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Messages - Stefan

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3D-Tech News Around The Web / EVGA Precision v2.1.2 (1-16-2012)
« on: January 17, 2012, 05:19:12 PM »
EVGA Precision v2.1.2 (1-16-2012)

    Updated EVGA Voltage Tuner:
        Fixed bug preventing EVTune from applying settings at Windows startup
        EVGA On-Screen Display server has been upgraded to version 4.3.1. New version gives you the following improvements:
            Added new profile setting "Enable compatibility with modified Direct3D runtime libraries" allowing EVGA On-Screen Display Server to detect runtime function offsets dynamically on each 3D application startup. This provides On-Screen Display functionality support in applications using modified Direct3D runtime libraries (e.g. FXAA injection Direct3D runtimes)
            Added new profile settings allowing you to limit the framerate during gaming. Limiting the framerate during gaming can help to reduce the power consumption as well as it can improve gaming experience due to removing unwanted microstutteing effect caused by framerate fluctuations
            Added Vector 3D On-Screen Display rendering mode support for OpenGL applications
            Added Raster 3D On-Screen Display rendering mode support for OpenGL applications using ARB shaders (e.g. ID Software's Rage)
            Graph limits are now adjustable in the graph properties in "Monitoring" tab
            Added unified vendor independent videomemory usage monitoring layer for graphics cards, having no generic videomemory monitoring interfaces implementation in display drivers. Unified videomemory usage monitoring layer is based upon original concepts of accessing Direct3D kernel mode thunk statistics under Windows Vista and Windows 7, introduced by Mark Russinovich in ProcessExplorer 15. By default unified videomemory usage monitoring path is enabled as a fallback path on NVIDIA graphics cards when generic NVAPI videomemory usage monitoring is not available (e.g. on NVIDIA graphics cards unattached to Windows desktop, such as dedicated PhysX or other GPGPU graphics cards). Power users may redefine unified and generic videomemory monitoring paths usage behaviors via the configuration file

TechPowerUp Announces ThrottleStop 4.0
TechPowerUp also published the latest version of ThrottleStop, a nifty utility that lets you monitor the CPU clock speed throttling scheme used by your notebook, and provides you with options to override or change it. This is particularly useful for noteboook users facing performance issues even when the notebook is plugged in, despite enabling Windows "high-performance" power scheme. The application's main window lets you perform both monitoring and tweaking, its left pane provides you with tweaking your CPU's power scheme using three methods, while its right pane lets you monitor the way in which your OS is throttling the CPU, down to the level of logical CPUs (threads).

TechPowerUp Announces RealTemp 3.70
TechPowerUp today published the latest version of RealTemp, a comprehensive system processor temperature monitoring, logging, and clock speed monitoring utility. Version 3.70 packs several important updates over the previous version, starting with support for 6-core Intel "Sandy Bridge-E" processors, complete support for "Sandy Bridge" processors, more reliable power-consumption estimation using VID, updated i7 Turbo GT tool that lets you monitor multiplier changes with EIST and Turbo Boost playing tug-of-war, improved log file formatting, and visually-better max-temperature reporting through system-tray.

3D-Tech News Around The Web / GLSL Studio for iOS
« on: January 14, 2012, 04:56:19 PM »
GLSL Studio is the first full featured OpenGL ES 2.0 programming environment for iOS. Create, edit and compile full vertex and fragment shaders right on your iOS device! Custom vertex data, textures and attributes/varyings/uniforms are all managed using an easy interface making testing under different conditions quick and simple.

Intel® Graphics Performance Analyzers (Intel® GPA) Platform Analyzer is an instrumentation-based tool. The fundamental data element of the instrumentation API is a task. A task is a logical group of work on a specific thread. A task may correspond to code in functions, scope blocks, case blocks in switch statements, or any significant piece of code as determined by the developer. The instrumentation API provides functionality to describe various constructs such as dependencies between tasks. Instrumented tasks are displayed in a timeline view by Intel GPA Platform Analyzer. Besides your defined tasks, you’ll see other information displayed on the timeline. Intel® graphics drivers, the DirectX* interceptor used by Intel GPA, and other Intel libraries like the Intel® Media SDK come pre-instrumented and will display relevant information on Intel GPA Platform Analyzer. Even if you don’t add any instrumentation to your code, you will at the very least see pre-instrumented libraries and/or graphics driver information. By default, you will be able to see the amount of time and the order in which frames are processed on the CPU and the GPU. This is helpful when determining if the application is CPU or GPU bound

3D-Tech News Around The Web / HTML5 - Cut the Rope!
« on: January 14, 2012, 03:14:53 PM »
Play Cut the Rope! A mysterious package has arrived, and the little monster inside has only one request: CANDY!

html5 audio is unreliable in many browsers so its only enabled by default on IE9 or greater. You can force html5 audio by setting the querystring:

Actually it works fine in recent Chrome and Firefox.

