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Messages - Stefan
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« on: December 15, 2009, 05:54:09 PM »
This is a beta driver for GeForce 6, 7, 8, 9, 100, and 200-series desktop GPUs and ION desktop GPUs.
This driver is identical to the 195.62 WHQL drivers except for the following:
Several bug fixes to support the new Adobe Flash 10.1 Beta 2 release. Learn more here.
Adds new SLI and multi-GPU profiles for Avatar Demo, Operation Flashpoint: Dragon Rising Demo, and Wings of Prey.
Get it from NVIDIA
« on: December 15, 2009, 05:50:38 PM »
Is it possible to fit the computing power of a large supercomputer cluster in the tight space of a PC case? In our research on image reconstruction we often have to perform large-scale scientific computations, which can easily take weeks on a normal PC. Last year, the FASTRA project was launched to develop a desktop supercomputer based on gaming hardware. Although highly successful, even FASTRA cannot provide the computational power required for our latest research projects. FASTRA needs a successor, which should be much more powerful, while maintaining the favorable properties of its older brother: green, mobile and inexpensive. For just 6000 euros, you can have 12TFLOPS of computing power at your fingertips.
Full story at University of Antwerp
« on: December 13, 2009, 08:18:15 PM »
The Indie games advent calendar features 24 doors, which can be opened one-by-one every door. Behind each door, you'll find one or more fun indie games to play, trailers or demos to watch. The indie advent calendar naturally is only available in Christmas time.
« on: December 12, 2009, 06:52:55 PM »
Despite of the fact that one of the two major suppliers of discrete graphics processors – Nvidia Corp. – is late with its DirectX 11-compatible graphics processing units (GPUs), the transition to the new application programming interface (API) will be the fastest in the industry, believes graphics market analyst Dean McCarron.
Full story at x-bit labs
« on: December 12, 2009, 12:21:15 PM »
The ancient art of overclocking is more delicate ballet than exact science. The goal is to force your hardware to perform at much higher speeds than the manufacturer intended, while compensating for the immense amount of heat generated — heat that can cause system instability, and ultimately deep-fry your PC's innards. Beat the heat and your overclocked PC will frag faster and live longer.
Full story at Wired
« on: December 11, 2009, 03:59:29 PM »
Ever since Via subsidiary S3 Graphics started rolling out DirectX 10.1-compliant Chrome graphics processors, we've been quietly wondering when the same technology would show up in a Via chipset. Looks like that day has come.
Full story at TechReport
« on: December 08, 2009, 05:14:34 PM »
You know how in a fairytale if someone is generously feeding a child it’s inevitably because they plan to eat them later? I’m suspicious someone’s planning to eat all the indie developers. We’ve now got the Unreal 3 engine freely available for non-profit development, and surprisingly fairly offered for those planning to sell their game. We’ve got Unity available to the masses. And now Havok – the pioneers of gaming physics – introducing a licensing plan for independent game makers. Although there’s a slight confusion over how “indie” this is.
Full story at RPS
« on: December 07, 2009, 10:13:59 PM »
In all, I think that the road to DX11 gaming and a general improvement in the titles we see is looking good for 2010 and beyond. I spoke with one developer who told me that coding for DX11 was not more difficult than DX10 or DX9 and the return on their investment was better than with either. This means that developers (with a little help from NV and AMD) will have better tools at hand to create better and more engaging games which is great for the consumer, no matter what GPU (or CPU) is in your system.
Full story at TweakTown
« on: December 07, 2009, 06:12:58 PM »
Download links via PhysXInfo
« on: December 06, 2009, 02:20:28 PM »
Intel's Larrabee will launch eventually, but not as a GPU. The project has suffered a final delay that proved fatal to its graphics ambitions, so Intel will put the hardware out as a development platform for graphics and high-performance computing. But Intel's plans to make a GPU aren't dead; they've just been reset, with more news to come next year.
Full story at ArsTechnica
« on: December 04, 2009, 04:13:33 PM »
Some things are worth the wait. And after a cursory tease 5+ years ago, RPG gamers are getting the payoff with the November release of Dragon Age*: Origins by BioWare.
There's a lot there to get excited about. The game is a blow-the-house-down stunner, full of epic battles, fractured heroes, intricate storylines, and rich visuals. For software developers, what might be even more intriguing is this: BioWare redefined its entire development process to take full advantage of multi-core chip architecture. With a little help from Intel.
Threaded Game Engine Helps Create New World In EA BioWare’s Dragon Age*: Origins
By mid-2005, a technology shift was fully underway: replacing single-core architecture with multi-core. For BioWare, this posed a very real dilemma. Already a year into developing Dragon Age: Origins, they realized it would be released onto a very different platform than most PC gamers had used.
