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Messages - Stefan

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3D-Tech News Around The Web / Sculptris - free 3D modeler
« on: May 28, 2010, 12:19:12 PM »
Sculptris wants you to make 3D models. Download it and have a go! I'm sure you will enjoy.

Watch the trailer!

This installment returns to the topic of mixing OpenGL and CUDA C within the same application first introduced in Part 15  of this series. Part 15 demonstrated how to create 2D images with CUDA C on a pixel-by-pixel basis and display them with OpenGL through the use of PBOs (Pixel Buffer Objects).
This article will complete that discussion by demonstrating how to use VBO (Vertex Buffer Objects) to create 3D images with CUDA C and render them using OpenGL as 3D collections of points, wire frame images, and surfaces

Full story at Dr. Dobb's Journal

3D-Tech News Around The Web / NVIDIA Geforce SLI profile tool
« on: May 28, 2010, 11:58:19 AM »
After updating my display driver, I no longer see NvApps.xml. Did something change?

Yes. In Release 256 and later display drivers, NVIDIA has made some significant enhancements to the infrastructure of the 3D settings in the NVIDIA Control Panel. These infrastructure changes will make the 3D settings and profiles faster and more robust and provide 3rd party developers with full access and control through a new API. The new infrastructure no longer uses XML to store some of the settings like SLI profiles. Instead, all 3D settings and profiles are fully integrated into the new API with support for versioning, Unicode executable names, and improved access performance. This now includes not just control over DirectX settings, but also OpenGL and CUDA settings. Instead of editing NvApps.xml, we have created a simple tool that enables SLI customers to export their SLI profiles to a text file, edit them, and then import them back into the driver.

Download here

3D-Tech News Around The Web / NVIDIA Geforce SSAA tool
« on: May 28, 2010, 11:54:33 AM »
In the launch drivers for GeForce GTX 400 series GPUs, there was a bug in the Transparency Antialiasing implementation that enabled full-screen supersampling. Is there any way to still get full-screen supersampling in Release 256?
     Yes. Release 256 drivers do fix the implementation of Transparency Antialiasing (TRAA) and now offer up to 25% performance improvements with TRAA enabled. However, since some of our gaming really enthusiasts liked the full-screen supersampling, we have created a tool for users that allows them to enable 2x, 4x, and 8x full-screen supersampling.

Download here

3D-Tech News Around The Web / NVIDIA 197.90 Quadro WHQL available
« on: May 28, 2010, 10:53:31 AM »
Changes in Version 197.90
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.
Multi-GPU Issues
 [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.  
Multi-GPU Issues
 [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

Fixed Issues–Windows XP 32-bit
 Quadro FX 5500/4600/1700: Blue‐screen crash occurs when the “/3GB” switch is added 
to the Windows boot.ini file.

AMD blog here
Screenshots here
Video here
Direct download here

SM5 GPU is mandatory   :P

The RTM release of the Windows SDK for Windows 7 and .NET Framework 4 is now available for download in either ISO or Web Setup format.  Here are a few key features about this Software Development Kit (SDK):

·         Smaller/Faster: at less than 600MB, this SDK is less than half the size of the previous SDK, producing a faster install with a smaller on disk footprint

·         Cleaner Setup: setup screens have been grouped into native, managed, and common buckets to help you more easily choose the components you need

·         VC++ 2010 Compilers (32 & 64-bit): use the new C++ compilers and CRT that also ship in Visual Studio 2010 for improved run-time and design-time performance

·         Microsoft Help System 1.0: the new help system introduced with Visual Studio 2010 that enables you to view documentation either online or offline and selectively choose which documentation to maintain offline

·         .NET Framework 4 Tools and Reference Assemblies: use tools and reference assemblies updated specifically for .NET Framework 4 development

·         MSBuild: support for .NET Framework 4 MSBuild in the SDK Command line for building native and managed applications using new Visual Studio 2010 project files (such as the vcxproj file for C++ applications)

Thanks, works fine with 8800GTX (G80)  :)

3D-Tech News Around The Web / ATI Catalyst 10.5 WHQL available
« on: May 26, 2010, 07:13:51 PM »
Download here

ATI Catalyst™ 10.5 Driver – What’s New?

