« on: May 24, 2010, 12:57:50 PM »
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Announcing GPU acceleration for Indigo Renderer
Graphics processing units (GPUs) have come a long way since their inception, when they were used to accelerate basic rasterisation features in high-end CAD workstations. Through standards such as 3Dfx's Glide, and later Direct3D and OpenGL, the market for inexpensive consumer GPUs has bloomed into the success story it is today.
Together with phenomenal performance increases, we have benefitted from increased programmability through new standards such as CUDA and OpenCL. It is these improvements that have allowed us to reach the stage where GPUs can be used to accelerate general purpose computations. Rendering naturally benefits from both the specialised graphics functionality and the general purpose computational power found in GPUs, and so one could say it is only a matter of time before these additional resources are exploited by all rendering software.
Today we are proud to announce GPU acceleration support for Indigo Renderer.
After considerable development effort in which we evaluated both CUDA and OpenCL platforms, we are ready to present preliminary results and ask users to join our GPU acceleration beta testing group. Both ATI and NVIDIA users are welcome to participate!
If you are interested in joining the beta group, please email us at email@example.com.
About the technology
We are employing a hybrid CPU+GPU approach, whereby we offload some of the CPU's computations onto the GPU. This has a number of benefits, the foremost of which being that we support the long list of features that make Indigo the powerful rendering engine it is.
We have also improved our path tracing code to be more intelligent and efficient, meaning that the time to produce a clean image is greatly reduced compared to other path tracers, including Indigo 2.2.
With the core functionality in place and promising first results, we will be spending time to optimise our CPU-based code to deliver awe-inspiring performance in the CPU+GPU combo; we expect more large performance increases in the near term.
Changes in Version 197.85
The following sections list the important changes and the most common issues resolved
since driver version 197.59.
Windows Vista/Windows 7 32-bit Issues
Single GPU Issues
Graphisoft ArchiCAD 14–ACE profile is needed for this application.
AutoCAD–with Windows Aero turned on, the system freezes after opening or closing
the AutoCAD file dialog.
[SLI Mosaic], Quadro Plex D2: Quadro Plex units connected to the DuHIC cannot be
Windows Vista/Windows 7 64-bit Issues
Single GPU Issues
Quadro FX 3700: DirectModel toolkit–stuttering occurs when rendering display lists.
[SLI], Quadro Plex D2 via DuHIC, G‐Sync: When running a frame lock demo and then
pausing it, the frame counter jumps to a random value.
ATI Stream Profiler is a Microsoft® Visual Studio® integrated runtime profiler that gathers performance data from the GPU as your OpenCL™ application runs. This information can then be used by developers to discover where the bottlenecks are in their OpenCL™ application and find ways to optimize their application's performance.
What's New in Version 1.3
* Support data transfer for image objects.
* Added five new performance counters: FetchMem, L1CacheHit, LDSFetch, LDSWrite, and LDSBankConflictAccess.
* Added three shader compiler statistics: GPR, scratch register, and flow control stack size used by the kernel.
* Added support to view the CL kernel source in the CodeViewer panel.
* Added support to view the x86 assembly for CPU device in the CodeViewer panel.
* Temporary files are now stored in the ProfilerOutput directory.
* Improved Counter Selection Window.
* Improved results for ATI Radeon™ HD5770 and ATI Radeon™ HD5570 graphics cards.
* Report the API name for the data transfer operations and updated the unit from bytes to kilobytes.
* The kernel name is now appended with the kernel handle to differentiate kernel dispatches for kernel with the same name but different contents.
<PROPERTY Label="multichip_dx10_rendering_mode" Value="0x080000F5" Default="0x080000F5" Itemtype="predefined"/>
Official Thermalright Lab testing of the HOTTEST GTX480 on the planet,
Testing Program: Furmark 1.8.0
Testing Resolution : 1920 * 1200
Loading Temperature : 66 degrees!!