This work presents the simulation of dense crowds of more than a million agents on the GPU. The freely available implementation is based on the OpenCL framework and runs primarily on the GPU without any significant participation of the CPU. The system is based on the continuum theory of flow fields. The simulated agents exhibit smooth trajectories and even at high densities intersections are prevented. Furthermore, emergent phenomena that have been observed in human crowds are simulated. The implementation is highly configurable and embedded into a GUI system, which allows easy extensibility and experimentation.

3D-Tech News Around The Web / Re: AngryGuitar Unity3d PhysX Demo
« on: January 07, 2012, 05:40:47 PM »
I already have this demo since november 25, 2011. :) You added this thread only on wednesday, a bit more than 1 month later. :P

Sorry, forgot that somehow   ???

Did we mention the other demos already?
The homepage of the developer is

3D-Tech News Around The Web / MSI Afterburner 2.2.0 Beta 10 (2012-01-06)
« on: January 06, 2012, 12:01:56 PM »
MSI Afterburner 2.2.0 Beta 10 (2012-01-06)

I am here to proudly to announce the MSI Afterburner 2.2.0 beta 10 starts to support the voltage control of AMD HD 7970!!!!! Thanks unwinder for his superb support and work in his hoilday!!!!!

1. Added AMD Tahiti graphics processors family support
2. Added core voltage control for reference design AMD RADEON 7970 graphics cards with CHL8228 voltage regulators
3. MSI On-Screen Display server has been upgraded to version 4.3.0. New version gives you the following improvements:
1. Added new profile settings allowing to limit the framerate independently during gaming and during videocapture. Limiting the framerate during gaming can help to reduce the power consumption as well as it can improve gaming experience due to removing unwanted microstutteing effect caused by framerate fluctuations. Limiting the framerate during videocapture can improve resulting video smoothness
2. Added Vector 3D On-Screen Display rendering mode support for OpenGL applications
3. Added Raster 3D On-Screen Display rendering mode support for multithreaded OpenGL applications (e.g. ID Software's Rage)
4. Added workaround for AMD Direct3D driver issues causing OSD to be invisible in Direct3D8 and Direct3D9 applications when using Raster 3D On-Screen Display rendering mode
4. Now unofficial overclocking can be enabled without typing in the EULA into the configuration file. In this case the EULA is displayed and you're forced to accept it during MSI Afterburner startup
5. Added power user oriented command line switches allowing to extend Overdrive clock limits on AMD graphics cards attached to Windows desktop

download link

3D-Tech News Around The Web / AngryGuitar Unity3d PhysX Demo
« on: January 05, 2012, 05:58:41 PM »
This is a 3d physics game demo which takes HD video as enviroment.
---To realistically intergrate 3d models into HD video(1920x1080) based on Image-based lighting(IBL) achieved by my custom shaders
---Advanced realtime rendering includes Lighting,Shadow,AO(SSAO),Reflection etc.

Fire:Left mouse button

Note:need to run at least Nvidia GTX 260 with 1280X720 resolution.Reuse the 3d meshes from Angrybot and first shooter demo of Unity3d.

Demo download(23.1MB)

3D-Tech News Around The Web / AMD Catalyst™ 12.1a preview driver
« on: January 05, 2012, 05:40:47 PM »
AMD Catalyst™ 12.1a preview driver

The AMD Catalyst™ 12.1a Preview driver includes all of the features found in AMD Catalyst™ 12.1 Preview.

