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Messages - Stefan

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Total Commander 7.55 is now available for download. The most important new functions are:

    * Use MLSD command for file listings in FTP function (better time resolution, time in UTC)
    * Transfer files between two computers over a special USB cable -> supported cables
    * Improvements to synchronize dirs function: Compare via plugins and FTP, options to skip hidden files and hard links, SITE UTIME in ftp sync
    * Compare by content now shows different and changed lines with a slightly different background color (configurable via wincmd.ini)
    * Unpack directory time stamps from archives
    * Lister: Increased maximum line length to 1024 characters (Unicode: 512)
    * Verify CRC checksums: Also support CRC files in UTF16 Unicode format
    * Show Terminal Server and Win7 XP mode drives in drive dropdown list and drive buttonbar
    * Ctrl+Shift+B and cm_DirBranchSel shows branch view of only the selected dirs+files
    * F5 copy dialog: "Options" dialog extension can be pinned now to remain open
    * Show progress dialog box when reading a directory takes longer than 5 seconds
    * Create CRC checksums: support subdirectories (recursively), background button
    * Handle dir space calculation in background (when user presses SPACE or Alt+Shift+Enter)
    * File system plugins: Support background downloads and uploads (requires changes to plugin)
    * Various new background operations: Unpack: RAR, TAR, packer plugins (needs modification), Pack: TAR, packer plugins

The most important thing about accurately benchmarking a game comes down to one word: research. It isn’t often that the first level or in-game benchmark will give an accurate representation of GPU performance. Using one of these aforementioned methods could lead a writer to come up with the wrong conclusion if he takes the easy way out. Knowing the game one is testing through actual playing time is essential. There is no way anyone should be basing a conclusion off of games they aren’t totally familiar with because as we have seen, the risk of projecting the wrong information through incorrect benchmarks is very high indeed. Many wrongfully think it is fine to load up a few stand-alone benchmarks, hope the results line up with gameplay and be done with it.

Full story here


Changes in Version 258.49
The following sections list the important changes and the most common issues resolved 
since driver version 197.90. 
Windows Vista/Windows 7 32-bit Issues
Fixed Single-GPU Issues
 AutoCAD, nView Desktop Manager–Display corruption occurs when using the  
default display from nView windows tab. 
 Quadro FX 1400/540 (128‐256 MB): SolidEdge–cursor gets out of sync after opening 
and closing several .par files. 
Windows Vista/Windows 7 64-bit Issues
Fixed Single-GPU Issues
 Motion Builder–glitches occur during graphics playback. 
 Stereo PFD is not available in the Lumiscaphe Patchwork3D profile. 
 Quadro FX 5800: INVALID_ENUMERANT error is returned when calling 
 Quadro FX 4800: Avid MediaComposer/Gimp–“Driver not responding” error occurs 
when running Gimp or MediaComposer wireframes.

With this driver Fluidmark stalls at end of test (just like Quadro 197.68)

P.S. GPUCapsViewer needs a database update, lots of N/A here  ;)

3D-Tech News Around The Web / Wither DirectDraw?
« on: June 17, 2010, 06:15:36 AM »
The DirectDraw API has been more or less deprecated for game developers since the release of DirectX 9.0 SDK back in 2002. The last time we shipped samples or documentation on DirectDraw  dates back to the DirectX 8.1 SDK. Game developers looking to do 2D rendering should be using Direct3D, or on systems with DirectX 11 the Direct2D API could also be a good choice. The DirectDraw  documentation can still be found on MSDN. A few lingering issues, however, has kept the DirectDraw header and import library in the DirectX SDK for many long years...

In the DirectX SDK (June 2010) release, the DDRAW.H and DDRAW.LIB files are no longer there.

Full story at MSDN

The big question in high-performance computing (HPC) now is: "What about graphics processing units (GPUs)?" While the bigger question is "What about the software?", GPUs are getting more attention.

Full story at ZDnet

3D-Tech News Around The Web / ATI Catalyst 10.6 WHQL available
« on: June 16, 2010, 09:25:57 PM »
Download site
Release notes
ATI Catalyst™ 10.6 Driver – What’s New?

Compared to 10.6 beta a profile for empires.exe has been added

KitGuru knows that companies spend millions creating the best HD processing set up possible only to see the final image quality shattered by a weak component somewhere in the system.
We spend many hours watching High Definition content and we never stop playing with our ATI and nVidia driver panels to get the quality as high as we can.
All this fiddling might be fun, but can we add any science to the process of deciding on the best picture? HQV Benchmark 2.0 aims to do just that.

Robert Hess has a roundtable discussion with industry experts to help you understand exactly what DirectCompute is and the kinds of software problems that you can apply DirectCompute to leaverage the GPU for computation.

Changes include:

    * Reference Results: changed UI from multiple combo-boxes to single list-view, making it easier to select, view and modify reference results. You can still only select 4 devices for now, with the earliest unselected if you check more than 4.
    * AVX instruction set: extensive support in all benchmarks: Multi-Media (integer & float), Memory Bandwidth (integer & float, buffered and unbuffered/streaming), Cache & Memory (non-streaming). Removed EMMX.
    * OpenCL: unified module supporting all manufacturer versions (ATI, nVidia, etc.), can use multiple cards from multiple vendors in parallel.
    * OpenGL: now supports versions 4.0 and 3.3; ARB native double support on ATI 5800 and nVidia Fermi (previously only ATI specific doubles were supported).
    * Ranking Engine: is now on-line and localised in all the languages Sandra supports.

