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Messages - Stefan

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2241
3D-Tech News Around The Web / PassMark PerformanceTest Mobile
« on: April 01, 2012, 11:31:16 AM »
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Fast, easy to use, Android device speed testing and benchmarking. PassMark PerformanceTest™ Mobile allows you to objectively benchmark a Android device using a variety of different speed tests and compare the results to others.

    Find out if your device is performing at its best.
    Compare the performance of your device to similar devices online at http://www.androidbenchmark.net & http://www.iphonebenchmark.net.
    Measure the effect of configuration changes and upgrades.
    Avoid paying big bucks for poor performance.
    Make objective independent measurements on which to base your purchasing decision.

Android version
iOS version


2242
3D-Tech News Around The Web / (Android) Kishonti GLBenchmark 2.1.3
« on: April 01, 2012, 11:08:17 AM »
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Measure your performance with GLBenchmark 2.1.3

GLBenchmark 2.1.3 performance testing utility measures different graphics and computation capabilities of your mobile device. The majority of the tests focus on graphics resources, measuring the quality and performance of the underlying OpenGL ES 2.x implementation. The benchmark, among other features, contains high-level 3D animations; low-level graphics measurements; a possibility to create personalized benchmarking suites by changing settings.

    Change log
    2.1.3:
    Keep the version number consistency of GLBenchmark (Matches to Apple version number)
    2.1.2:
    Brand new user interface.
    Fixed the crashing on HTC and other Qualcomm devices.
    New menu option with descriptions for every test.
    New in-menu registration option with gmail account. (Visiting www.glbenchmark.com is no longer required)
    Support for x86 architecture.
    Now supports Ice Cream Sandwich 4.03.
    Numerous smaller bugfixes.



(The screwed screenshot is caused by the capture function of the Dalvik debug monitor.)

2243
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EVE Online commands a loyal following, and each year the space-based massively multiplayer online role-playing game’s biggest fans assemble in Iceland to attend Fanfest, an event that culminates with a live demonstration of the innovations and additions players can look forward to.

During this year’s keynote, Tony Tamasi, NVIDIA’s Senior Vice President of Content & Technology, took to the stage of one of Europe’s largest opera houses to reveal a special EVE Online tech demo. Developed by NVIDIA’s Iain Cantlay, in partnership with EVE Online creator CCP, the demo opened with a close-up of Sansha Nation’s recognizable Revenant Mothership. Following a few further shots, it was revealed that the Revenant was now tessellated, adding a significant level of extra detail and fidelity to the ship in realtime.

To demonstrate, DirectX 11 tessellation was toggled on and off in wireframe mode, revealing the massive amount of extra detail to audience members. Talking through the development process, Tony and CCP’s Halldor Fannar stated that Normal Maps, introduced by the Trinity expansion, had been used to create Displacement Maps, meshes that tell the game engine where to add extra tessellated detail.

read more...

[source]

2244
3D-Tech News Around The Web / AMD GPU PerfStudio 2.9 released
« on: March 30, 2012, 07:47:52 PM »
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GPU PerfStudio 2 is the second generation GPU Performance Analysis & Debugging Tool from AMD. It offers clear advantages to developers by cutting software development time and improving graphics quality.

GPU PerfStudio 2.9 Improvements:

    This release focuses on improving stability of the product and fixes critical issues in Frame Capture and the Frame Debugger
    Several issues with Vertex Shader debugging have also been resolved



2245
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EXPERIENCE EARTH FROM A WHOLE NEW PERSPECTIVE IN THE PHYSICS-BASED PUZZLER FIBBLE – FLICK ’N’ ROLL!

When the cute but curiously brave extraterrestrial explorer ‘Fibble’ and his friends crash-land in a regular suburban home, the world we take for granted suddenly starts to look a lot like alien territory.
...
Fibble HD Support

Interview: Crytek talks Fibble and pushing boundaries in mobile graphics

2246
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Mobile Gaming & Graphics Optimization (Adreno™) Tools and Resources

Adreno 2xx User-mode Android ICS Graphics Driver (ARMv6)

This release contains the user-mode driver binaries for Qualcomm's Adreno 2xx GPU on Google Android Ice Cream Sandwich for ARMv6 based chipsets. It has been tested with the CAF release M8960AAAAANLYA1030. Supports any Adreno 2xx GPU on Android ICS using the ARMv6 chipset (7x27). Google's libRS (LLVM) does not currently support ARMv6.