As usual here is the list of optimised applications and games (343) :

hl2.exe EFLC.exe Singularity.exe RTS-*.exe SR2_pc.exe Medieval_TD.exe HasteGame*.exe Napoleon.exe DeadIslandGame*.exe Demigod.exe OFDR.exe empires2.exe Heaven.exe MassEffect2.exe Conviction*.exe RUSE.exe AVP3.exe daorigins.exe LEGOIndy2.exe RocketKnight.exe Bioshock2.exe dairydash.exe BFBC*Game.exe BF1943Game.exe dirt2*.exe SamHD.exe Sanctuary.exe WinDVD.exe iw4?p*.exe Avatar.exe S8Game-F.exe rfg*.exe Borderlands.exe ShippingPC-SkyGame.exe BattlefieldHeroes.exe Ceville.exe gpl.exe ShippingPC-BmGame.exe \ZenoClash\hl2.exe APGame.exe GHWT.exe Gothic III Forsaken Gods.exe ??5DX9.exe Saboteur.exe CrimeCraft.exe BurningWheels*.exe Republic Heroes.exe SupremeCommander2.exe AA3Game.exe StreetFighterIV.exe Guitar Hero Aerosmith.exe KillingFloor.exe RiseOfTheArgonauts.exe DamnGame.exe DS.exe kb.exe SC2*.exe CoJBiBGame_x86.exe Overlord*.exe GameClient.exe ghost_w32.exe Wolverine.exe bsp.exe Fuel.exe bionic_commando.exe ElvenLegacy*.exe grimmgame.exe flashpoint*.exe Shift.exe theHunter*.exe TLR*.exe Wolf2.exe TerminatorSalvation.exe prototype?.exe eXperience112.exe Battleforge.exe EndWar.exe SilentHill.exe cabalmain.exe Client.exe WheelmanGame*.exe CompatAFR-1x1.exe Unigine.exe wanted.exe DragonAge.exe TS3*.exe DLords.exe FreeRunning.exe DOW2.exe godfather2.exe arma2.exe Empire.exe *.scr.EE3.exe MirrorsEdge.exe cstrike.exe Tropics.exe Legendary.exe fear2*.exe BurnoutParadise.exe Prince of Persia.exe Dead Space.exe biahh.exe war3.exe Mercenaries2.exe Merc2-Demo.exe left4dead*.exe Yeti_Final_Win32.exe FallOut3.exe CoDWaW*.exe tru.exe FF2client.exe RCT3.exe trgame.exe PT2Start.exe Transformers*.exe GTAIV.exe acad.exe aJewelQuestSolitaire.exe SeriousSam.exe FarCry2*.exe ProjectG.exe Jewel Quest Solitaire.exe Flip Words*.exe ExeFile.exe blacksite.exe MOHA.exe TurokGame.exe crossfire.exe kaneandlynch.exe Buildalot2.exe Legend.exe thief.exe GunBound.gme.SEGA Rally*.exe HAWX.exe SpaceSiege.exe SporeApp.exe AgeOfConan.exe tra.exe Jericho.exe MEM_7.exe Stranger.exe DevilMayCry*.exe MassEffect.exe GRID.exe witcher.exe mahjongg_artifacts.exe Studio.exe Diner_Dash_Flo_On_The_Go.exe Big Kahuna Reef.