Download at BenchmarkHQ

3D-Tech News Around The Web / GLSL Minifier
« on: June 16, 2010, 05:34:51 AM »
GLSL Minifier is a tool to pack GLSL shader code. It generates a code as small as possible that is equivalent to the input code. The generated code is also designed to compress well. It has been optimized for use with Crinkler, but should perform well with any other compression tool. GLSL Minifier generates a C header file you can include from your code. This file contains the shader code in a compact string and macros to retrieve the name of the uniforms (because they are renamed).


The DirectX SDK (June 2010) release includes the fixes to the DDSWithoutD3DX and DDSWithoutD3DX11 samples I mentioned in earlier posts. The Programmer's Guide for DDS in the Windows DirectX Graphics documentation was also updated to reflect the latest format details.

There is a footnote at the end of the documentation chart that I wanted to expand on, and this is a consequence of D3DX having a long-standing bug in the way it reads and writes 10:10:10:2 format DDS data files.

Full story at MSDN

3D-Tech News Around The Web / Simulation of glass surfaces
« on: June 15, 2010, 06:40:40 PM »


The Vienna Computing Library (ViennaCL) is a scientific computing library written in C++ and based on OpenCL. It allows simple, high-level access to the vast computing resources available on parallel architectures such as GPUs and is primarily focused on common linear algebra operations (BLAS level 1 and 2) and the solution of large systems of equations by means of iterative methods. The following iterative solvers are implemented:

    * Conjugate Gradient (CG)
    * Stabilized BiConjugate Gradient (BiCGStab)
    * Generalized Minimum Residual (GMRES)

An optional ILU preconditioner can be used, which is at present computed on the CPU and may thus not lead to overall performance gains.

The library interface is similar to that of the ublas library, which is shipped with Boost. The iterative solvers can be used either on the CPU with ublas types or on the GPU using ViennaCL types.

More information can be found on the project homepage located at


Download from NZONE
No challenge for contemporary GPUs, but nice to watch.

3D-Tech News Around The Web / NVIDIA Driver 257.21 WHQL available
« on: June 15, 2010, 05:41:28 PM »
New in Version 257.21

Upgrades PhysX System Software to version 9.10.0223.
Adds support for OpenGL 4.0 for GeForce GTX 400 Series GPUs.
Adds support for CUDA Toolkit 3.1 which includes significant performance increases for double precision math operations. See CUDA Zone for more details.
Adds a new NVIDIA Control Panel setup page for SLI and PhysX for ultimate control over multi-gpu configurations.
Adds a new NVIDIA Control Panel feature for ultimate control over CUDA GPUs, allowing the user to effectively choose which GPU will power each CUDA application.

PhysX System Software is the same as the one day older beta version, except from being digitally signed at May 28th and messed up time stamps in "common" folder.

3D-Tech News Around The Web / Fraps 3.2.3 Released
« on: June 15, 2010, 06:15:12 AM »

3.2.3 - 14th Jun 2010
- Added support for full-size video capture above 2560x1600
- Fixed crash when loading Fraps under WinXP with 6-core CPU
- Fixed crash when enabling monitor DWM option on some configurations
- Fixed Fraps altering error flag on calls to GL SwapBuffers
- Fixed sound input switching at startup on XP systems
- Fixed counter appearing in VS2010

3D-Tech News Around The Web / OpenCL 1.1 specifications
« on: June 15, 2010, 12:48:00 AM »
OpenCL 1.1 includes significant new functionality including::

    * Host-thread safety, enabling OpenCL commands to be enqueued from multiple host threads;
    * Sub-buffer objects to distribute regions of a buffer across multiple OpenCL devices;
    * User events to enable enqueued OpenCL commands to wait on external events;
    * Event callbacks that can be used to enqueue new OpenCL commands based on event state changes in a non-blocking manner;
    * 3-component vector data types;
    * Global work-offset which enable kernels to operate on different portions of the NDRange;
    * Memory object destructor callback;
    * Read, write and copy a 1D, 2D or 3D rectangular region of a buffer object;
    * Mirrored repeat addressing mode and additional image formats;
    * New OpenCL C built-in functions such as integer clamp, shuffle and asynchronous strided copies;
    * Improved OpenGL interoperability through efficient sharing of images and buffers by linking OpenCL event objects to OpenGL fence sync objects;
    * Optional features in OpenCL 1.0 have been bought into core OpenCL 1.1 including: writes to a pointer of bytes or shorts from a kernel, and conversion of atomics to 32-bit integers in local or global memory.

The OpenCL 1.1 specification and header files are available in the Khronos Registry
The OpenCL 1.1 Quick Reference card.
The OpenCL 1.1 Online Man pages.
OpenCL PDF Overview Click here (June 2010)

This beautiful abbey pack is based on a real abbey based in England, of which optimum care has been taken to reproduce the still standing structures that exist today. The pack is a faithful recreation of the site. Before the pack was produced, a trip was taken to the abbey, of which hundreds of pictures where taken, to carefully recreate the buildings and maintain total authenticity. All pack pieces come as separate elements, so you can actually design your own abbey scenario.


3D-Tech News Around The Web / Unity 3 Image Effects Video
« on: June 14, 2010, 06:10:07 PM »
Unity would like to share a little Video showing some of the new Image Effects in action.

3D-Tech News Around The Web / Filter Vuvuzelas from TV sound
« on: June 14, 2010, 05:50:01 PM »
According to my provider you should mute 233 and 932 Hertz in your equalizer.
CHIP notes overtones at 466, 932 and 1864 Hertz.

To the subscribers of german T-Home Entertainment! Misc. channels have been unlocked for direct RTP access.
Intentionally for beta testers of "Windows Media Room 2", but VLC does job already now  8)

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