Adreno 2xx User-mode Android ICS Graphics Driver (ARMv7)

This release contains the user-mode driver binaries for Qualcomm's Adreno 2xx GPU on Google Android Ice Cream Sandwich. It has been tested with the CAF release M8960AAAAANLYA1030. Supports any Adreno 2xx GPU on Android ICS.

This driver exposes a new EGL extension

EGL_QUALCOMM_shared_image
EGL_KHR_image
EGL_KHR_image_base
EGL_AMD_create_image
EGL_KHR_lock_surface
EGL_KHR_lock_surface2
EGL_KHR_fence_sync

EGL_IMG_context_priority



This driver exposes 3 new GL extensions, GL_QCOM_memory_monitor has been removed

GL_EXT_sRGB     
GL_AMD_compressed_3DC_texture     
GL_AMD_compressed_ATC_texture
GL_AMD_performance_monitor
GL_AMD_program_binary_Z400
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_type_2_10_10_10_REV
GL_NV_fence
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_depth_texture
GL_OES_depth24
GL_OES_EGL_image
GL_OES_EGL_image_external
GL_OES_element_index_uint
GL_OES_fbo_render_mipmap
GL_OES_fragment_precision_high
GL_OES_get_program_binary
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_OES_texture_3D
GL_OES_texture_float
GL_OES_texture_half_float
GL_OES_texture_half_float_linear
GL_OES_texture_npot
GL_OES_vertex_half_float
GL_OES_vertex_type_10_10_10_2
GL_OES_vertex_array_object
GL_QCOM_alpha_test
GL_QCOM_binning_control
GL_QCOM_driver_control
GL_QCOM_perfmon_global_mode
GL_QCOM_extended_get
GL_QCOM_extended_get2
GL_QCOM_tiled_rendering
GL_QCOM_writeonly_rendering

This driver don't seem to work on Gingerbread  :-\


2247
3D-Tech News Around The Web / WebGL demo collection
« on: March 29, 2012, 08:22:43 PM »
To be found at the recently launched site www.webgl.com
As usual the results depend on your browser.






2248
Quote
The 12th issue of Intel® Visual Adrenaline magazine is bursting with news and updates from the world of graphic goodness. We go behind the scenes with filmmakers and product developers, catch you up on updates to the Intel® Graphics Performance Analyzers, and check out some of the hottest photo- and video-editing products on the market today.
We're excited about the merging of Intel® technology with digital creators and product development, and the promise this holds for a great future! Download Intel® Visual Adrenaline magazine and get in on the action. Here's a taste:
•    Read about the awesome visual effects, with help from the Intel® Math Kernel Library, in Puss in Boots.
•    See how the masterminds behind Diablo II* worked with Intel's experts in bringing the game to life.
•    Explore the treasure trove of tools, coding insights, and forums available on Intel's indispensable resource and community site—Intel® Visual Computing Source.
•    Check out the latest updates made to Intel Graphics Performance Analyzers—one of the most powerful tuning and optimizing tool suites available today for the Intel® processor family.

2249
3D-Tech News Around The Web / GDC12 Insomniac Games: Fluids Techniques
« on: March 29, 2012, 07:25:07 PM »
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#GDC12 Jim Van Verth: Fluids Techniques

This talk was part of the all-day Physics for Game Programmers tutorial. In it was discussed three different methods for handling fluids in games. First, the Navier-Stokes equations for fluid dynamics were presented and broken down into its component parts. Then two methods that use Navier-Stokes as a basis were shown. The first is a grid-based system such as that used in Little Big Planet. The second is a particle-based system. The final method shown is not based directly on Navier-Stokes, but approximates the surface of water, and that’s the R2O system created at Insomniac by Mike Day.

Background assumed: Multivariable calculus would help (particularly calculus of vector fields), but it’s not necessary. Similarly an understanding of Fourier transforms and frequency space would help as well

GDC2012_JMV_Fluids.pdf

FYI: Insomniac Games is the developer of the popular Playstation games "Spyro" and "Ratchet & Clank".

