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Messages - Stefan

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3D-Tech News Around The Web / (WebGL) Particle morph demo
« on: March 02, 2012, 11:05:38 PM »
Some Js+WebGL tests. Using three.js.
(Note. You need a modern browser that supports WebGL for this to run the way it is intended. For example. Google Chrome 9+ or Firefox 4+. Also since WebGL is kinda “new”, some of these might break.)


Latest installment of the popular hack'n'slash series, download via 4Gamer

Non-japanese Windows versions require Microsoft AppLocale Utility

Hit bottom left button for hires test and second one for lores test.

On this page you can download AMD Catalyst 12.x 8.96 February 28.

This driver supports most GPUs with unified shaders.

Almost a year has passed since NVIDIA and Epic Games presented APEX 1.0 integration in Unreal Development Kit (UDK) engine.

And now, February 2012 release of UDK can “please” us with silent introduction of newest APEX 1.1 Framework, which includes updated APEX Clothing and APEX Destruction modules.

Unfortunately, UDN documentation was not yet updated, and some flaws were found in this release - for example, APEX GPU Rigid Body libraries are missing from the distribution. Not to mention, that not all APEX 1.1 features have made it into UDK.

Full story at PhysXinfo

3D-Tech News Around The Web / CPU-Z 1.60 released
« on: March 02, 2012, 04:05:47 PM »
CPU-Z 1.60 released

    Intel Core i5 2550K, 2450P and 2380P with no GPU.
    Intel Core i3/i5/i7 22 nm "Ivy Bridge" (37xx, 35xx, 34xx, 33xx, 32xx).
    Intel Xeon E3 (SandyBridge-WS).
    Intel Z77 platform.
    AMD FX-8140, FX-4150 and Mobile Llano (socket FS1).
    AMD "Trinity" APU Preliminary support.
    Windows 32/64-bit report.

3D-Tech News Around The Web / Intel Parallel Universe Magazine #9
« on: March 01, 2012, 09:12:16 PM »
Settle in with these in-depth articles—a few highlights to look forward to:

•    Pick up the latest tips for analyzing massively parallel applications for correctness and performance—from feature films to advanced compute clusters.
•    Learn how Intel® development tools helped improve performance of DreamWorks Animations' fur shader by 5X.
•    Tune hybrid MPI programs more easily and precisely with cluster tools that provide deep analysis of distributed program node activity.

Get the latest parallel news source: Parallel Universe Magazine #9.

3D-Tech News Around The Web / Where is the DirectX SDK?
« on: March 01, 2012, 04:54:02 PM »
Where is the DirectX SDK?

Starting with Windows 8 Consumer Preview, the DirectX SDK is included as part of the Windows SDK.

We originally created the DirectX SDK as a high-performance platform for game development on top of Windows. As DirectX technologies matured, they became relevant to a broader range of applications. Today, ubiquity of Direct3D hardware in computers drives even traditional desktop applications to use graphics hardware acceleration. In parallel, DirectX technologies are more integrated with Windows. DirectX is today a fundamental part of Windows.

Because the Windows SDK is the primary developer SDK for Windows, we now ship DirectX as part of the Windows SDK. You can now use the Windows SDK to build great games for Windows.

3D-Tech News Around The Web / Opera Mobile 12 adds WebGL and HTML5 support
« on: February 29, 2012, 06:55:48 PM »
Opera Mobile web browser

What's New
... WebGL support
    HTML5 Camera (Android 2.1+)
    HTML5 Device Orientation
    HTML5 parser (Ragnarök)

Some WebGL demos fail

other ones run at about 1 fps (on Tegra 2)  :P

Adding GPU capabilities to existing Windows and Linux apps can be done simply using plugins and the built-in support found in CUDA. This easy form of dynamic loading enables CUDA to be used selectively to hugely accelerate individual tasks within a larger application.

Full story at Dr. Dobb's journal

New in Release 270.00.00f01:

    Contains performance improvements and bug fixes for a wide range of applications.

    This driver update is for Mac Pro 5,1 (2010), Mac Pro 4,1 (2009) and Mac Pro 3,1 (2008) users only.