*.Chuzzle.exe Backspin.exe AcesOfTheGalaxy.exe \half-life 2 Demo\hl2.exe \portal\hl2.exe \team fortress 2\hl2.exe \half-life 2 deathmatch\hl2.exe \half-life 2 episode two\hl2.exe \half-life 2 episode one\hl2.exe \half-life 2 lostcoast\hl2.exe \half-life 2\hl2.exe \counter-strike source\hl2.exe \day of defeat source\hl2.exe \half-life deathmatch source\hl2.exe \half-life source\hl2.exe R6Vegas2_Game.exe AssassinsCreed*.exe Validator.exe GH3.exe xrEngine.exe FFOW.exe Settlers6*.exe MonsterGame.exe nfs.exe BA2.exe DiRT.exe ForceSingleGPU.exe TW2008.exe TW2006.exe game.exe SupremeCommander.exe hl.exe SpiderSolitaire.exe Solitaire.exe PurblePlace.exe Minesweeper.exe Mahjong.exe InkBall.exe Hearts.exe FreeCell.exe chess.exe R6Vegas_Game.exe 3dsmax*.exe Crysis*.exe UT3*.exe Wargame-g4wlive.exe hellgate*.exe SinEpisodes.exe iw3mp.exe iw3sp.exe Matrix.exe *Stranglehold.exe Bioshock.exe wic*.exe LostPlanet*.exe sims.icd.nhl2007.exe GodFather.exe pc_matador.exe AcroRd32.exe XR_3DA.exe Scarface.exe TestDriveUnlimited.exe mm.exe Gothic3.exe HitmanBloodMoney.exe NWN2*.exe TW2007.exe ARX.exe SplinterCell4.exe NFSC_demo.exe NFSC.exe RelicCOH.exe starwars_pc.exe LegoStarWarsII.exe fifa07*.exe fsx.exe primarysurf.exe CoJ.exe FEARXP.exe BF2142*.exe JustCause*.exe nhl06.exe battleofthegods.exe cccprev.exe RomeTW*.exe H5_Game.exe Condemned.exe trl.exe Inventor.exe Dwm.exe legends.exe gt.exe graw*.exe sweaw.exe game.dat.Timeshift*.exe nbalive06.exe oblivion.exe x3*.exe gwdev.exe pop3.exe USM.exe BattlefrontII.exe speedDemo.exe speed.exe narnia.exe white.exe KingKong*.exe 3DMark06*.exe RD3.exe Age3.exe Suffering2*.exe Sam2.exe KingKongDemo*.exe BOS.exe CoD2?P_s.exe Fable.exe EiB.exe Sims2EP2.exe DungeonSiege2.exe fs9.exe AFR-FriendlyD3D.exe FEARspdemo.exe FEAR.exe ACTOFWAR*.exe Ehshell.exe X2-Demo.exe X2.exe tribesv_?pdemo_en.exe Swat4SPDemo.exe PandoraMultiPlayerDemo.exe Sims2EP1.exe PCMark05.exe PCMark04.exe PainGame.exe Speed2demo.exe MaxPayne2Demo.exe FFXiWinBench.exe FFXiBench.exe Biademo.exe Tiger 2004.exe Snowblind-Demo.exe Snowblind.exe BreedSPD.exe Breed.exe XPANDRALLY.exe TV_CD_DVD.exe TRAOD*.exe Battlefront.exe Sims2.exe ShadowVault.exe patriots.exe thrones.exe Pariah.exe nba2005.exe mohpa.exe GW.exe pol.exe Driv3r.exe DFX.exe Bia.exe TechDemo.exe aquamark.exe w40k.exe pop2.exe FarCry.exe WoW.exe EverQuest2.exe Speed2.exe Lithtech.exe Swat4.exe SwgClient_r.exe SplinterCell3.exe Painkiller.exe MaxPayne2.exe FlatOutdemo.exe CMR5.exe BfVietnam.exe LockOn.exe 3DMark05.exe 3DMark03.exe 3DMark2001SE.exe 3DMark2001.exe BF2.exe Morrowind.exe TW2005.exe TW2004.exe halo.exe UT2004.exe UT2003.exe RD2D.exe RD2.exe CT3.exe pop.exe RaceDriver.exe SplinterCell2.exe SplinterCell.exe

