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3D-Tech News Around The Web / Fraps 2.9.99 Released
« on: October 16, 2009, 05:39:02 PM »
Fraps 2.9.99 Released

2.9.99 - 16th Oct 2009
- Fixed flickering video capture in Operation Flashpoint: Dragon Rising
- Fixed 30-bit color captures in Eve Online
- Fixed mouse cursor not being recorded in Conquer Online
- Other minor bug fixes

3D-Tech News Around The Web / NVIDIA SLI Profile Update v3 available
« on: October 14, 2009, 10:32:37 PM »
This version of the NVIDIA profile update should be used with v191.07 WHQL display driver.

It adds support for the following PC games:

    * Borderlands
    * Cloudy with a Chance of Meatballs
    * G-Force
    * FIFA Soccer 2010
    * League of Legends: Clash of Fates
    * NHL 2009
    * Order of War
    * Pro Evolution Soccer 2010
    * Race On
    * Star Trek: D-A-C

It also increases performance for the following PC games:

    * Champions Online
    * Dragon-Age: Origins

3D-Tech News Around The Web / TechPowerUp GPU-Z v0.3.6 available
« on: October 14, 2009, 10:30:03 PM »
GPU-Z is a lightweight utility designed to give you all information about your video card and GPU.

Please note: Some versions of McAfee Antivirus report a "Generic!Artemis" infection. This is a McAfee specific false positive, GPU-Z is not infected with any virus/trojan.
Revision History

    * Added Infotips, they can be turned off in the system menu
    * Added preliminary support for ATI Radeon HD 5900 (Hemlock), HD 5600 (Cedar), HD 5300 (Redwood)
    * Added full support for HD 5850, HD 5770, HD 5750
    * GPU-Z no longer crashes on ATI ULPS enabled CrossFire configurations
    * Fillrate Pixel, Fillrate Texel, Memory Bandwidth will now correctly recalculate when clocks change
    * Bus Interface, ATI shader count is now periodically refreshed
    * Added support for HD 5850 voltages
    * Second voltage on HD 5870 correctly named VDDCI
    * ATI clock reading code fixed
    * Fixed default clock reading on HD 5850
    * Added Mutex to avoid collisions on long I2C operations
    * Added basic detection for a lot of NVIDIA card fakes
    * Added detection for ATI FireGL V7600, M92, RS880
    * Added detection for NVIDIA GT 130, 9600 GE, Tesla C1060, G 220, GT 220, NVS 3100, GTS 160 M, NVS 160M, NVS 150M, G105M, GT 240M, G105M, G210M, G310M, ION LE
    * Fixed die size and transistor count on G72 M

PC Games Hardware had already compared DirectX 9 and DirectX 10 graphics in Stalker: Call of Pripyat. The official system requirements of Stalker: Call of Pripyat were revealed some days ago, too.

Update October 13, 2009
In the meantime AMD provided us with more screenshots of DirectX 11 features such as shadows and Hardware Tessellation. Please refer to our gallery.

Drivers and modded infs for desktop GPUs at LaptopVideo2Go

Back again on banned ATI+Nvidia PhysX configurations situation.  Initially, all the hype was based on e-mail from customer care support, while Nvidia official motives were undisclosed.  In order to bring some clarity, we’ve asked Nvidia for commentaries a while ago and finally recieved some answers

Full story at PhysXInfo

Megademo 1 requires compute capability 1.3, i think it's about time to say goodbye to my 8800GTX  :-\
Also cudart.dll and msvcr90.dll must be in system path.

3D-Tech News Around The Web / NVIDIA Cg Toolkit update
« on: October 09, 2009, 07:47:26 AM »
The October 2009 version of Cg 2.2 includes these improvements:

    * Support for compiler options in CgFX compile statements
    * Enhanced performance when running on multicore CPUs
    * Selecting the "latest" profile is now deferred until an effect is validated
    * Better memory behavior when a program is repeatedly recompiled

See the release notes for a complete list of changes.