GeForceGLDriver contains a code branch for Kepler

Code: [Select]
20TKeplerDecisionMaker          19TFermiDecisionMaker
Supported OpenGL extensions:

Code: [Select]
GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_unpack_subimage GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_buffers GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_get_tex_image GL_NV_gpu_program4 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_read_buffer GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_unpack_subimage GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow

CryENGINE Free SDK 3.3.9: Adding Scaleform and a Whole Lot More

In addition to offering Scaleform technology, the Free SDK update will also feature several DirectX 9 rendering improvements, providing POM (Parallax Occlusion Mapping), SSDO (Screen-space Directional Occlusion), Particle GI (Global Illumination) and a new “Very High” graphics configuration to support these new features and offer higher levels of rendering quality.

The CryENGINE team has also been working to provide fixes for the most prominent issues holding up the community. CryENGINE 3 Free SDK 3.3.9 includes improved SLI/CF support, improved 32-bit driver support, support for 5.1/7.1 surround sound systems and many improvements to CryENGINE 3 Sandbox.

3D-Tech News Around The Web / NVIDIA Tegra Android Developer Pack 1.0r5
« on: February 25, 2012, 12:02:11 AM »
Tegra Android Developer Pack 1.0r5

Setting up an Android development environment can be a complex and frustrating experience. NVIDIA simplifies this for all Android developers with a single installer that manages this complexity for you. The Tegra Android Development Pack installs all software tools required to develop for Android on NVIDIA’s Tegra platform and is the perfect companion for developing native applications for Tegra DevKits. This suite of developer tools is targeted at Tegra devices, but will configure a development environment that will work with almost any Android device.


    NVIDIA Debug Manager for Eclipse 12.0.0
    Android SDK r15
    Android NDK r7b
    JDK 6u24
    Cygwin 1.7
    Eclipse 3.7.1
    CDT 8.0.0
    ADT 15.0.0
    Apache Ant 1.8.2

All Tegra SDK Samples will also be imported into an Eclipse workspace.

3D-Tech News Around The Web / Android debug tools R17 preview
« on: February 24, 2012, 10:32:25 PM »
ADT 17 Preview
February 23, 2012:
We have just released a preview build of ADT 17 and of the SDK Tools, r17. Follow the installation instructions below.
New Features

    DDMS can now show the live detailed network usage of an app

        Bundled ProGuard updated to version 4.7. In addition to many new features, this will fix the "Conversion to Dalvik format failed with error 1" error some users have experienced.
        The default proguard.cfg file has been updated with better default flags for Android.
        The ProGuard configuration file has been split in half, with project specific flags kept in project and the generic Android flags distributed (and updated) with the tools themselves.
        Lint now checks Java code, and checks which previously performed pattern based searches in the Java code (such as the unused resource check) have been rewritten to use the more accurate Java parse trees.
        Lint supports library projects, so for example the unused resource check will properly handle resources declared in a library project and referenced in a downstream project.
        Lint warnings can be suppressed in Java code with the new @SuppressLint annotation, and in XML files with the new tools: namespace and ignore-attribute. (More Info)
        New lint checks:
            Find Android API calls that require a version of Android higher than the minimum supported version. You can use the new @TargetApi annotation to specify local overrides for conditionally loaded code. (More Info)
            Performance rules
            About 30 other new rules
        Revamped Eclipse Lint UI.
            New "Run Lint" toolbar action with a dropdown menu for selecting specific (or all) projects, clearing results, etc.
            The results window is now organized as a tree rather than a flat list. Each issue type has a single top level item, which makes it easier to quickly scan through the reported issues and narrow down to issues you are most interested in.
            The results window contains many new toolbar actions, including expand/collapse, ignore in file, ignore in project, ignore everywhere, show options, and configure columns.
            There are new columns available, such as category, priority, project, file and line. The column selection (as well as the column sizes) are persisted. You can click on columns to sort by that column.
            The Lint Options dialog has Enable All and Disable All buttons, and a search filter textbox to filter by issue id, summary and severity.
    New Quick Outline for XML editors (Ctrl-O, Command-O). This shows the structure of the current file including icons and ids, and lets you filter and quickly jump to specific ids.
    The resource chooser now shows the resolved value for resources (e.g. when selecting @string/hello it displays that the resolved value is "Hello World"). It also allows editing the chosen value directly.
    The layout editor no longer assigns default ids to layouts, includes and merge tags. This tended to pollute the namespace with a lot of unused resources since layouts aren't usually manipulated via code, or referenced from XML. (The RelativeLayout editor automatically assigns ids to views without ids when pointing to them.)
    Export Screenshot from the Layout Editor
    Layout editor fix for SlidingDrawer which on some platforms could not be dragged into the layout. Also fix preview rendering for SlidingDrawer and TabHost (issue 23022).
    New default application icons, including an xhdpi version.
    Important bug fixes:
        Fixed issues that could prevent layout rendering due to unresolvable resources (issues 21046 and 21051)
        Fix bug in resource chooser which made some types of framework resources impossible to select (issue 20589)
        Fix a bug in the formatter where a certain whitespace pattern could result in a non-space character getting deleted (issue 23940)
        Fix locale bug affecting Turkish locales in particular (issue 23747)