As the saying goes, "change or die." So they changed. Working with Intel engineers and using Intel® development tools, BioWare went back to the drawing board and embraced parallelism from all sides (including understanding the pitfalls that are the bain of an ISV's existence). The results are speaking for themselves.
Download the PDF
« on: December 03, 2009, 06:20:11 PM »
The December 2009 release of 3D Rad comes with a fully featured HLSL shader editor and debugger. The ability to directly add HLSL code to regular scripting, which can be used to manipulate run-time shader parameters, aims to maximize shaders portability while also simplifying prototyping and development.[via]
This update also comes with new features to improve ease of use further for non-coders and important bug fixes.
3D Rad is a freeware, user-friendly 3d editor with a straightforward developing workflow and ready-to-use physics simulation. You can use it to create any sort of stand-alone, interactive 3d project for Windows Vista/XP.
« on: December 03, 2009, 05:53:01 PM »
Video and photo gallery in german at ComputerBase
, in english at HotHW
« on: December 02, 2009, 10:45:32 PM »
The Royal Society (full name: Royal Society of London for the Improvement of Natural Knowledge) is marking the start of its 350th year by putting pdf versions of 60 notable papers from its journal, Philosophical Transactions (founded in 1665) on the web.
Full story at Realtime Rendering
« on: December 02, 2009, 06:48:34 PM »
One university is using 3D video game technology and high-def scanning to replicate real crime scenes in a virtual world.
Full story at GamePro
« on: December 02, 2009, 05:48:06 PM »
HTPCs and HD content are growing more and more around the GPU industry. ATI and NVIDIA have been working on technologies to playback and enhance this video content for many years. NVIDIA started working on their PureVideo technology and added the PureVideo HD some time ago. ATI on the other hand, has their own AVIVO technology and as it was obvious, they name their latest technology AVIVO HD.
Full story at BmR
« on: December 02, 2009, 05:42:44 PM »
During the recently held SC09 conference in Portland, Oregon - Intel finally managed to reach its original performance goal for Larrabee. Back in 2006, when we first got the first details about Larrabee, the performance goal was "1TFLOPS@ 16 cores, 2.0 GHz clock, 150W TDP". During Justin Rattner's keynote, Intel demonstrated the performance of LRB as it stands today.
Full story at BSN
« on: December 02, 2009, 05:22:49 PM »
Have you been looking for a performance monitor tool for your brand new and expensive Nvidia graphics card, and didn’t find anything working for a Windows 7 x64 system?
Get it from Acmelabs
« on: December 01, 2009, 06:05:10 PM »
HPMC is a small OpenGL/C/C++-library that extractes iso-surfaces of volumetric data directly on the GPU.
The library analyzes a lattice of scalar values describing a scalar field that is either stored in a Texture3D or can be accessed through an application-provided snippet of shader code. The output is a sequence of vertex positions and normals that form a triangulation of the iso-surface. HPMC provides traversal code to be included in an application vertex shader, which allows direct extraction in the vertex shader. Using the OpenGL transform feedback mechanism, the triangulation can be stored directly into a buffer object.
« on: December 01, 2009, 06:01:38 PM »
Changes/Improvements in SceniX v22.214.171.124.0
* Introduced a size culling algorithm to cull objects that cover less
than an optional user-specified size on screen.
* Fixed a crash on converting triangles to triangle strips after
optimizers have been applied.
* Primitives, when added to a Shape, did not add the Shape object as
owner. This has been fixed.
* Window dimensions were not passed to the ViewState prior to a window
resize event. This has been fixed now.
* The supplied Cg runtime has been upgraded to version 2.2.0010
* Changing the GPU format of a TextureImage remained unconsidered if
the change happened after image upload. This has been fixed.
* Skinned animations were not working anymore after applying
optimizers. This has been fixed.
Changes/Improvements in SceniX v126.96.36.199.9 beta
* Added the wxPP sample, an example showing how to implement cumulative
post-processing effects using FBOs and Cg shaders. Specifically, this
example shows how to implement HDR using post-processing techniques in SceniX.
* Fixed an issue with shadow handling
* Improved the wxiRT sample, e.g. it now supports multiple GPUs.
* Added the PhysXViewer sample, A simple example showing one way to integrate
PhysX with SceniX.
* Cg shaders, if auto-generated by the supplied COLLADA loader, will
compile to the latest available profile now. Previously, these
shaders were compiled using the gp4*p profiles, which caused even
simple phong shaders to not work on older hardware.
* Added CudaRT.dll so the CUDA toolkit does not have to be installed
to run the wxiRT sample.
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