and the OpenGL extensions (183) :

GL_EXT_vertex_array GL_EXT_abgr GL_EXT_copy_texture GL_EXT_subtexture GL_EXT_texture_object GL_EXT_texture3D GL_EXT_bgra GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_SGIS_texture_edge_clamp GL_EXT_texture_edge_clamp GL_EXT_texture_lod GL_SGIS_texture_lod GL_EXT_draw_range_elements GL_ARB_imaging GL_EXT_histogram GL_ARB_texture_compression GL_ARB_texture_cube_map GL_EXT_texture_cube_map GL_NV_texgen_reflection GL_EXT_texgen_reflection GL_ARB_multisample GL_ARB_multitexture GL_ARB_texture_env_add GL_EXT_texture_env_add GL_ARB_texture_env_combine GL_EXT_texture_env_combine GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_ARB_texture_border_clamp GL_ARB_transpose_matrix GL_ATI_texture_float GL_SGIS_generate_mipmap GL_NV_blend_square GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_ARB_depth_texture GL_ARB_shadow GL_ARB_shadow_ambient GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_ARB_point_parameters GL_EXT_point_parameters GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_stencil_wrap GL_ARB_texture_env_crossbar GL_EXT_texture_lod_bias GL_ARB_texture_mirrored_repeat GL_IBM_texture_mirrored_repeat GL_EXT_texture_mirror_clamp GL_ARB_window_pos GL_ARB_vertex_buffer_object GL_ARB_occlusion_query GL_EXT_shadow_funcs GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_fragment_shader GL_ARB_shading_language_100 GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ARB_texture_non_power_of_two GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ATI_separate_stencil GL_ARB_pixel_buffer_object GL_EXT_pixel_buffer_object GL_EXT_texture_sRGB GL_ARB_fragment_program GL_ARB_texture_rectangle GL_EXT_texture_rectangle GL_ARB_fragment_program_shadow GL_ARB_vertex_program GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_framebuffer_object GL_EXT_packed_depth_stencil GL_EXT_compiled_vertex_array GL_NV_copy_depth_to_color GL_ARB_texture_snorm GL_EXT_texture_snorm GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ARB_texture_float GL_ATI_texture_compression_3dc GL_KTX_buffer_region GL_ATI_fragment_shader GL_WIN_swap_hint GL_ATI_meminfo WGL_EXT_swap_control GL_ATI_envmap_bumpmap GL_EXT_gpu_program_parameters GL_ARB_framebuffer_sRGB GL_EXT_framebuffer_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_EXT_texture_compression_latc GL_ARB_texture_compression_rgtc GL_EXT_texture_compression_rgtc GL_AMD_performance_monitor GL_AMD_vertex_shader_tessellator GL_AMDX_vertex_shader_tessellator GL_AMD_texture_texture4 GL_ARB_texture_gather GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_NV_half_float GL_NV_float_buffer GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_shader_texture_lod GL_ARB_draw_instanced GL_EXT_draw_instanced GL_ARB_instanced_arrays GL_EXT_texture_swizzle GL_EXT_gpu_shader4 GL_EXT_texture_array GL_NV_explicit_multisample GL_ARB_texture_multisample GL_AMD_shader_stencil_export GL_ARB_blend_func_extended GL_AMD_texture_cube_map_array GL_ARB_texture_cube_map_array GL_ARB_draw_elements_base_vertex GL_ARB_occlusion_query2 GL_EXT_bindable_uniform GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_array_object GL_EXT_vertex_array_bgra GL_ARB_vertex_array_bgra GL_NV_conditional_render GL_EXT_draw_buffers2 GL_ARB_framebuffer_object GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_buffer_object GL_EXT_texture_buffer_object GL_ARB_copy_buffer GL_EXT_copy_buffer GL_NV_fragment_program2 GL_NV_vertex_program3 GL_ARB_draw_buffers_blend GL_AMD_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_EXT_shader_atomic_counters GL_NV_primitive_restart GL_ARB_provoking_vertex GL_EXT_provoking_vertex GL_ARB_compatibility GL_ARB_uniform_buffer_object GL_EXT_texture_compression_bptc GL_ARB_seamless_cube_map GL_AMD_seamless_cubemap_per_texture GL_ARB_depth_clamp GL_ARB_texture_query_lod GL_ARB_sample_shading GL_ARB_shader_subroutine GL_ARB_gpu_shader5 GL_ARB_draw_indirect GL_ARB_fragment_coord_conventions GL_ARB_shader_bit_encoding GL_ARB_vertex_type_2_10_10_10_rev GL_AMDX_debug_output GL_ARB_timer_query GL_EXT_timer_query GL_AMD_name_gen_delete GL_ARB_sync GL_EXT_texture_buffer_object_rgb32 GL_ARB_sampler_objects GL_ARB_explicit_attrib_location GL_AMD_conservative_depth GL_ARB_tessellation_shader GL_ARB_gpu_shader_fp64 GL_EXT_vertex_attrib_64bit

Tech Soft 3D announced  it has signed an agreement with Adobe to take over development and support of Adobe’s 3D CAD translation suite and PDF publishing SDK.