Ambient temperature 24.8 degrees
Fan on Spitfire : Thermalright FDB 1600rpm
VRM cooler : VRM G2 for GTX480 (coming soon)
Stay tuned for OC GTX480 on furmark ; )!
2K Games Partners with NVIDIA to bring PhysX and 3D Vision to Mafia® II for Windows PC
New York, NY - May 18, 2010 - 2K Games announced today a partnership with NVIDIA® to bring NVIDIA PhysX® technology to all versions of Mafia® II, the epic mobster crime drama coming to the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft and Windows PC. Additionally, the Windows PC version will feature a thorough integration of NVIDIA PhysX and 3D Vision technology into 2K Czech's Illusion EngineTM. Mafia II will be the first Windows PC game ever to utilize the NVIDIA APEX Clothing module, providing an immersive gameplay experience in the world of 1940s and 1950s Americana.
The integration of PhysX and NVIDIA APEX technology, including the APEX Clothing and Particle modules, enable the city and personalities of Empire Bay to truly come alive on Windows PC. The NVIDIA APEX Clothing module allows for more dynamic movement in clothing, making in-game characters even more realistic and reactive to environmental conditions. With the implementation of NVIDIA APEX Particles, players are engulfed in lifelike explosions that are bigger and brighter, including weapon fragments, in-game debris and destructible environments that are amplified in both quantity and realism through the integration of APEX Particles. For example, a pistol fired into a glass pane will emit hundreds of glass shards; a shotgun blasted through a wooden landing will splinter the wood; and a Tommy Gun will chip into a brick or stone wall to methodically fracture and break it into pieces.
"We are extremely excited about the upcoming launch of Mafia II for Windows PC," said Drew Henry, general manager of GeForce business at NVIDIA. "With support for GPU-accelerated PhysX and 3D Vision, gamers will be able to experience the mob world in a whole other dimension. Gamers are in for a real treat."
Mafia II for Windows PC will also be playable in full stereoscopic 3D, courtesy of NVIDIA 3D Vision* technology, which combines high-tech wireless glasses and advanced software to create an impressive element of authenticity and immersive realism. Players will be blown away by the added depth of field on display as particles and explosions come off the screen in thrilling 3D.
Mafia II will be available in North America on August 24, 2010, and internationally on August 27, 2010. Mafia II is currently in development by 2K Czech, the same creative team behind the award-winning, genre-defining Mafia®, which captivated millions of gamers around the world.
Mafia II is rated M for Mature by the ESRB. For more information on Mafia II, please visit www.mafia2game.com.
For more information on NVIDIA APEX, please visit http://developer.nvidia.com/object/apex.html.
For more information on NVIDIA 3D Vision, please visit: www.nvidia.com/3dvision.
2K Games is a division of 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).
* Nvidia 3D Vision Sold Separately
NShader is an extension to Visual Studio 2008/2010 that provides syntax highlighting for various shader languages including HLSL - GLSL - CG..
* Basic highlighting for HLSL, GLSL, CG languages (comment, number, floats, keywords, builtin functions)
* Additional special highlighting per language : Semantics for HLSL, builin variables for GLSL.
3D Vision Surround Driver Launch Timeline
I have been talking to a lot of our customers over the last few months and many of the most enthusiastic among them are asking when we'll have our driver update to support 3D Vision Surround. We're also get the same inquiries from press folks looking to do reviews of 3D Vision Surround.
The fact is we are not ready yet – the surround driver needs some final improvements. When we first showed this technology live at CES in January, we expected this to become available with the first release of our 256 branch driver which was then targeted for April. Our new target for 3D Vision Surround is the end of June in a follow-on release of this 256 driver branch. Our first 256 based driver is planned to post to nvidia.com on May 24th and will enable new SLI setup controls and improve performance on several key applications for GTX 400 GPUs.
When we launch the 3D Vision Surround driver at the end of June, we will provide a game list and guidance on how to get the best experience with this cool new technology. I am looking forward to it!