Version 2.2 of the Cg Toolkit adds capabilities and profiles to fully support all currently shipping graphics boards from NVIDIA. Applications leveraging Cg can now take advantage of:

    * “Latest” compiling option to easily leverage the latest GPU capabilities and performance
    * Support for geometry programs with DirectX10 and GLSL translation profiles
    * Support for pack_matrix() pragma improves HLSL compatibility
    * Fifteen new APIs for new features and added flexibility
    * Solaris 64-bit support
    * Expanded documentation and additional samples

3D-Tech News Around The Web / The Evolution of 3D Gaming
« on: October 08, 2009, 09:25:57 PM »
While much of our gaming talk these days is obsessed with shaders, game engines and pixel processing power, it's easy to forget that that there was once a simpler time before the birth of the 3D graphics card - Those days of yore when you had to work a lot harder and smarter as a developer if you wanted to create a playable 3D environment for gamers.

Full story at EliteBastards

Intel Corp. believes that GPU viruses are about to emerge and is taking steps to ensure that its forthcoming Larrabee is secure enough.

Full story at x-bit labs

Last Wednesday, AMD announced a partnership with Pixelux Entertainment to develop an open source physics initiative called Bullet Physics. The new API is being written in the vendor-neutral OpenCL and DirectCompute languages; that means games which use Bullet could run physics on ATI and NVIDIA cards alike.

Read full story at Icrontic

Modern Graphics Processing Units (GPUs) are providing breakthrough performance for numerical computing at the cost of increased programming complexity. Current programming models for GPUs require that the programmer manually manage the data transfer between CPU and GPU. This thesis proposes a simpler programming model and introduces a new compilation framework to enable Python applications containing numerical computations to be executed on GPUs and multi-core CPUs. The new programming model minimally extends Python to include type and parallel-loop annotations. Our compiler framework then automatically identifies the data to be transferred between the main memory and the GPU for a particular class of affine array accesses. The compiler also automatically performs loop transformations to improve performance on GPUs. For kernels with regular loop structure and simple memory access patterns, the GPU code generated by the compiler achieves significant performance improvement over multi-core CPU codes.

Download full PDF


3D-Tech News Around The Web / Adobe Unleashes GPU-Powered Flash Player
« on: October 06, 2009, 04:30:24 PM »
What makes this new version so special is that it utilizes the local hardware (the GPU more specifically) for video and graphics acceleration.

Read full story at Tom's Hardware

While AMD and Nvidia battle for supremacy in the GPU computing arena, there's one obvious loser, Intel. AMD's 5870 appeared on schedule. Nvidia's Fermi is late, but its  GTX 280 series still is competitive. Intel's Larrabee remains a no-show.
End users who buy their systems by the teraflop have discovered and validated an alternative approach that requires fewer x86 CPUs, less power, and less space. GPU computing is here to stay, and the market will punish those who lack a competitive offering.

Read full story at Gerson Lehrman Group

3D-Tech News Around The Web / NVIDIA Forceware 191.07 3D Vision BETA
« on: October 01, 2009, 07:49:10 PM »
Download from NVIDIA.

Minimum system requirements

    * Microsoft® Windows® Vista 32-bit/64-bit or Microsoft Windows 7 32-bit/64-bit
    * Intel® Core™2 Duo or AMD Athlon™ X2 CPU or higher
    * 1GB of system memory. (2GB is recommended)
    * 100 MB free disk space

NVIDIA 3D Vision-Ready displays devices

    * Desktop Displays
          o Samsung® SyncMaster 2233RZ 120 Hz LCD display
          o ViewSonic® FuHzion™ VX2265wm 120 Hz LCD display
          o 100 Hz and higher analog CRTs
    * HDTVs
          o Mitsubishi® 1080p DLP® Home Theater TV: WD-57833, WD-60735, WD-60737, WD-60C8, WD-60C9, WD-65735, WD-65736, WD-65737, WD-65C8, WD-65C9, WD-65833, WD-65835, WD-65837, WD-73735, WD-73736, WD-73737, WD-73833, WD-73835, WD-73837, WD-73C8, WD-73C9, WD-82737, WD-82837, L65-A90
          o Generic DLP HDTV mode
    * Projectors
          o DepthQ® HD 3D Projector by LightSpeed Design, Inc.
          o DQ-3120 by LightSpeed Design, Inc.
          o ViewSonic PJD-6210-3D
          o ViewSonic PJD-6220-3D
          o ViewSonic PJD-PJD5351-3D
          o ViewSonic PJD-PJD5111-3D