Full story at Fireuser

3D-Tech News Around The Web / SpeedTree Hand Drawing + Physics
« on: May 25, 2010, 07:56:51 PM »
SpeedTreeMiddleware  —  25. Mai 2010  —
A Live Oak tree is hand drawn on-the-fly directly in the SpeedTree 5.1 Modeler.
After the tree is created in under 1 minute, physical interaction is provided instantly via the APEX Vegetation Module, a division of PhysX™ by NVIDIA.
More examples at

3D-Tech News Around The Web / NVIDIA GeForce GTX 480M introduced
« on: May 25, 2010, 07:11:48 PM »
Today NVIDIA introduced the new GeForce GTX 480M GPU for Notebooks.

And it costs only 823€  ::)

The third generation GPU core (GPU3) for NVIDIA (May 2010)

Due to its great computational abilities, our GPU2 client has had a great scientific impact so far. In our most recent FAH paper (also see the movie), the GPU clients play a star role in allowing Folding@home to push to unprecedented levels, simulating protein folding on the millisecond timescale in an atomistic model.

GPU3 brings several key new features to Folding@home. In particular, GPU3 will allow for greatly enhanced science: including more accurate models, new science can be done, 2x faster execution of the science, more stable simulations, OpenCL support for run time science optimizations, and greater flexibility for adding new scientific capability. This is accomplished through the use of the GPU library (which originally came from FAH GPU code, but has been significantly enhanced by Simbios staff).

GPU3 also lays down the foundation for future incorporation of OpenMM's support of OpenCL, which will also bring some very important new scientific features, especially in terms of on-the-fly runtime optimizations of the scientific code. However, at the moment, OpenCL is not supported in the current GPU3 NVIDIA client.

Download client here

In this demo, I've implemented an auto-exposure controlled HDR effect and an auto-focused depth-blur effect entirely using the GPU.
The source code and assets of the demo is available...

OK, it would be nice if s.o. uploaded a compiled binary version.