This 17th revision introduces a stupid bug: java.exe is not found in it's own program folder albeit path is set.
So put a copy in system32 or tools folder.

For some reason network tracking fails in emulator (i have no actual hardware with ICS atm to test).

3D-Tech News Around The Web / PixelLight SDK 0.9.11-R1 with demos
« on: February 24, 2012, 10:05:18 PM »
Version 0.9.11 of the free open-source, cross-platform 3D application framework PixelLight has been released. We're using OpenGL as well as GLSL within our main-renderer and OpenGL ES 2.0 for Android. Highlight of this release is the new Qt based viewer. This tool makes it possible to inspect complete scenes via the GUI and offers basic edit features for visual debugging. On the renderer side, we've added "Fast Approximate Anti-Aliasing" (FXAA) and support for volume texture compression (VTC).   

The demo seriously heats up the GPU  :P

3D-Tech News Around The Web / AMD Catalyst 8.96 leaked
« on: February 23, 2012, 07:05:40 PM »
Marthand @ Guru3D strikes again.

This driver exposes 2 new extensions

3D-Tech News Around The Web / NVIDIA added Quadro/Tesla versions
« on: February 23, 2012, 06:58:04 PM »
New in Release 295.73:

    ODE Driver
        The R295 drivers are the second ‘Optimal Drivers for Enterprise’, a release dedicated to relatively long term stability for ISV certification, OEMs, and Enterprise customers.
    Added Support for OpenGL 4.2 on the Quadro series cards and higher.
    Added Support for CUDA 4.1
    Added support for the Open Computing Language (OpenCL) 1.1 in Quadro FX Series x700 and newer as well as the FX4600 and FX5600.
    NVIDIA Mosaic
        Added support for 8-display topologies that use higher resolution displays, such as 2560x1600
    NVIDIA WMI 2.4
        Added functions to configure Mosaic topologies
        Added function to control Vsync
        Added function to set Edid
        Added property to query GPU available memory
        Added function to enable/disable the nView Desktop Manager, and property to get the current nView state.
    NVIDIA Control Panel Manage 3D Settings Page
        Added Preferences tab which lets the user control the application profile notification feature.
        Upon launch of a windowed 3D program, this feature causes a popup to appear notifying the user which workstation application profile was applied.
    Added GPUDirect for Video to support professional video applications.
    256GB Virtual Space
        OpenGL and CUDA users can now take full advantage of applications that utilize 256GB of system memory
    Digital Video Pipeline
        Added new API’s for supporting low latency access to SDI video hardware
    Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.

3D-Tech News Around The Web / MSI Afterburner 2.2.0 Beta 14 (2012-02-21)
« on: February 21, 2012, 04:36:30 PM »
... the latest afterburner 2.2.0 beta 14 is ready for you to download. Yes, you are right, there is no beta 13. Anyway, this beta supports the voltage control of HD 7X50 card, if you get the card, you may try to play it.