Additional changes for upcoming update of Rage

        Resolves some new texture corruption issues introduced by the latest version of the game
        Improved performance ~5%
        Smoother game play and reduces multicore sync points
        Fixed mapbuffer failures when switching maps on 32-bit systems.
        Fixed a game crash when switching maps back and forth on 32 and 64bit systems

Download and install the Driver from the following location:

AMD Catalyst 12.1a Preview driver for Windows® vista & Windows® 7
AMD Catalyst 12.1a Preview driver for Windows® XP

3D-Tech News Around The Web / AMD GPU PerfStudio 2.8 released
« on: January 05, 2012, 05:16:11 PM »
GPU PerfStudio 2.8 Improvements

    New Properties Window added to display text based data
        The previous text based windows have been replaced by a single properties window
        The default stage layouts have been edited to use this new window
    Shader Debugger
        Constant table UI improvements
        More assembly shaders are now debuggable
        Fix for for the register mask of the last instruction being black
        The contents of the Shader constant table can now be saved to disk
    Shader Editor now supports relative paths
        The Profiler now gives the user feedback as the profile is taking place
        Single Draw Call Profiling is now supported
        Ability to perfrom a profile a specific number of times
        Support for 7000 series Performance Counters
        Reduced the memory overhead when many counters are used in a profile
    Advanced Picture Viewer
        Now saves to disk the image that you actually see (i.e. the channels the user selects)
        DDS Support for DXGI_FORMAT_R32_UINT
    Client connection dailog now saves settings upon connection
        OpenGL 4.1 Compute Shader now supported
        Support for OpenGL debug context

3D-Tech News Around The Web / Update Version 1.1
« on: January 04, 2012, 04:50:12 PM »

What's in this version:

    Version 1.1:
    Parsing of hardware information fixed.

Actually it still reads "Shading language=0" in GLES info

On the other hand it works now with ARMv6 - 9.2 fps/HVGA

Demo project is available at Android market:
The sources are in the SDK.  :)

Works fine on Tegra2  :)

German translation is incomplete:
"More apps" -> "Mehr Apps"
"Foto nehmen" -> "Foto aufnehmen"
"Gallery" -> "Galerie"
"Buy" -> "Kaufen"

3D-Tech News Around The Web / How about some Android graphics true facts?
« on: December 26, 2011, 12:14:32 PM »
I get tired of seeing so much misinformation posted and repeated all over the place about how graphics rendering works on Android. Here is some truth:

• Android has always used some hardware accelerated drawing. Since before 1.0 all window compositing to the display has been done with hardware.
• "Full" hardware accelerated drawing within a window was added in Android 3.0.
• Hardware accelerated drawing is not all full of win.
• Hardware accelerated drawing is not a magical silver bullet to butter-smooth UI.

Full article here (The author is Android Framework Engineer at Google)

3D-Tech News Around The Web / [Android] Basemark ES 2.0 Taiji Free
« on: December 25, 2011, 03:11:40 PM »
Basemark™ ES 2.0 Taiji Free - World’s Leading Mobile Phone Gaming Benchmark

Rightware's Basemark™ ES 2.0 Taiji Free gaming and graphics performance measurement utility is a consumer-version of the mobile industry’s standard graphics benchmarking product. The world’s most widely adopted graphics benchmarking software used by mobile phone manufacturers and semiconductor companies is now available for gamers, game developers and all consumers who want to measure the performance of their devices in the context of gaming and graphics.

Basemark™ ES 2.0 Taiji Free provides a scientifically designed and reliable game scene – Taiji Girl – to test the 3D graphics performance of the embedded device. High-detail 3D content in Taiji Girl generates a workload that taxes OpenGL ES 2.0 implementation in a realistic, visually stunning way. After running the benchmark, users can easily check how the performance of their device compares to other devices with the integrated Power Board online service.

Basemark™ ES 2.0 Taiji Free product and Power Board service are targeted only for consumer and independent media use, and any commercial use is strictly forbidden.

9.9 - 10.4 fps on DELL Streak 7 (HC3.2/Tegra 2)

Crash with Samsung Galaxy Ace (GB2.3.5):
E/AndroidRuntime(799): FATAL EXCEPTION: main
E/AndroidRuntime(799): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.rightware.tdmm2v10jnifree/com.rightware.tdmm2v10jnifree.TDMM2V10free}: java.lang.NumberFormatException: unable to parse 'ARMv6-compatible processor rev 5 (v6l)' as integer

[Press Release]

Epic Games, Inc. has released the December 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and toolset used in blockbuster video game development, architectural visualization, mobile game development, 3D rendering, digital films and more.

