that supports WebGL for this to run the way it is intended. For example. Google Chrome 9+ or Firefox 4+. Also since WebGL is kinda “new”, some of these might break.)



[via]

2177
Latest installment of the popular hack'n'slash series, download via 4Gamer

Non-japanese Windows versions require Microsoft AppLocale Utility

Hit bottom left button for hires test and second one for lores test.






2178
On this page you can download AMD Catalyst 12.x 8.96 February 28.

This driver supports most GPUs with unified shaders.


2179
Quote
Almost a year has passed since NVIDIA and Epic Games presented APEX 1.0 integration in Unreal Development Kit (UDK) engine.

And now, February 2012 release of UDK can “please” us with silent introduction of newest APEX 1.1 Framework, which includes updated APEX Clothing and APEX Destruction modules.

Unfortunately, UDN documentation was not yet updated, and some flaws were found in this release - for example, APEX GPU Rigid Body libraries are missing from the distribution. Not to mention, that not all APEX 1.1 features have made it into UDK.

Full story at PhysXinfo

2180
3D-Tech News Around The Web / CPU-Z 1.60 released
« on: March 02, 2012, 04:05:47 PM »
Quote
CPU-Z 1.60 released

    Intel Core i5 2550K, 2450P and 2380P with no GPU.
    Intel Core i3/i5/i7 22 nm "Ivy Bridge" (37xx, 35xx, 34xx, 33xx, 32xx).
    Intel Xeon E3 (SandyBridge-WS).
    Intel Z77 platform.
    AMD FX-8140, FX-4150 and Mobile Llano (socket FS1).
    AMD "Trinity" APU Preliminary support.
    Windows 32/64-bit report.

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