Changes list includes:

- Fixed sub-zero temperatures reading on certain custom design MSI graphics cards with LM96163 and NCT7718W dedicated thermal sensors.
- Added workaround for bug in AMD drivers causing unofficial overclocking to be reset to defaults after adjusting PowerPlay settings. Now unofficial overclocking settings are being forcibly reapplied after applying new PowerPlay settings.
- Hardware abstraction layer (HAL) architecture has been improved to provide compatibility with future NVIDIA graphics cards series.
- Now multi-GPU overclocking and fan control settings synchronization is performed at HAL level instead of display driver wrapper level to improve HAL architecture extendibility and provide compatibility with future NVIDIA graphics cards series.
- Shared control memory format has been upgraded to v2.0. New format provides power limit adjustment support and forward compatibility with future NVIDIA graphics cards series.
- Now it is possible to override group names for values displayed in the On-Screen Display or in Logitech keyboard LCD display.
- MSI On-Screen Display server has been upgraded to v4.3.3. New version gives the following improvements:
o Fixed issue causing gamma correction to be applied twice under certain conditions and causing video to appear too bright when capturing video with gamma correction option enabled.
o Output video dimensions are no longer being forcibly cropped to be multiples of 16. Now cropping is optional and can be enabled via GUI
o Dedicated 1/2, 1/3 and 1/4 frame downsampling routines have been replaced with unified arbitrary downsampling routine. Now MSI Afterburner provides arbitrary frame downsampling functionality and allows selecting 360p, 480p, 720p, 900p, 1080p frame sizes for both 16:9 and 16:10 aspect ratios. Please take a note that arbitrary frame sizes list is user extendable so you may add your own custom frame sizes if necessary via the configuration file.
o Improved tabbed text formatting provides better compatibility with custom group names.

download link

3D-Tech News Around The Web / NVIDIA Geforce/Verde driver 295.73 WHQL
« on: February 21, 2012, 04:32:25 PM »
This is the first WHQL-certified driver from the R295 family of drivers.
 It is the recommended upgrade for all GeForce users, especially those playing the latest hot PC games like Battlefield 3, Diablo III, Mass Effect 3, or The Elder Scrolls V: Skyrim. These drivers come packed with GeForce-exclusive performance and quality enhancements and are now Microsoft WHQL-certified. Read the full GeForce 295.73 driver article on

R295 Highlight Summary
New features and performance since last WHQL-certified driver

    Game-changing performance boost of up to 45% in The Elder Scrolls V: Skyrim, “the fastest selling title in Steam’s history”
    Up to 2x performance Mass Effect 3 with SLI technology.
    GeForce-exclusive quality enhancements with ambient occlusion support for Call of Duty: Modern Warfare 3, Diablo III, and The Elder Scrolls V: Skyrim.
    New 3D Vision and SLI profiles for over 50 titles.
    New PhysX software for the best experience in top PhysX titles like Alice: Madness Returns and Batman: Arkham City.

R295 Highlight Details


    Increases performance by up to 45% in The Elder Scrolls V: Skyrim (measured with GeForce GTX 560 at 1080p Ultra settings in indoor scenes vs. 285.62).
    Updates the NVIDIA Control Panel ambient occlusion support for The Elder Scrolls V: Skyrim to a higher performance profile.
    Boosts Mass Effect 3 SLI performance to up to 2x.

3D-Tech News Around The Web / NVIDIA PhysX System Software 9.12.0213
« on: February 21, 2012, 04:30:09 PM »
NVIDIA PhysX System Software 9.12.0213

    Includes the latest PhysX runtime builds to support all released PhysX content.
    Changes & fixed issues in this release
        Updated SDKs for Batman Arkham City, Alice 2 and other 2.8.4 applications.
        Fixed a bug that caused Alice 2 to crash.
    Supports NVIDIA PhysX acceleration on all GeForce 8-series, 9-series, 100-series, 200-series, 300-series, 400-series, 500-series, and 600-series GPUs with a minimum of 256MB dedicated graphics memory.
    Note: Some applications may have higher minimum requirements.
    Experience GPU PhysX acceleration in many games and demos, some of which are highlighted in PowerPack downloads here.
    Supports NVIDIA PhysX acceleration on GeForce for SDK versions 2.7.1, 2.7.3, 2.7.4, 2.7.5, 2.7.6, 2.8.0, 2.8.1 and 2.8.3 (requires graphics driver v196.21 or later).
    Supports control of your GPU PhysX configuration from the NVIDIA display driver control panel. (Requires graphics driver v196.21 or later).
    AGEIA PhysX processors users should use and install older PhysX system software such as version 8.09.04. Note – AGEIA PPU acceleration support for 2.8.1 SDK or earlier, and Windows Vista and Windows XP only.

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