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Messages - Stefan

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2201
3D-Tech News Around The Web / Unity Custom Particle System Demo
« on: February 14, 2011, 08:34:19 PM »
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Unity Custom Particle System Demo

We have been working on a customizable, artist-friendly way of specifying particle velocities for particle systems in Unity. The built-in particle system animator only allows for a very limited range of motions, and it would be really hard to make the particles flow around obstacles or create vortices.

But before we dive into the details of our custom particle editor, why don’t you have a look at the result in the demo below? (We also demonstrate a Unity implementation of the shimmer shader effect from the previous post as well as a shader which creates foggy mirrors)

2202
3D-Tech News Around The Web / Humus' 1K-Mandelbrot
« on: February 14, 2011, 05:03:02 PM »
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This demo is a 1K demo, that is, the final binary is no more than 1024 bytes in size. The main secrets to creating such a tiny executable is first to throw out the C runtime, and secondly to link with a compressing linker, such as Crinkler.

FYI: "Microsoft security essentials" is very slow on checking crinkler packed files  :P

2203
3D-Tech News Around The Web / Unity 3D 3.2 is Available
« on: February 13, 2011, 03:36:20 PM »
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We are so happy to announce that Unity 3.2 is now live and available to download!

Here is a rundown of the major new features and improvements:
# Image Effects: New Depth of Field with fantastic bokeh, improved bloom and several other image effect tweaks and fixes.
# New Water: All new Water prefab in standard assets that includes waves, automatically generated foam on shorelines and more. It even has a full fledged editor – make those oceans come alive.
# Graphics: Major performance improvements in OpenGL ES 2.0 (iOS/Android).
# Shaders: Added optimized/simplified versions of some shaders under “Mobile” category (VertexLit, Bumped Specular, Skybox). They work on other platforms as well, but mobiles will see biggest gains. Bumped Specular is 5.3x faster on iPhones.
# Shaders: Added several Unlit shaders that just display a texture with no lighting. They are the fastest textured shaders.
# Debugger: Attaching the script debugger to (and detaching from) Unity and debugging-enabled players is now possible.
# Profiler: you can profile standalone player builds from the Editor. This includes iOS and Android builds!

For a full list of all of the updates fixes and improvements, head over to the release notes.

Or simply go directly to the download link here and get stuck in with all the cool new stuff.

For some reason download failed with Firefox unless using direct link

2204
3D-Tech News Around The Web / Intel GMA driver 15.17.15.2281
« on: February 12, 2011, 08:51:12 AM »
For some reason revision 2281 contains no SandyBridge support.
Its users should keep revision 2279.

Revision 2281 contains more profiles for D3D apps/games:

3DMark03.exe
3DMark06.exe
dreamfall.exe
FEAR.exe
FEARMP.exe
HL2.exe
LEGOIndy.exe
RelicCOH.exe
Sam2.exe
witcher.exe
Wow.exe
3DMarkVantage.exe
3DMarkVantageCmd.exe
CoJ_DX10.exe
Crysis.exe
LostPlanetDX10.exe
RelicCoH.exe
UAWEA.exe




Downloads:
Revision 2279 64 bit Sandybridge
Revision 2279 32 bit Sandybridge
Revision 2281 64 bit
Revision 2281 32 bit

2205
ASUS released an OEM driver for their yet unannounced EAH6450 model.

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;----------1011300902-8.80-101110a1-106969C-Asus.5
"ASUS EAH6450 Series" = ati2mtag_NI, PCI\VEN_1002&DEV_6779

Specifications at AMD here

2206
3D-Tech News Around The Web / Fraps 3.2.9 Released
« on: February 11, 2011, 04:28:41 PM »
Fraps 3.2.9 - 10th Feb 2011
- Fixed crash if recording to drive with less than 4 gigabytes free
- Improved sound capture engine for those suffering sync issues
- Fixed 3D browser apps not being correctly monitored in Firefox 3
- Fixed detection of UDK viewport sizes


2207
3D-Tech News Around The Web / OpenGL Extensions Viewer 3.35
« on: February 10, 2011, 09:35:37 PM »
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OpenGL Extensions Viewer
Updated to the version 3.35 :
Improved DX11 detection, updated database, bug fixes in the user interface, and API for installer (OpenGL Detection).