3D-Tech News Around The Web / Unity 3.5 Developer Preview
« on: December 23, 2011, 11:35:04 AM »
Unity 3.5 is one of our biggest releases to-date. It’s packed full of new features and improvements that we think you are going to love. We can't wait to see what you will create with it, so we've decided to open our 3.5 beta program to the public. Starting today, you can download a time-limited beta version of Unity 3.5.

OpenCL™ - Programming for CPU Performance
This white paper is the third in a series of whitepapers on OpenCL™ describing how to best utilize underlying Intel hardware architecture using OpenCL.

OpenCL™ – Using Events
This white paper is the fourth in a series of white papers on OpenCL describing how to set up and use events in multithreaded design.

3D-Tech News Around The Web / NVIDIA Geforce/Verde driver 290.53 beta
« on: December 21, 2011, 04:00:44 PM »
New in 290.53

Optimizations for The Elder Scrolls V: Skyrim

    Increases performance by up to 25% in The Elder Scrolls V: Skyrim vs. 290.36 drivers (measured with GeForce GTX 560 at 19x10 Ultra – Indoor Scene). Results will vary depending on your GPU, system configuration, and in-game location.
    Updates the NVIDIA Control Panel ambient occlusion support for The Elder Scrolls V: Skyrim to a higher performance profile.
    Added new 3D Vision laser sight /crosshair options to better match Skyrim crosshairs.
    For a full Skyrim tweak guide, visit


    Adds SLI profiles for Trine 2, WRC 2: FIA World Rally Championship 2011, and Afterfall: InSanity.

3D Vision

    Fixes issues with Call of Duty Modern Warfare 3 not launching into 3D Vision mode
    Added new 3D Vision laser sight /crosshair options to better match The Elder Scrolls Skyrim crosshairs
    Added or updated the following 3D Vision game profiles:
        AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome – rated Good
        The Adventures of Tintin: The Game – rated Excellent
        Assassin's Creed: Revelations – rating changed to Fair
        Driver San Francisco – updated settings to work better in 3D Vision
        Elder Scrolls V: Skyrim – updated in-game compatibility message
        Hard Reset – updated in-game compatibility message. FXAA x2 and x4 are now supported by the game
        Ignite – rated Good
        Jane's Advanced Strike Fighters – rated Fair
        Jurassic Park: The Game – rated Good
        Orcs Must Die! – rated Good
        PAYDAY The Heist – rated Poor
        PT Boats - Knights of the Sea – rated Good
        PT Boats - South Gambit – rated Good
        Race 07 – updated in-game compatibility message
        Race Room – rated Good
        Serious Sam 3: BFE – rated Poor
        SkyDrift – rated Good
        Star Wars: The Old Republic – rated Good
        Stronghold 3 – rated Good
        Take on Helicopters – rated Fair
        Trine 2 – rated 3D Vision Ready
        Waves – rated Excellent

Key Bug Fixes

    Fixes some random instances of triangular artifacts when playing Battlefield 3 (fix is now enabled for GeForce 400 and 500 series GPUs).
    Fixes a default panel resolution/ timing bug in 290.36.

3D-Tech News Around The Web / TechPowerUp GPU-Z v0.5.7
« on: December 20, 2011, 04:39:25 PM »
TechPowerUp GPU-Z v0.5.7
Filename: GPU-Z.0.5.7.exe
MD5 Hash: C5817A410D643EE56DE369548AB70642 ...

GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.

Revision History

    Added support for AMD Radeon HD 7970, HD 7350
    Fixed "APIC counter broken" message on AMD Fusion Graphics
    Fixed PCIe 3.0 showing up as 2.0
    Fixed fillrate calculation on Fermi architecture
    Fixed ROP count on GT 420, GT 520, HD 5450, HD 6450
    Fixed random values showing as default clocks on some NVIDIA cards
    Fixed random value showing as shader clock on NVIDIA cards without shader clock
    Added / corrected release dates for HD 3650, FirePro V4800 and V3800
    Added process size, die size, transistor count for Radeon E6760
    Added transistor count for FirePro V4900
    Improved detection for HD 5570, HD 6450A, HD 6470M

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