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Messages - Stefan

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2201
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 http://simtk.org/home/openmm/OpenMM 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

2202
Quote
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.


2203
Quote
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: http://udn.epicgames.com/Three/Scaleform.html#UDK 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: http://udn.epicgames.com/Three/Scaleform.html#Importing Pipeline
· Started implementing localization for GFx menus
· Additional documentation: http://udn.epicgames.com/Three/Scaleform.html
Steam
· 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: http://udn.epicgames.com/Three/ContentBlog.html#Light 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: http://udn.epicgames.com/Three/ColorGrading.html
Editor
· 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
Installer
· 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
UDKGame
· 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
Swarm
· Fixed several issues related to version numbers and matching Agents to Jobs
· Change usage of "localhost" to using the localhost IP address (127.0.0.1) instead
Gameplay Profiler
· Replacing old UE2 ueScriptProfiler
· Adds ability to drill into actor and component tick
· Documentation: http://udn.epicgames.com/Three/GameplayProfiler.html
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
NavMesh
· 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
Rendering
· 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 http://epicwiki.epicgames.net/display/UEWiki/DOF+and+Bloom
UDN Documentation
· New
o http://udn.epicgames.com/Three/CharactersTechnicalGuide.html
o http://udn.epicgames.com/Three/GameplayProfiler.html
o http://udn.epicgames.com/Three/Scaleform.html
o http://udn.epicgames.com/Three/Steam.html
o http://udn.epicgames.com/Three/UDKCustomCharacters.html
o http://udn.epicgames.com/Three/UsingUDKWithQuadro.html
o http://udn.epicgames.com/Three/VisualizeTexture.html
· Updated
o http://udn.epicgames.com/Three/AnimationNodes.html
o http://udn.epicgames.com/Three/AssetConsolidationTool.html
o http://udn.epicgames.com/Three/BulkImport.html
o http://udn.epicgames.com/Three/ColorGrading.html
o http://udn.epicgames.com/Three/CommandLineArguments.html
o http://udn.epicgames.com/Three/ConfigSavegameSystem.html
o http://udn.epicgames.com/Three/ConsoleCommands.html
o http://udn.epicgames.com/Three/ContentBlog.html
o http://udn.epicgames.com/Three/ContentBrowserDatabase.html
o http://udn.epicgames.com/Three/ContentCooking.html
o http://udn.epicgames.com/Three/DevelopmentKitFAQ.html
o http://udn.epicgames.com/Three/DevelopmentKitFirstScriptProject.html
o http://udn.epicgames.com/Three/DevelopmentKitHome.html
o http://udn.epicgames.com/Three/DistanceFieldShadows.html
o http://udn.epicgames.com/Three/DLLBind.html
o http://udn.epicgames.com/Three/DominantLights.html
o http://udn.epicgames.com/Three/ExecFunctions.html
o http://udn.epicgames.com/Three/GameStateReplication.html
o http://udn.epicgames.com/Three/GammaCorrection.html
o http://udn.epicgames.com/Three/KismetExamples.html
o http://udn.epicgames.com/Three/LevelOptimization.html
o http://udn.epicgames.com/Three/MaterialsCompendium.html
o http://udn.epicgames.com/Three/PerformanceDebugging.html
o http://udn.epicgames.com/Three/ShaderModel2Fallback.html
o http://udn.epicgames.com/Three/StatsDescriptions.html
o http://udn.epicgames.com/Three/UDKCommunityLinks.html
o http://udn.epicgames.com/Three/UDKContentCreationHome.html
o http://udn.epicgames.com/Three/UDKLevelCreationHome.html
o http://udn.epicgames.com/Three/UDKProgrammingHome.html
o http://udn.epicgames.com/Three/UIEditorUserGuide.html
o http://udn.epicgames.com/Three/UnrealFrontend.html
o http://udn.epicgames.com/Three/UnrealScriptReference.html
o http://udn.epicgames.com/Three/VideoTutorials.html
o http://udn.epicgames.com/Three/ViewModes.html
o http://udn.epicgames.com/Three/WorldPositionOffset.html

Warnings
· 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):
http://udn.epicgames.com/Three/DevelopmentKitHome.html

Community links:
UDK LinkedIn user group: www.linkedin.com/groups?gid=2493123
UDK on Facebook: www.facebook.com/pages/UDK/183744733429
Epic Games on Twitter: www.twitter.com/EpicGames

2204
Quote
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

Quote
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

2205
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:
http://www.futuremark.com/benchmarks/3dmark11/teaser/

2206
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



2207
Changelog at NVIDIA ntersect

Download links at LaptopVideo2Go


2208
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  3.0.0.4. 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 http://developer.nvidia.com/object/opengl_driver.html .
    * 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 (openil.sourceforge.net)
    * Numerous fixes and performance improvements

2209
3D-Tech News Around The Web / F@H/SimTK MemtestG80 1.1 available
« on: May 22, 2010, 05:40:30 PM »
MemtestG80 for Linux, Mac OS X, and Windows

Version 1.1 is a bugfix release that solves problems associated with testing >=4GB of memory and executes properly on Fermi-based GPUs (GTX 470/480, Tesla C2050/2070).

Author requests Fermi users' feedback at Folding Forum

2210
Quote
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 contact@indigorenderer.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.