Rendering tests in windowed mode are still broken  :-\


2208
3D-Tech News Around The Web / GLIntercept 1.0 beta
« on: February 10, 2011, 06:57:12 PM »
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A beta release of GLIntercept 1.0 is now out at:
http://glintercept.googlecode.com/files/GLIntercept1_0Beta00.exe

A few things to note:
- This is more a maintainable release - new function entry points and some minor bug fixes.
- OpenGL3.0 + pure core profiles do not work correctly (will be fixed)
- New resource types like array textures, geometry shaders etc are not currently logged.
- No x64 bit program support.
- Nvidia's multi threadded driver seems to issue an internal wglGetPixelFormat call on the first glGetError() after SwapBuffers. This internal call occurs on a different thread that does not have the main OpenGL conext - so it results in the OpenGL error:
"GL ERROR - Function wglGetPixelFormat generated error GL_INVALID_OPERATION"
for the first 23 times swap buffers is called.
To fix, disable the multi-threadded driver from the Nvidia control panel:
"Manage 3D settings -> Threadded Optimization -> Off"
or you can enable the GLIntercept option "ThreadChecking = True" which will report the extra wglGetPixelFormat call occuring on a different thread. (as well as some other wglDescribePixelFormat calls made by the driver)

I will probably do a few more betas before the final, so hopefully a few of the above features/fixes will make it in.

As there are so many other OpenGL loggers on Windows these days I will probably not do too many more updates. (and OpenGL is a hard API to write a debugger for)

Let me know of any bugs you encounter.

2209
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Today, we’re launching Flash Player 10.2 for Windows, Mac, and Linux. We’re especially excited that this release introduces Stage Video, a full hardware accelerated video pipeline for best-in-class, beautiful video across platforms and browsers. Additionally, this version of Flash Player offers all the new capabilities previewed in our beta release, like custom native mouse cursors, multiple monitor full-screen support, Internet Explorer 9 hardware accelerated rendering support, and enhanced sub-pixel rendering for superior text readability.


2210
Panasonic was in a hurry and released an OEM driver compiled January 2010 (!) today  ::)

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;----------1001291011-8.691-100108a-095054C-MEI-Japan
DriverVer=01/08/2010, 8.691.0.0000
"ATI Mobility Radeon HD 3650" = ati2mtag_M76_PRAI, PCI\VEN_1002&DEV_9591&SUBSYS_833810F7
"ATI Mobility Radeon HD 4650" = ati2mtag_M9x_PRAI, PCI\VEN_1002&DEV_9480&SUBSYS_833810F7
"ATI Mobility Radeon HD 5650" = ati2mtag_Manhattan_PRAI, PCI\VEN_1002&DEV_68C1&SUBSYS_833810F7

2211
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This document describes the environment, organization, and program state of the AMD HD 6900 series of devices.
It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers.

2212
3D-Tech News Around The Web / AMD Catalyst FirePro 8.773.1.1 WHQL
« on: February 10, 2011, 05:18:44 PM »
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New Features

                 This section provides information on new features found in this release of the ATI
                 FirePro™/FireGL™ Unified Driver. These include the following:

                    Adds support for OpenCL SDK v2.2 with OpenCL 1.1, and bundles its runtime as
                     part of unified driver
                          o   For details: http://developer.amd.com/gpu/atistreamsdk/pages/default.aspx
                    ATI Eyefinity - HydraVision enhancements:
                          o   Maximizing a window across displays will now take user defined bezel
                              compensation into account
                          o   Automatically adjusts window position when dragging and dropping
                              windows to ensure title bar visibility
                          o   Proper dialog box placement - dialogs do not cross displays, are not hidden
                              behind bezels, and can be designated to be shown on the users “preferred” 
                              display

Performance Enhancements

                 The following performance enhancements are supported in the ATI FirePro™/FireGL™ 
                 Unified Driver version 8.773.1.1:

                    Inventor 2011 performance gains on ATI FirePro™ and ATI FireGL™ graphics
                     adapters
                     SPECviewperf 11 performance gains on ATI FirePro™ Vx800 series

Direct downloads:

http://www2.ati.com/DRIVERS/firepro/workstation8.773.1.1.pdf
http://www2.ati.com/DRIVERS/firepro/FirePro_8.773.1.1_Win7x64_112278.exe
http://www2.ati.com/DRIVERS/firepro/FirePro_8.773.1.1_Win7x32_112276.exe
http://www2.ati.com/DRIVERS/firepro/FirePro_8.773.1.1_Vista64_112275.exe
http://www2.ati.com/DRIVERS/firepro/FirePro_8.773.1.1_Vista32_112274.exe
http://www2.ati.com/DRIVERS/firepro/FirePro_8.773.1.1_XP64_112273.exe
http://www2.ati.com/DRIVERS/firepro/FirePro_8.773.1.1_XP32_112272.exe
http://www2.ati.com/DRIVERS/firepro/FirePro_8.773.1.1_Linux_11279.zip

2213
Quote
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Presented by NVIDIA)

This talk will focus on next generation graphics effects developed for Epic's GDC 2011 Samaritan demo. Epic engineers, in collaboration with NVIDIA, extended the engine to support Direct3D 11 and add displacement mapping. This talk will explain the bumps encountered and overcome along the way, along with extensive details on how displacement mapping was exploited in the demo. The talk will also explain in detail the many other new graphical features highlighted in the demo: screen space surface scattering for skin rendering, deferred rendering with MSAA, short hair rendering, blurry reflections based on ray-casting an approximate scene, and high quality depth of field featuring custom bokeh.