GPU3:  Next generation GPU core, based on OpenMM.  We have been making major advances in GPU simulation, with the key advances going into OpenMM, our open library for molecular simulation.  OpenMM started with our GPU2 code as a base, but has really flourished since then.  Thus, we have rewritten our GPU core to use OpenMM and we have been testing that recently as well.  It is designed to be completely backward compatible, but should make simulations much more stable on the GPU as well as add new science features.  A key next step for OpenMM is OpenCL support, which should allow much more efficient use of new ATI GPUs and beyond.


3D-Tech News Around The Web / NVIDIA PhysX SDK 2.8.3 - Release Notes
« on: September 30, 2009, 08:56:03 PM »
Release Notes - NVIDIA PhysX SDK 2.8.3

30th September 2009

What's New In NVIDIA PhysX 2.8.3


·         This release enables clothing simulation. These new features are required to run the APEX clothing module

·         The release also adds a hierarchical solver for cloth

·         Introduction of split pair notification for cloth (existed for soft bodies only in previous versions)

·         Improved statistics to track GPU memory utilization

·         Updated with 64Bit Windows support

Supported Devices

·         The supported devices are the same as for PhysX 2.8.1 (see below), except that the AGEIA PhysX Processor (PPU) device support was removed


·         The hierarchical cloth solver runs before the regular solver at each time step. This does not immediately improve cloth simulation performance. However, running the hierarchical solver achieves the same stiffness of the cloth with fewer solver iterations of the regular solver. Thus, the performance is increased by explicitly reducing the number solver iterations.

·         Added support to run force field updates on the scene's worker threads. Can be enabled by raising the flag NxSceneFlags::NX_SF_MULTITHREADED_FORCEFIELD and by setting NxSceneDesc::internalThreadCount to the number of worker threads which will compute the force field updates besides the scene thread.

Fixed Bugs

·         NxArray::insert() did not work properly if elements were inserted anywhere else than at the end of the array.

·         Crash when fluid tries to access invalid convexes. Mirrored convexes can get corrupted when a heap allocation fails.

·         GPU fluids: Force and deletion updates are performed on wrong particles in case the updates address particles that have been added since the last execution of NxScene::simulate().

·         GPU fluid mesh collision kernel crashes on GT200 cards due to heavily unbalanced workload.

·         GPU fluids: Releasing static primitive rigid body shapes has no effect on particle collision.

·         Concurrency issues with multi compartment scene configurations.

·         Wrong contact normals in the mesh vs. capsule collision case could occur, if the capsule hit an edge shared by two mesh triangles. Please note that this fix may change the simulation behavior compared to previous versions of the SDK.

·         Contact reports: Under certain circumstances, incorrect contact normals in the capsule vs. mesh case were provided when continuous collision detection was enabled.

Known Issues and Limitations

·         NxScene::cookFluidMeshHotspot(...) is only supported for fluids configured to run on the GPU. Calling the method on a scene with just software (windows) fluids just has a memory impact and no benefit. There is no effect on consoles.

·         The 64 bit PhysX SDK has an extra limitation on Windows Xp64 due to an Xp64 thread local storage bug: The maximal number of scenes/compartments supported can be derived as follows:
#NxScene*4 + #NxCompartment(SW)*2 + #NxCompartment(HW)*1 < (65 - 25)
Note that the compartments can be inspected using NxScene::getCompartmentArray(...), including default compartments.

·         Please also see the previous lists from 2.8.1 and earlier.

