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Messages - Stefan
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« on: December 28, 2009, 02:05:00 PM »
According to a recent post at Donanimhaber.com, AMD is planning to showcase no less than 12 DX11-ready GPUs at CES 2010 which will be held in Las Vegas from Jan 7th to 10th, including six desktops GPUs and six mobile models.[via]
The Radeon HD 5600/5500 (codenamed Redwood) series is expected to replace HD4600 series. The leaked information indicated that Radeon HD 5670 features 400 stream processors, GDDR5 memory, 128-bit of memory interface, DisplayPort/DVI/VGA ports, and support for Eyefinity technology.
Additionally, the Radeon HD 5400/5300 is reportedly designed to take the place of HD4550/4350. The above mentioned cards are expected to sell around or below US$90.
AMD’s mobile DX11 GPUs will include Mobility Radeon HD5800/5700/5600/5400.
« on: December 28, 2009, 01:56:55 PM »
Notepad++ v5.6.4 new features and fixed bugs (from v5.6.3) :
1. Add feature of conversion from a localization encoding to UNICODE.
2. Fix status bar display bug that xml/html utf8 indicator makes status bar display ANSI instead of ANSI as UTF-8.
Notepad++ v5.6.3 new features and fixed bugs (from v5.6.2) :
1. Add restore button in fullscreen and postIt mode.
2. Fix auto-updater bug.
« on: December 24, 2009, 11:29:37 AM »
Mach Studio Pro or is the time ripe for GPU-based renderer?
No matter where you come from or where do you work, there is one pressing fact - it is very hard to predict the future. Hence, if you would start talking about BlackBerries and iPhones back in 2000, people would look at you as you are a "trekkie" living in parent's house basement. Yet, more than five years ago a team of people around David and Yoni Konig, two brothers and more importantly people with a vision in 3D - started StudioGPU, a company dedicated to bringing a 3D workflow that would harness the power of GPU.
Full story at BSN
« on: December 22, 2009, 11:19:52 AM »
Nexus is the codename for NVIDIA's new Visual Studio integrated development environment for GPU Computing and graphics applications that use CUDA C, OpenCL, DirectCompute, Direct3D, or OpenGL.
This video shows some of the trace and profiling options available in Nexus. Nexus allows you to trace events across both CPU and GPU in addition to profiling GPU code and API usage.
« on: December 21, 2009, 03:16:49 PM »
Physics simulation component of Esenthel Engine was translated recently to PhysX SDK 2.8.3, which allows developers, among other things, to create 64-bit applications.
Full story at PhysXinfo
« on: December 20, 2009, 02:55:00 PM »
Get them from CPUID
Versions history CPU-Z 1.53
* New version in chinese language.
* Intel Core i7 930 & 950, Core i7 980X "Gulftown", Xeon W3565.
* Intel Mobile Core i7/i5/i3 "Arrendale" (LV and ULV).
* Intel "Clarkdale" platform improved support.
* AMD Phenom FX-5000, Athlon II X2/X3/X4, Athlon L110.
* AMD AM3 socket detection improved.
* VIA VX800 and VX855 chipsets support.
* ATI Radeon 2100 and Radeon X1250 support.
* DirectX 11 detection fix.
* Hardware virtualization support now reported as instructions set.
* New HTML report with less information.
PC Wizard - Release Notes
- Hardisk NV Cache size information support
- Hardisk NV CAche PowerMode information support
- AMD Athlon L110 processor support
- Microsoft Windows 7 Taskbar Pinned Application information support
- Windows Seven Network Enhanced information support
- ATI HD5670 video card support
- Windows Vista/Seven Wifi Native support
- Network WiMax support
- Windows Touch information support
- Intel Xeon L3426 processor support
- AMD RS740 chipset support
- Windows Seven Biometric Sensor information support
- updated to 2010.1.92
« on: December 17, 2009, 11:44:06 AM »
AMD still has a long way to go, though; the new SDK and OpenCL components are still in Beta and only partially complete. I hope they are able to get them finished up in time for the start of 2010. After all, efficient OpenCL support for the Vec5D is not only a gateway to GPU on CPU, but it is also the gateway to Physics, AI, Positional Audio, Ray-tracing and more on AMD GPUs.
Full story at TweakTown
« on: December 17, 2009, 11:21:28 AM »
December 2009: UDKInstall-2009-12-BETA
New UDK features and tools
* DLLBind feature
o This significant feature enables UnrealScript to call functions implemented in Windows DLLs.
o UDK users can now write native C++ code to interface with script.
o “DLLBind” gives users the ability to extend the functionality of UDK.