2211
3D-Tech News Around The Web / EVGA Precision v1.9.4 available
« on: May 22, 2010, 10:47:00 AM »
    EVGA Precision v1.9.4 (05-21-2010)

        * Fixed D3D11 framerate display in Logitech keyboard LCD
        * Fixed button saving issue on old NVIDIA graphics cards caused by adding Fermi graphics cards support in v1.9.2
        * Unlocked memory downclocking ability on GeForce GTX 400 series under the latest NVIDIA drivers
        * Startup profile is now displayed in option floating tooltip
        * Floating tooltips help system is now reinitialized properly after runtime skin switching
        * EVGA On-Screen Display server has been upgraded to version 3.7.1 featuring the following changes:
              o Improved On-Screen Display 3D rendering mode compatibility with Source engine based games and Star Trek Online
              o Updated profiles list

2212
Quote
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.
Multi-GPU Issues
 [SLI Mosaic], Quadro Plex D2: Quadro Plex units connected to the DuHIC cannot be 
synchronized.
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. 

No OpenGL 3.3/4.0 support.
Get them here:

http://www.nvidia.com/object/Quadro-winxp-x32-197.85-whql.html
http://www.nvidia.com/object/Quadro-winxp-x64-197.85-whql.html
http://www.nvidia.com/object/Quadro-win7-winvista-32bit-197.85-whql.html
http://www.nvidia.com/object/Quadro-win7-winvista-64bit-197.85-whql.html
http://www.nvidia.com/object/Quadro-SDI-winxp-x32-197.85.html
http://www.nvidia.com/object/Quadro-SDI-winxp-x64-197.85.html


2213
Gamespot took an exclusive look at some of the high-end graphical and 3D features available for the PC version of this upcoming third-person action game.


[via]

2214
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.4.3
« on: May 21, 2010, 09:21:32 AM »
GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.

Please note: Some versions of McAfee Antivirus report a "Generic!Artemis" infection. This is a McAfee specific false positive, GPU-Z is not infected with any virus/trojan.

Revision History
0.4.3

    * Added full voltage controller monitoring for GeForce GTX 480
    * Added real-time clock monitoring for GF100
    * Added detection for vendor GALAXY
    * Complete revamp of voltage controller architecture. Adds voltage monitoring for many ATI & NVIDIA cards and generic monitoring method for NVIDIA cards via driver.
    * Added support for >4 GB memory on NVIDIA
    * Fixed memory clock reading on some HD 5670 cards
    * Fixed thermal sensor count on some ATI Evergreen models
    * Fixed incorrect default clock reading on some ATI Evergreen models
    * Added detection for NVIDIA GTX 465, GT 320M GT 335M, ION variant, GT 340, Tesla C2050, Tesla M2050, GTX 285M, GT 325M, Quadro FX 880M, Quadro FX 1800M
    * Added detection for ATI HD 5570, Mobility 4550, Mobility 5870, HD 4250, HD 4290, FirePro V7750
    * Added detection for Intel GMA 3150
    * Added fix for ADT7473 coldbug (GTX 480) via commandline parameter /fixcoldbug
    * Added OCP adjustment for CHL8266 (GTX 480). Use it via command line parameter /chl8266ocp without parameter to query, with numeric value seperated by space to set. This is a permanent change that will not be reverted by powering down the system.
    * Added languages Hungarian and Spanish
    * Updated languages French, Italian, Russian

2215
3D-Tech News Around The Web / ATI Stream Profiler v1.3 available
« on: May 21, 2010, 06:44:51 AM »
Quote
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.

2216
Watch screenshot at TPU.

If you didn't follow my driver news: there is already SLI support in Forceware 197.xx

Code: [Select]
<PROFILE Label="3DMark11">
<PROPERTY Label="multichip_dx10_rendering_mode" Value="0x080000F5" Default="0x080000F5" Itemtype="predefined"/>
<APPLICATION Label="3DMark11Cmd.exe"/>
<APPLICATION Label="3dmark11.exe"/>
</PROFILE>

2217
Quote
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 ; )!

Watch video here

[via]

2218
3D-Tech News Around The Web / NVIDIA driver 256.76 first look
« on: May 20, 2010, 07:38:59 AM »
OK, Amtech has uploaded the Vista/7 32bit driver.
I have only Vista64 bit handy, so i can't tell you too much.

PhysX version is 22.02.10 as seen in Metro 2033 already.
OpenGL 3.3/4.0 is supported

Now here is the new thing: nvd3d9wrap.dll
I can only speculate about it's purpose   ???

2219
3D-Tech News Around The Web / [Demoscene] 4kkube and Amatata
« on: May 19, 2010, 07:17:09 PM »
4kkube is a tiny 2 million polygons GPU burner.

Amatata is no challenge for your GPU, but for your ears.
The background music makes a nice ringtone for your mobile phone  ;D


2220
3D-Tech News Around The Web / OpenCL - OpenGL Interop Tutorial
« on: May 19, 2010, 06:31:26 PM »
Using OpenCL to manipulate OpenGL objects has important advantages: the GPU is usually faster and data transfer from Host memory to Device memory is kept to a minimum.
CMSoft OpenCL/GL interop tutorial shows detailed implementation of circular wave interference simulation using CL/GL interop, including commented source code available for download.

[via]

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