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Messages - Stefan

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Crytek has claimed that Crysis 2 contains the best graphics in the history of video games.
Yes, it's a bold statement - especially as the studio has admitted some teething problems getting its power-hungry CRYEngine 3 to work on consoles.
But it's adamant that it has something pretty special on its hands - and even prettier than the stunning original Crysis on PC.

Full story at CVG

DX11 DirectCompute Buddhabrot & Nebulabrot Renderer

I wrote a DX11 DirectCompute implementation of the famous Buddhabrot fractal. The implementation is an extension of my earlier Mandelbrot fractal DX11 DirectCompute program ( I also use my Rheinhard tonemapping code ( to bring the HDR Buddhabrot color values into the LDR framebuffer’s [0,1] range. It’s good that I used code from my old demos because I found and fixed bugs in my tonemapping code and also realized I had forgotten to upload the source and binary for my DX11 Mandelbrot demo to CodePlex (doh!).

Regular Buddhabrot renderings result in monotone achromatic images because the same single value is written to each RGB channel. The Nebulabrot is a simple extension to the Buddhabrot, where you plot the Buddhabrot 3 times with a different iteration exit max value, and assign each of the 3 iteration plots to a different RGB channel (In an actual implementation, you can render the 3 iteration exit max value plots in one draw by just using if branches.) Since the implementation is easy and the resulting renders are more interesting, my Buddhabrot implementation supports Nebulabrot renderings as well.

As usual, a CodePlex link for my Buddhabrot program’s source code and binary are provided near the end of the article.

As a part of a splendid test hardtecs4u used Furmark to demonstrate the fan's loudness


3D-Tech News Around The Web / Fraps 3.2.0 Released
« on: March 27, 2010, 02:02:07 PM »
Fraps 3.2 brings a new feature for registered users - loop recording, constantly capture the previous 30 seconds of video.

To start the buffering press and hold the video capture hotkey for a second. The Fraps counter will turn pink to show that video is being cached. When you want to save the action simply tap the capture hotkey and the recording will continue as normal (including the previous 30 seconds of footage).

3.2.0 - 26th Mar 2010
- Added loop recording for registered users.  Press and hold video capture hotkey to start 30 second buffer
- Added option to disable stereoscopic capture when running with NVIDIA 3DVision
- Major optimizations for recording from D3D10 & D3D11 games

3D-Tech News Around The Web / NVIDIA GTX400 demo site launched
« on: March 27, 2010, 07:12:26 AM »
Check out the latest demos and games that we recommend for GTX 400 GPUs. Download the demos and get the latest wallpapers!

"Design Garage" uses Optix1 (so avoid Forceware 196.xx) - whopping 0.6 fps with my old 8800GTX

3D-Tech News Around The Web / ATI OpenCL updates & GPU PerfStudio 2.2
« on: March 25, 2010, 05:36:10 PM »
Just released: OpenCL™ Zone

ATI Stream SDK OpenCL™ Programming Guide (v1.0)

New Features in GPU PerfStudio 2.2:

    * Accurate color picker in the texture viewer
    * DX11 Shader Linkage is now supported
    * OpenGL now supports texture arrays
    * Works with a wider range of applications
    * Simplified client connection

3D-Tech News Around The Web / CPU-Z 1.54 has been released
« on: March 25, 2010, 05:20:46 PM »
CPU-Z 1.54 has been released.

    * Intel Core i7-880, Core i5-680, Core i3-550 processors.
    * Intel Xeon 5600 line (32nm) processors.
    * AMD Phenom II X6, Sempron II, Turion II, Turion II Ultra and Athlon II Mobile "Caspian" processors.
    * NVIDIA GeForce 320M chipset.
    * AMD 870/880G/890GX + SB800/SB850 chipset.
    * Introduction of validation rooms.

CUDA 3.0 is a major revision number release that delivers important benefits for C++, OpenCL, CUDA driver API and CUDA runtime API developers that will likely make this a "must install" version. In addition, removal of interoperability barriers between driver and runtime API as well as DirectX and OpenGL creates new opportunities for code development and integration of existing software projects. The next article in this series will discuss how to utilize these expanded capabilities.

As noted, debugging has taken a big step forward in this release. CUDA-GDB in particular has been dramatically improved so that it provides a seamless and consistent debugging experience for both runtime and driver API developers. The addition of memory checking makes CUDA-GDB an even more powerful tool. The inclusion of the cuda-memcheck command-line utility can help automate testing and support field debugging.

Full story at Dr. Dobb's Journal

3D-Tech News Around The Web / Watertight Adaptive Tessellation
« on: March 25, 2010, 04:57:27 PM »
The next obvious step for tessellation is to make it adaptive based upon the distance to the camera. It is important to keep the tessellated mesh watertight in order to prevent cracks from appearing between separate quads.

Videos and code snippets at Re-Creation Studios

3D-Tech News Around The Web / Indepth review of OpenGL 4.0
« on: March 24, 2010, 05:41:06 PM »
Indepth review of OpenGL 4.0

Regular contributor to the forums has taken the time to write up an in-depth review of the recent OpenGL 4.0 release. Groovounet, as he is known by in the forums, writes “OpenGL 4.0 is the new specification for GeForce GTX 4** and Radeon HD 5*** hardware: aka Direct3D 11 hardware level. In this review we go through all the new features and explore some details of those.”