API changes

·         Hierarchical cloth

o    NxClothMeshDesc.numHierarchyLevels - used for cooking a mesh hierarchy into the cloth mesh

o    NxClothDesc.hierarchicalSolverIterations - how many iterations of the hierarchical solver to run at each time step

o    NxCloth::getHierarchicalSolverIterations()/

o    NxCloth::setHierarchicalSolverIterations(NxU32 iterations)

·         Clothing

o    The constrain positions and normals are set at each time step via

§ void NxCloth::setConstrainPositions(void* buffer, NxU32 byteStride = sizeof(NxVec3)

§ void NxCloth::setConstrainNormals(void* buffer, NxU32 byteStride = sizeof(NxVec3))

o    The cloth vertices then stay within a certain distance to the constrain positions. The constrain positions are typically given by the animation of the clothing using skeletal skinning.

o    Coefficients like the maximum distance from the constrain positions are set using

§ void NxCloth::setConstrainCoefficients(const NxClothConstrainCoefficients *coefficients, NxU32 byteStride = sizeof(NxClothConstrainCoefficients))

§ class NxClothConstrainCoefficients

o    In a typical scenario, the coefficients are set only once after the cloth is created and remain constant during the simulation. They can also be updated between time steps.

o    The clothing functionality is also available for soft bodies. Use NxSoftBodyConstrainCoefficients instead of NxClothConstrainCoefficients in connection with soft bodies.

o    NxSoftBodyVertexFlags::NX_SOFTBODY_VERTEX_SECONDARY can be set per vertex in NxSoftBodyMeshDesc::vertexFlags before the mesh is cooked. This flag is used to make the softboy behave like cloth. Only the vertices without this flag set are simulated. The secondary vertices follow the primary ones keeping the tetrahedral mesh in shape for skinning of multi layered clothing.

o    Hard stretch limitation. This feature is enabled by setting the flag NX_CLF_HARD_STRETCH_LIMITATION. When the flag ist set, the solver keeps the maximal amount of stretchiness below a factor given by NxClothDesc.hardStretchLimitationFactor. The featurer only works when constrain positions and coefficients are provided. It is useful in connection with clothing simulation to make the cloth inextensible (limitation factor = 1.0). The method to achieve this is non-physical. It works best when the cloth is attached at the top and hangs down such as with skirts or capes.

o    Untangling. When self-collision handling is turned off (for performance reasons), the cloth can locally entangle and remain in this state. When this NX_CLF_UNTANGLING is set, the simulator tries to untangle the cloth locally. This is done non-physically and can introduce ghost forces! The flag can be turned on and off during run-time but it has to be set when the cloth is created in order for the necessary data structures to get initialized. The feature is supported for cloth only

·         Cloth

o    Added selfCollisionThickness parameter. Use selfCollisionThickness for for self collision, thickness for collision with other objects.

o    Added NX_CLF_INTER_COLLISION cloth flag, to enable cloth to collide with other cloth. (not implemented)


·         Soft bodies

o    Added selfCollisionThickness parameter. Use selfCollisionThickness for for self collision, particleRadius for collision with other objects.

o    Added NX_SBF_INTER_COLLISION cloth flag, to enable soft bodies to collide with other soft bodies. (not implemented)


·         Split pair notification

o    class NxClothSplitPairData

o    NxClothDesc.splitPairData


·         Added NxSceneFlags::NX_SF_MULTITHREADED_FORCEFIELD to enable the multi-threaded version of force field for fluids

·         Added NxSceneFlags::NX_SF_ALTERNATIVE_FLUID_TRIANGLE_COLLISION to enable an alternative fluids triangle-mesh collision CUDA kernel which could be significantly faster than the default one in some scenarios

3D-Tech News Around The Web / Irrlicht 1.6 Released
« on: September 30, 2009, 08:33:58 PM »
We just released Irrlicht version 1.6. As always, this version contains a lot of bugfixes and corrections, but also some new features:

    * New mesh and image loaders (.PLY mesh loader, .RGB, .RGBA, .SGI, .INT, and .INTA textures)
    * New Material properties ColorMask, Mipmap LOD, Depth test function, AlphaToCoverage, selective Anti-Aliasing
    * New console device and possibility to create different devices from the same library
    * OverrideMaterial for changing material properties globally
    * New Filesystem with tighter integration of different archive types
    * Improved Software rendering engine

3D-Tech News Around The Web / PGI CUDA Fortran Compiler Beta Released
« on: September 30, 2009, 06:48:55 AM »
Lets programmers code NVIDIA CUDA GPUs in Fortran

Read full story at DDJ.

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