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Messages - Stefan

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UralDev published two comprehensive articles incl. demos (OIT demo didn't run on my rig though).

Use Google for translation if necessary.

3D-Tech News Around The Web / ComputeMark v1.3 available
« on: May 09, 2010, 08:17:38 AM »
Download here

ComputeMark is first 100% DirectX 11 Compute Shader benchmark. With DirectX 11, we can use huge performance of our graphic cards for more (real life, daily used) applications. With ComputeMark we are able to measure this power of our graphic cards and tell which one is better.

ComputeMark typically utilizes 99% of GPU (it's ultimate GPUs ass kicker, great for after-overclocking stability tests) and 0-1% of CPU. Windows Vista or Windows 7, DirectX 11 and DX11 graphic card are required.

- Windows Vista or Windows 7
- DirectX 11
- DX11 graphic card


1.3 (07/05/2010)
- Optimizations for both ATI and NVIDIA
- Specs info on main screen
- Added Windows Vista support

1.2 (17/04/2010)
- Added CrossFire/SLI support

1.1 (12/04/2010)
- Added BURN test

1.0 (10/04/2010)
- First public release

3D-Tech News Around The Web / BlendELF 0.9 Beta released
« on: May 08, 2010, 10:27:58 AM »
BlendELF 0.9 Beta released

Whats new:
- skeletal animations
- C++ and .NET API
- particles ( + mesh emitters )
- light shaft post processing effect
- joystick support
- physics updates (joints, restitution, sleep threshold and limiting physics to axises)
- IPO curves (for animations)
- more tutorials (GUI, particles, C++)
- rendering optimizations
- bug fixes
- Misc.: global tick rate and speed controls, errors recorded to elf.log, scn and gui built in variables removed (functions now return these objects, check the tutorials), over riding F10

Big thanks for Michael Gale for the .NET binding

Check out the new Physics demo with a lot of footballs bouncing around
You can modify amount of balls in init.lua, 5000 balls should be enough to bring your CPU down to the knees  ;D

3D-Tech News Around The Web / Julia 4D demo in 4K using D3D11
« on: May 07, 2010, 04:21:40 AM »
.stem is a Julia 4D demo in 4K using D3D11
Watch video here


Just in case you have missed or ignored the downloads on 3rd party sites, now they are official:


Grass demo has not yet been released  :-\

D3D11/SM5 GPU mandatory, don't try these demos with older GPUs.

"Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in the Microsoft-published Xbox 360 exclusive horror-thriller Alan Wake."

Full story at Gamasutra

Brussels, May 4, 2010 – At the Research@Intel, Europe event in Brussels Intel Labs Europe showed a new technology that could dramatically improve performance of microprocessors when running older software. The technology called “Anaphase” has been developed at Intel Labs Barcelona.

Current processor designs have shifted towards multi-core. Nevertheless single thread performance remains very important as many applications have limited thread-level parallelism. As a result, users executing one of these applications experience little benefit from new multi-core processors.

Researchers from Intel Labs Barcelona now presented “Anaphase” which is a novel hardware/software hybrid approach to leverage multiple cores in order to improve single-thread performance on multi-core processors. This research focuses on different speculative techniques to automatically partition single thread applications to be processed on multiple cores.

On the hardware side, a new unit called “Inter-Core Memory Coherency Module” (ICMC) could be integrated into the die of future processors. The ICMC updates the memory state in program order, detects memory violations and implements check-pointing and recovery mechanisms, so that it can execute the resulting partitioned applications on multiple cores.

First simulated benchmarks running 12 SpecFP and 12 SpecInt benchmarks of the SPEC2006 suite show dramatic average performance improvements of 31% to 41% (depending on core size) over non-Anaphase optimized systems. At the present Anaphase is a research project and the Intel Labs Barcelona researchers are looking into ways how to potentially integrate this technology into future processor designs.


Some whitepapers:

Anaphase: A Fine-Grain Thread Decomposition Scheme for Speculative Multithreading

Microarchitecture and Compilers for Future Processors (TIN2007-61763)

Boosting Single-thread Performance in Multi-core Systems through Fine-Grain Multi-Threading

3D-Tech News Around The Web / Nova Studio and SDK 2010 available
« on: May 02, 2010, 06:57:41 PM »
Thanks to Nova Studio, design your interactive 3D scenes with the solution which fits your needs.