3D-Tech News Around The Web / Blender: Particle Garden
« on: March 24, 2010, 05:36:30 PM »
Particle Garden by David Tillman

“This might be of interest to motion graphic artists that use Blender or After Effects, but don’t have the Trapcode Particular plugin. I wanted to try and  recreate some of the techniques seen in videos that use Trapcode in particular. I used particles and dupliverts within Blender to create a similar style.”

Watch video here

You can download all of the Blender files for this project here

It is no secret that post apocalyptic theme is a pretty popular and has a lot of fans in the gaming industry. The famous Fallout sequel has even created an entire sub-culture. Today we are going to talk about one more title in this genre that was announced recently – Metro 2033 3D shooter.

Full story at x-bit labs

3D-Tech News Around The Web / Unigine 'Heaven' Benchmark 2.0 available
« on: March 24, 2010, 12:05:01 AM »
Changes in version 2.0

    * Heavier tessellation load
    * Several major optimizations of the engine
    * Added new elaborated objects in the world
    * Physics-driven flags
    * Enhancements of some old assets
    * Introduced "moderate" and "extreme" tessellation modes

Download Windows and/or Linux version

3D-Tech News Around The Web / NVIDIA Forceware 197.25 Beta available
« on: March 23, 2010, 09:16:02 PM »
Vista/7 x86
Vista/7 x64

Resolved Issues
GeForce 200 Series: Starcraft 2 Beta–the game crashes or flickers.
Several DirectX 8 applications do not launch correctly.

This driver doesn't support OpenGL 3.3!

Watch video here

Stone Giant Based on the BitSquid Tech Showcases Advanced Visuals and Features

For immediate release: March 23, 2010

Game engine developer BitSquid, and game developer Fatshark, both based in Stockholm, Sweden, today jointly announced“StoneGiant”, a demo designed to showcase the power of Microsoft DirectX 11 technology.

StoneGiant allows consumers to test the overall performance of their consumer-based GPUs. Based on the BitSquid Tech, StoneGiant has primarily been used to test the tools and technology in a real-world production environment with the talented artists of Fatshark. Starting today, press can request to download the beta version of StoneGiant (contact, with the public StoneGiant demo expected to be released in two weeks.

“With DX11 hardware becoming more readily available, we decided now would be a good time to highlight the advanced features of our engine, including DX11 and tessellation support,” said Tobias Persson, Lead Engineer at BitSquid.“Tessellation adds an awful lot to the visual fidelity of the scene and is something that consumers can readily see for themselves. We are looking forward to seeing how games will take advantage of our engine.”

BitSquid Tech is available for licensing soon for the PC, with PS3 and Xbox360 versions available by Q3 of 2010.

For further inquiries, please contact Martin Wahlund, CEO at

About BitSquid

BitSquid is a game engine developer based in Stockholm, Sweden. Founded by Fatshark’s owners and two former Lead engineers of GRIN’s technology team, with years of experience in shipping games, its principal members include: Lead Engineers Niklas Frykholm and Tobias Persson as well as CEO Martin Wahlund.

About Fatshark

Fatshark is a game developer based in Stockholm, Sweden. Fatshark provided the artwork for StoneGiant, in collaboration with BitSquid. On April 8th 2010, Fatshark release its first game on Steam, LEAD AND GOLD ( with console versions to follow shortly.

For further information, contact:

Martin Wahlund

SiSoftware Sandra SP1a (2010.4.16.36)
This is a maintenance release that adds further hardware support and resolves various minor issues that affected some systems.

    * improved work scheduler for DX11 CS, OpenCL, CUDA and STREAM for multi-GPU and aggressive power management.
    * improved power managent efficiency test on systems with aggresive power savings.
    * new reference results for hardware released since the previous release.

No OpenGL 3.3/4.0 support yet!

IP range ban for the bot "sebastian" please

Beta Downloads

You can download the latest EVEREST beta releases below. Beta versions may not reflect the quality of the stable product. Use them only at your own risk!

         EVEREST Ultimate Edition   5.30.2065   2010-03-22   10.3 MB
          o support for OpenGL 3.3, OpenGL 4.0
          o identification of AMD Phenom II X6 (aka Thuban)
          o improved support for Intel Nehalem-EX
          o extended and fixed physical CPU information for Intel Gulftown, Westmere
          o support for up to 400 PCI devices
          o HD Audio codec information for nVIDIA GF100
          o SPD memory information for Lenovo IdeaCentre Q110, MSI MS-1683, POV MCP79
          o sensor support for ITE IT8721F sensor chip
          o extended sensor support for Sony VAIO
          o motherboard specific sensor info for Asus M4A88TD-V Evo, Asus M4A89GTD Pro Series, Gigabyte GA-EX58A-Extreme, MSI MS-7612
          o improved motherboard specific sensor info for ASRock boards
          o GPU information for nVIDIA GeForce GT 325M (GT216M)
          o GPU information for nVIDIA GeForce GTX 285M (G92M)

PhysX has been tested at PhysXInfo
DX9 vs. DX10 vs DX11 at Golem

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