2250
download 64 bit version

download 32 bit version

Quote
DriverVer=03/19/2012,8.15.10.2696
%iSNBGM1%  = iSNBM0, PCI\VEN_8086&DEV_0106
%iSNBGD1%  = iSNBD0, PCI\VEN_8086&DEV_0102
%iSNBGM2%  = iSNBM0, PCI\VEN_8086&DEV_0116
%iSNBGD2%  = iSNBD0, PCI\VEN_8086&DEV_0112
%iSNBGM2P%  = iSNBM0, PCI\VEN_8086&DEV_0126
%iSNBGD2P% = iSNBD0, PCI\VEN_8086&DEV_0122
%iSNBGD3%  = iSNBD0, PCI\VEN_8086&DEV_010A
%iIVBGD0%       = iIVBD0, PCI\VEN_8086&DEV_0162
%iIVBGM0%       = iIVBM0, PCI\VEN_8086&DEV_0166
%iIVBGD0SRV%    = iIVBD0, PCI\VEN_8086&DEV_016A
%iIVBGD0GT1%    = iIVBD0, PCI\VEN_8086&DEV_0152
%iIVBGM0GT1%    = iIVBM0, PCI\VEN_8086&DEV_0156
%iIVBGD0SRVGT1% = iIVBD0, PCI\VEN_8086&DEV_015A

2251
3D-Tech News Around The Web / AMD Catalyst 12.3 WHQL
« on: March 28, 2012, 06:34:25 PM »
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This article provides information on the latest posting of AMD’s software suite, AMD Catalyst™12.3.

Untested, as i have already 12.4 beta installed...

2252
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JettTailfin - NVIDIA Tegra Partners
Description
DO NOT PURCHASE - FOR TEST ONLY
... but it's fishy...

Besides locking out german users (again) they don't want you to purchase the game, that's really fishy.




2253
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Epic Games, Inc. has released the March 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and professional toolset used in blockbuster video game development, architectural visualization, mobile game development, 3D rendering, digital films and more. The latest UDK beta is available now at www.udk.com/download.

2254
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This documentation provides platform-specific details for developing shader-based OpenGL ES 2.0 (GLES2) applications on the Tegra platform.  The information in this documentation is designed to be OS-independent, and represents the capabilities of the Tegra OpenGL ES 2.0 hardware and driver on all supported operating systems.

Version 111128.01
March 2012         

2255
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In the discussions surrounding the launch of NVIDIA Kepler ... architecture, we learned a lot of interesting details from NVIDIA engineers and marketing staff.
Interested in GPGPU in a smartphone?

Read more here

2256
3D-Tech News Around The Web / Blender: 19 Billion Triangles Render
« on: March 28, 2012, 12:18:04 AM »
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Using instancing, Agus3D created this image containing 19 billion (19 000 000 000) triangles. The kicker? The scene used only 200MB of memory and required 40 minutes to render in Cycles. The .blend file is available, so go try it for yourself!


2257
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The GeForce GTX 680: A Developer's Perspective

We encourage you to visit our GeForce GTX 680 page on NVIDIA.com, but we wanted to take the time to highlight why this new GPU should be the heart and soul of your game development platform.
...
For a detailed description of all our new features, please read the NVIDIA GeForce GTX 680 Whitepaper.

2258
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Here at Unity, we want to offer you the smoothest experience for making fantastic games. One of the biggest parts of our job is ensuring that Unity is a highly performant platform for you to deploy to mobile devices, but when it comes to getting the best performance out of your games – that’s where you come in. So that you’re not in the dark when it comes to optimising your games, we got together with MadFinger Games, the developers of blockbuster mobile title ‘ShadowGun‘ to offer you a sample level project packed with innovative techniques, to help you learn about the techniques that they employed when creating their game.
...
Alpha blending kills
Complex, per-pixel shaders kill framerate
Environment specular maps (Shader Virtual Gloss Per Vertex Additive)
Optimized dynamic character lighting and shading (Lightprobes and BRDF Shader)
Fog and volumetric light rays (Shader Blinking Godrays)
Preparation of the mesh in 3D app to work correctly with shader
Dense animated smoke at plane crash (Shader Scroll 2 Layers Sine Alpha-blended)
Moving Skybox (Shadow Scroll 2 Layers Multiplicative)
Flags and cloths in the wind (Shader Lightmap + Wind)

2259
There's also a new version of OC scanner

2260
3D-Tech News Around The Web / AMD Leo demo 1.1 with educational mode
« on: March 22, 2012, 08:37:21 PM »
Download here

Reminder: NVIDIA users press alt+w for wireframe mode.
Press ESC for a menu where you can select educational mode.
This part also works with NVIDIA GPUs


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