Many notable additions and improvements are included with this month’s beta release:
§ Scaleform GFX user interface solution now available!
§ Steam is now the default online distribution system.
§ Make more beautiful games with light shafts, exponential height fog, color grading and many other new technological advances.
§ Save time and enjoy better performance with dozens of engine upgrades.
Scaleform GFx (screenshot)
· Scaleform is now supported in UnrealEd and in-game! (watch video)
· Supports
o UI screens
o Dynamic interaction via UnrealScript or Kismet
o SWFs playing into dynamic render targets
· GFx version of UDK HUD, scoreboard and pause menu now fully functional
· Added example Adobe Flash Studio files to UDKGame/Flash/example/...
o Controller input setup for GFx movies
o Basic scene using Scaleform CLIK components to create a UI
o Files: Example UI Files
· New GFx import path
o Textures used by SWF movies imported from original art
o Current import path is not final; subject to change!
o More details: Pipeline
· Started implementing localization for GFx menus
· Additional documentation:
· Steam is now the default OnlineSubsystem for UDKGame Win32
· Steam now handles friends, matchmaking and server browsing in the UDK
Light Shafts (screenshot)
· Point Lights are now supported
· Added Bloom Threshold and BloomTint properties
· Documentation: Shafts
Exponential Height Fog (screenshot)
· New kind of global fog with density that decreases with height
· Never creates a hard line (unlike standard fog); supports one layer
· Can specify both "towards the light" and "away from the light" colors
· Rendering cost similar to two layers of constant density height fog
· Can now use different colors for the hemisphere facing the light and vice versa
Color Grading Blending (screenshot)
· Can now blend between different color LUTs on different post process volumes!
· Documentation:
· UDK now supports running 64-bit binaries for the editor
· Added ‘search by object’ type to Kismet
· New mesh emitter camera facing option: "Apply Particle Rotation As Spin"
· Editor now shows up in system tray while starting up (and Alt+Tab works!)
· Can now capture content browser thumbnails from PIE viewports
· Added ability to tint editor icons similar to Point Lights
· PNGs can now be imported as textures; RGB and RGBA formats are supported
· Viewports
o New Alt+F/G/H/J shortcuts to switch between viewport types
o Greatly reduced the time it takes for volume visibility updates
· Now being localized for
o INT - English
o FRA - French
o ITA - Italian
o DEU - German
o ESN - European Spanish
o ESM - Latin American Spanish
o RUS - Russian
o HUN - Hungarian
o CZE - Czech
o SLO - Slovakian
o POL - Polish
o JPN - Japanese
o CHN - Simplified Chinese
o KOR - Korean
Editor Fixes
· Materials can no longer be placed as decals unless the decal usage flag is set
· Fixed fog volumes being created when dropping materials sometimes
· Fixed support for non-standard languages
FBX Importer
· Added support for rigid animation!
· FBX import settings are now remembered between sessions
· Importer will detect the type of asset to import by peeking at the FBX file
· New import option to override naming of imported assets
· Textures can now be imported (with or without a material being created)
· The FBX import dialog has been improved
· Updated to the latest FBX SDK (2011.2)
· Can now re-import skeletal meshes from FBX files
· Fixed smoothing group warning dialog spam on mesh import
· Scaleform / UI
o Added (prototype) Scaleform-based front end and HUD to UDKGame
o Added GFx example content to ExampleMap
o Scaleform implementations of HUD, Pause Menu, Scoreboard
· Code clean-up
o Moved UT-specific functionality from Weapon to UTWeapon.
o Moved HUDIcons and HUDCoords properties from UDKVehicleBase to UTVehicle
o Cleaned up UDK default engine.inis down to two
o Moved DeathTime from UDKPawn to UTPawn
o Removed unused UDKPawn property LookYaw
o Removed PlayFiringSound() call from Weapon.FireAmmunition() (not implemented for any game except UTGame)
o Moved bio death material effect system from UDKPawn to UTPawn
· Enabled tone mapping and color grading support to UDK
o Enabled by default now so all scenes will receive contrast-enhancing tone mapping
· Misc
o Changed input handling of controller demo to not recurse, therefore stopping the CLIK button from swallowing the GAMEPAD_A event
o Spawn player as spectator if ?causeevent=flythrough is passed on the commandline
o Set bFixedPlayerStart=true, bForceRespawn=true, and bQuickStat=true if ?causeevent=flythrough is passed on the commandline
· Fixed several issues related to version numbers and matching Agents to Jobs
· Change usage of "localhost" to using the localhost IP address ( instead
Gameplay Profiler
· Replacing old UE2 ueScriptProfiler
· Adds ability to drill into actor and component tick
· Documentation:
Attachment Editor
· Draw bone/socket label on connector for actors attached to skeletal meshes
· Allow nodes to be manually moved around
· Allow attachments to be made in a more 'Kismet like' way
· Lots of runtime navmesh optimizations (mostly related to dynamic submesh builds)
o Huge speed gains
AnimSet Viewer
· Added copy and paste animations to the AnimSet browser
· New options for calculating Bone Break
o Default: Both meshes have to influence to use rigid
o Auto Detect Rigid: Detects rigid when soft body misses the weight
o Alternate weight preferred: Second weight has more priority
· Added "Delete selected bone weighting" option
· "Toggle Mesh Weights" option
o Displayed if there is a valid set of weights for the current LOD
o Otherwise, the option is disabled
· Added info to display chunks/sections when swapping vertex weights
Max Quality Mode
· Added MaxQualityMode option for taking high-resolution screenshots
· Increases texture res and shadow quality regardless of performance
Property Multi-Select and Cut-Paste
· Control-Click on properties to add to selection
· Control-C, Control-V or right click to copy and paste!
Lighting Changes
· Improved unbuilt lighting performance
· Changed bUseBooleanEnvironmentShadowing to default to TRUE for best performance
o Light environments will not receive dynamic shadows from the static environment unless bUseBooleanEnvironmentShadowing is changed back to false!
· Primitives with bShadowIndirectOnly=true no longer cast dynamic shadows
· Added bForceNoPrecomputedLighting to WorldInfo, allowing maps with fully dynamic lighting to skip time-consuming light building during a full rebuild
· Hid light environment settings that are rarely used, edge cases, or only set by gameplay code to simplify the interface
Scene Capture Optimizations
· 'Max View Distance Override': Set a culling distance for objects rendered into the reflection
· 'Skip Update If Owner Occluded': Skip rendering to the scene capture entirely if it's not going to be visible
· 'Skip Rendering Depth Prepass': Controls whether a depth prepass is performed when rendering the scene capture
· Capture will be culled if last-bound time of the render target texture is more than a second ago
· Added map check warning for large shadow casters unless they have bAcceptsDynamicDominantLightShadows=false
· New mesh emitter camera facing option: bApplyParticleRotationAsSpin
· Changed bRenderAsVelocity to default to TRUE for RadialBlurComponents as they are much faster to render this way
· Mesh area lights now affect dynamic objects!
o UE3 creates a spotlight at the center of the emissive area which is applied to dynamic objects
· Added a new volume type: LightmassCharacterIndirectDetailVolume
o Lightmass generates higher density indirect character lighting samples inside these volumes
o Useful for sections where characters are not over static ground, e.g., elevators
· Using down-sampled scene texture for depth of field, bloom and motion blur
UDN Documentation
· New
· Updated