Diffuse your work  through executable files, web pages, High Res screen captures or videos...

Check out their executable demos, partially with 3ds Max source files.

Read the whitepaper from Microway.

Just in case you have $32000+ left over, check out their "Octoputer"  8)

The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library.
GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file.
Version 1.5.4 adds support for OpenGL 3.3, OpenGL 4.0 and new vendor, EXT and ARB extensions.


3D-Tech News Around The Web / Crysis highend-benchmark maps
« on: April 30, 2010, 07:16:51 PM »
PCGH presents 2 nice maps "Nature" and "Widet2"  for benchmarking or just as an eye-candy  8)

To watch the maps use either the sandbox editor or command lines like:
crysis.exe -devmode +map nature
crysis.exe -devmode +map widet2

GPCBencMarkOCL is a General Purpose Computing benchmark that evaluates the performance of OpenCL enabled devices with a collection of several algorithms and applications. The first generation of OpenCL and DirectCompute benchmarks have very limited functions and test items, which could not give a all-around performance evaluation.

GPCBenchmark is available in chinese and in chinglish english language  ::)

Just like the users at Beyond3D i had some hiccups.
To avoid that use only single tests, not all tests at once.

What is the state of fluid simulation in games today?
--Most games do not perform fluid simulation. Usually they use particle systems where the particles do not interact with each other.

Full story at Intel

3D-Tech News Around The Web / 4Sceners demo round-up April 2010
« on: April 30, 2010, 08:14:56 AM »
Get all of this month' releases at 4Players

3D-Tech News Around The Web / The OpenGL Shader Wrangler
« on: April 30, 2010, 07:27:31 AM »
So, you need a lightweight solution that can organize your shader strings, load them up in a convenient manner, and automatically prepend #line  directives.
Not all developers like to use Lua. To that end, I wrote an “OpenGL Shader Wrangler”


That's right, now Unreal 1, Rune and Deus EX can be run on Direct3D 6, 7, 8, 9, 10, 11 and OpenGL.
See the D3D10 renderer's page for more information.

Watch videos at RPS

Apparantly the renderer is hard-coded for the Steam versions that the developer used.
Demo versions (still can be found at CNET) didn't run on my rig  :(

"Esenthel Engine is a complete game development platform allowing to create fully featured AAA titles.
The universal nature of the engine allows also for creating professional 3D Applications, Tools or even 2D Games."

Watch video here
Download SDK here


3D-Tech News Around The Web / SmallLuxGPU v1.5 (OpenCL) video demo
« on: April 29, 2010, 08:35:59 AM »
Watch video here

SmallLuxGPU is a LuxRays ( demo and a LuxRender v0.8 "proof of concept" (

Real-time sequences were recorded on a i7 860 + HD5870 + HD5850 at the resolution of 800x450. Off-line sequences were rendered with a i7 860 + HD5870 + HD5850 at the resolution of 1280x720.

SmallLuxGPU and LuxRays are released under GPL license and the sources are available here Precompiled binaries are available on LuxRender forums (check the section dedicated to GPU acceleration).

No OpenGL 3.3/4.0 support
Furmark and Fluidmark work fine

NVIDIA Application Configuration Engine (ACE)
This driver includes the NVIDIA Application Configuration Engine (ACE), which 
automatically detects the workstation application and configures the appropriate profile 
settings in the NVIDIA Control Panel. 
See the NVIDIA Quadro Professional Drivers: NVIDIA Control Panel Quick Start Guide for 
more information about this feature.

SLI Multi-OS – GPU Assignment in System Virtualization
On systems with two supported graphics cards installed, this driver supports a system 
virtualization tool’s ability to directly assign a GPU to a guest virtual machine (VM). This 
direct assignment allows the host and guest VM to each run on their own operating 
system and with their own GPU and driver. 
 Supported Virtualization Software: Parallels Workstation Extreme 
 Supported Graphics Cards
Up to two different models can be used in a system, from among the following:
• Quadro FX 5800
• Quadro FX 4800
• Quadro FX 3800
 Video BIOS Requirement
• The graphics card assigned to the guest VM needs video BIOS version or later.
For a list of SLI Multi‐OS certified workstations, virtualization software, and OS 
combinations, please see  (not yet online or wrong link).


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