* Material vertex shader control
o Offset static mesh vertices from within the material using world position, vertex colors and “WindDirectionAndSpeed” data.
+ Artists can now modify vertex world position in the material editor, which allows arbitrary deformation effects and custom ambient animation for different types of objects.
+ “WindDirectionAndSpeed” is useful for obtaining wind parameters from any wind actors placed in the level, which can be changed at runtime.
* New visual-only “InteractiveFoliageActor”
o Simulate a spring based on input touch and damage forces.
+ Walk through tall grass and bushes, which will be pushed out of your way and then sway back when you stop pushing them.
+ Weapon projectile and explosion damage will also apply forces to the foliage actor.
o Extremely low performance impact; costs nearly the same as a static mesh and therefore can be used extensively.
+ Includes example videos for explosions, walking through fields and advanced foliage animations.
* New Unreal Editor features
o UDK users can now import 32-bit BMP images.
o View original, displayed, and effective texture resolution in the new Texture Info panel.
o Check out the many other editor upgrades here
* Navigation mesh additions
o Added new path debugging tool.
o Build only selected pylons at a time for faster iteration and rapid partial map rebuilds.
+ The option is called “bDontBuildThisPylon” and is listed in the advanced category.
* ActorX has been updated to support 3ds Max 2010!
o UDK users using 3ds Max 2010 can now export skeletal meshes and animations to binary file formats that the Unreal Editor can import using the ActorX plugin.
o Find it in the /Binaries/Tools/ActorX directory.
* Custom lighting and transmission improvements
o Custom lighting can emulate Phong for two-sided materials via new “TwoSidedSign” node.
* In-game debugging tool
o "ToggleDebugCamera" now supports selection and shows all materials used by mesh components.
o UDK users can now select meshes at runtime to view what is in front of the player.
* Translucent sorting features
o New translucent hair custom triangle sort-order editing mode now available.
Improved UDK Features and Tools
* Level Browser improvements
o New tagging and filtering system with keywords makes searching levels easier than ever before.
o Persistent level actors can now be easily hidden or shown.
o New "PIE Only Visible Levels" toolbar toggle limits which levels get loaded in PIE to only levels that are currently visible.
o New “Lock/Unlock/Hide/Show” settings for all levels via right mouse button (RMB) are now available.
o New "Find in Content Browser" option has been added to the Level Browser.
* Unreal Kismet upgrades
o Kismet editor now has navigation history. Handy “Back” and “Forward” buttons make it easy to toggle between actions in the history log.
o Dropping Kismet nodes down on top of ports now auto-wires the node.
o New "Select in Level" option to Kismet right-click menu is now available.
* Particle improvements
o New camera-facing options for mesh emitters will override “AxisLock” settings.
* Unreal Lightmass
o Scene data exported to Lightmass is now compressed.
+ Reduces disk usage and network bandwidth.
+ Increases speed of Lightmass startup.
* Mesh Paint Tool
o Interpolating actors (InterpActors) can now be painted on in level viewports using the “Mesh Paint” tool.
o Support for post-physics skeletal control is now available.
o Movie tutorial for animation pipeline
* Miscellaneous editor improvements and fixes
o Greatly improved “Convert Light” tool now supports all light types. Simply right-click on lights in the level viewport to convert them to other types of light.
o New material for geometry mode editing makes it much easier to align volumes and BSP in the world: New Geometry Mode Texture
o AnimSet Editor log spew has been fixed.
o UDK users can now build old UE3 lighting on SM2 cards.
* BSP and "Accept Lights" change
o Lights no longer "bleed" through BSP corners.
New and Supplementary UDK Documentation
* Over 170 new video tutorials
* Taking better photos for source material
* Using UnrealScript structs
* Animation documentation
« on: December 15, 2009, 05:56:38 PM »
In the battle of GPGPU API's, a lot of acronyms and words are being thrown around. nVidia pitches its set of robust tools such as CUDA language, Nexus development environment, GPU acceleration for open-source Bullet and proprietary PhysX physics engines and many more. From other side, AMD speaks OpenCL through every vocal cord and pore of company's skin, Apple is also the forbearer of OpenCL and its "openness". Intel was supposed to be the third [fourth?] player with Larrabee and its native set of compiler tools, but as we wrote back in early October, the project's first silicon ended up as a dud.
Full story at BSN
« 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
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