· Exporting TGAs is temporarily broken and results in weird interlaced images
Upcoming changes (as of the next UDK build)
· SM2 support will be removed

Additional notes, code samples and more are available at the Unreal Developer Network (UDN):

Community links:
UDK LinkedIn user group:
UDK on Facebook:
Epic Games on Twitter:

Changes in Unigine Heaven version 2.1
Released: 2010-05-24

    * Support of OpenGL 4.0, including hardware tessellation
    * Added stereo 3D support in several modes:
          o Anaglyph
          o Separate images
          o 3D Vision
          o iZ3D
    * Several minor optimizations

PlayStation3 Unigine status V
PlayStation3 render has been refactored several times
Now we have stable and fast render pipeline without any CPU/GPU sync points. Render present time is always positive and we can hide update, physics and command buffer generation time when GPU renders previous frame.
All Unigine demos work stable and without any rendering artifacts. Main bottleneck is GPU and SPU should helps a lot, especially in geometry culling

3D-Tech News Around The Web / 3DMark11 DeepSea Technology Demo
« on: May 24, 2010, 07:14:00 PM »
Guru3D just received a nice press-kit from FutureMark regarding the up and coming 3DMark 11, to be released in Q3 this year.

official link:

3D-Tech News Around The Web / Re: EVGA Precision v1.9.4 available
« on: May 24, 2010, 01:25:25 PM »
Looks like this tool needs an update for Forceware 257.15

Changelog at NVIDIA ntersect

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3D-Tech News Around The Web / NVIDIA Scenix 6 beta available
« on: May 23, 2010, 09:53:46 AM »
Beta for Scenix 6 Now Available

New Features in the version 6 Beta:

    * Supporting the (Beta) Cg-runtime version for the latest shading possibilities and GF100 hardware suppport
    * Added support for tessellation programs.
    * New PrimitiveSet classes for (Bezier) Patches, QuadPatches, and TriPatches
    * Two new Traversers for converting bewtwen Triangles & Quads to QuadPatches4x4 & TriPatches4
    * Tesselation program example demonstrating how to dynamically determine the tessellation level.
    * New sample to demonstate GF100 (Fermi) HW tessellation: TheTessellator.
          o Note - tessellation support is available through a developer driver that can be found on .
    * Added functions to nvsg::CgFx to directly flush parameters to Cg.
    * Extended the ColladaLoader to also create an nvsg::Material out of a domMaterial, if the workaround 'ADD_NVSG_MATERIAL' is specified.
    * New requirement for DevIL 1.7.8 or higher for Linux systems (
    * Numerous fixes and performance improvements

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