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Realistic and Interactive Clothing in Epic Games Samaritan Demo Using NVIDIA APEX (Presented by NVIDIA)

In this session, we will show how artists can generate realistic and interactive clothing using the APEX Clothing module. Step by step, we will demonstrate the full authoring pipeline, from DCC tools to final integration into a game engine (in this case Unreal Engine 3) and present how real clothing can provide a totally new cinematic game experience. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles and Turbulence) which significantly speed up creation and inclusion of scalable, dynamic content without large engineering effort into any game engine.

2214
3D-Tech News Around The Web / Blender Ocean Simulator
« on: February 08, 2011, 05:27:56 PM »
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Ocean Sim is a community sponsored development project. A first build was already available for contributors, and now the general public has access to it as well!

    Yes folks, we’ve reached a milestone! We’ve ironed out most of the issues and bugs in the OceanSim Build of Blender 2.56, and are ready to have the wider Blender community have a look at it!

    Based on the budget we generated from donations, we’ve reached a feature-complete version of the OceanSim branch. Any further work from Phase1/2 will be bugfixing.

    We currently have builds available for Win32/64, Linux32/64, and OSX10.5+ available on our Builds Download page here. There is also a code patch in case you’d like to build your own. New bugs or issues can be reported on our Bug Tracker page.

Check out the features list and download a build!


2215
3D-Tech News Around The Web / Microsoft Small Basic 0.95
« on: February 08, 2011, 01:34:21 AM »
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Microsoft Small Basic is a project that is aimed at making computer programming accessible to beginners. The project comprises a simple programming language that gathers inspiration from the original BASIC programming language; a modern and attractive programming environment; and rich, extensible libraries. Together they make programming fun for kids and adults alike.

2216
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Field-Programmable Gate Arrays (FPGAs) have been considered as possible implementation platforms for computation since the early 1990's.  Over the technology generations, the regularity of FPGA designs has allowed them to stay at the leading edge of each new technology node, with architectural innovations enabling their widespread adoption for embedded applications.  The potential of FPGAs for scientific computations is well understood today; nonetheless, long implementation cycles have hindered their faster adoption for numerically intensive scientific applications.  We currently stand on a threshold, where various key research contributions and initiatives have the potential for propel FPGA-based computation from the embedded space into scientific computing.  At the same time, other "accelerator technologies" such as GPGPU are beginning to make deep inroads into traditional HPC, with the potential for common design capture languages such as OpenCL.

Get dozens of whitepapers from Microsoft

2217
3D-Tech News Around The Web / GLEW 1.5.8 released
« on: February 04, 2011, 04:54:06 PM »
# [01-31-11] GLEW 1.5.8 fixes minor bugs and adds two new extensions

2218
3D-Tech News Around The Web / Fraps 3.2.8 Released
« on: February 04, 2011, 04:37:59 PM »
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Changelog

3.2.8
- 3rd Feb 2011
- Greatly reduced CPU usage while recording on most configurations
- Fixed black areas in captures from Flight Simulator (FS9/FSX)
- Fixed counter not showing in correct position for some windowed applications
- Fixed crash when recording DWM at 1366x768 on 64-bit versions of Windows
- Fixed counter appearing in Google Talk

2219
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Duty Calls is a parody; it is not associated with Activision or the Call of Duty games
Electronic Arts today released Duty Calls, a fully playable free downloadable game that takes on some of today's most popular shooters. A teaser movie is also available.

This game uses UDK, so you can edit UDKengine.ini as you like.

Fast download mirror at GamersHell

This deservers a big fat ROTFLMAO  ;D






2220
I added NVIDIA registry entries. Download all patches from attachment in first post.

Intel only
ATI only
NVIDIA only
ATI + Intel
NVIDIA + Intel


I wrote them the same way like ATI did originally in Catalyst installer so that they can be used on either 32 or 64 bit OS (dead keys will be ignored by the OS).

That should do the job until SAMSUNG releases the x86 version of their OpenCL SDK  ;D



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