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Messages - Stefan

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41
3D-Tech News Around The Web / NVIDIA Viking Village
« on: May 13, 2017, 05:58:04 AM »
NVIDIA® Viking Village is a modification of Unity's Viking Village sample with VRWorks™ and Ansel integration. It demonstrates how to use Multi-Resolution Shading feature in desktop (non-VR) projects and how to integrate Ansel image capture plugin.

42
Quote
Change log for May 12, 2017 Vulkan 1.0.49 spec update:

  * Bump API patch number and header version number to 49 for this update.

Github Issues:

  * Modify reference page extraction script to make internal links to spec
    anchors refer to the core specification instead of being dangling links
    (public issue 455).
  * Fix GL_KHR_vulkan_glsl typo and add a nor-normative mapping to the newly
    published StorageBuffer class (public issue 466).
  * Both flink:vkEnumerateInstanceExtensionProperties and
    flink:vkEnumerateDeviceExtensionProperties return
    ename:VK_ERROR_LAYER_NOT_PRESENT, which covers the error case of an
    application providing a layer name that wasn't returned by
    ftext:vkEnumerate{Instance|Device}LayerProperties (public issue 487).
  * The specification for flink:VkApplicationInfo::apiVersion says that the
    driver must return ename:VK_ERROR_INCOMPATIBLE_DRIVER in the case that
    pname:apiVersion specifies a non-supported version. That means that the
    valid usage should not also state that, and so the VU statement is
    removed. The VU had language about "`an effective substitute`" that
    would have been lost, and so it was moved to the pname:apiVersion
    description (public issue 488).

Internal Issues:

  * Modify implicit validity generator script to assign asciidoc anchors to
    all valid usage statements it generates, and reflow.py script to insert
    Valid Usage ID (VUID) tags into the specification source files for
    explicit valid usage statements. This has no semantic effects on the
    specification, but will support the validation layer's detection of
    valid usage violations and allow it to link into the corresponding part
    of the specification (internal issue 583).
  * Assign VUID tags to all explicit VU statements and document
    the process and tag format in the style guide (internal issue 583).
  * Clarify the rules of whether to structure new functionality as instance
    extensions, device extensions, or both in the
    <<extended-functionality-instance-extensions-and-devices, Instance
    Extensions and Device Extensions>> section (internal issue 749).
  * Require that SPIR-V run-time arrays are only used with the
    code:BufferBlock decoration (internal issue 750).
  * Fix implicit and explicit valid usage statements for
    slink:VkWriteDescriptorSet::pname:dstSet (internal issue 767)
  * Fix SPIR-V code sample for ename:VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
    in the <<descriptorsets-uniformtexelbuffer, Uniform Texel Buffer>>
    section (internal issue 770).
  * Clarify that disabling depth testing also disables depth writes in the
    <<fragops-ds-state, Depth and Stencil Operations>> section (internal
    issue 775).
  * flink:VkDescriptorImageInfo::pname:imageLayout must match the actual
    imageLayout at the time the image is accessed. This was in the spec
    text, but needed an associated valid usage statement.
  * Note that only 32-bit atomic operations are supported in the
    <<spirvenv-module-validation, Validation Rules within a Module>>
    section.
  * Note that code:UniformConstant variables must not have initializers in
    the <<spirvenv-module-validation, Validation Rules within a Module>>
    section.
  * Add a new elink:VkObjectType enumeration to the core API, promoted from
    elink:VkDebugObjectTypeEXT, since it is used for much more than just the
    debug_report extension.

New Extensions:

  * `VK_KHR_get_surface_capabilities2`
  * `VK_KHR_shared_presentable_image`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/685295031d092db5417a5254e4f8b3e8024214cf

43
Unix Driver Archive

Quote
  • Fixed a bug that caused the GLX_EXT_buffer_age buffer age extension to return incorrect values for stereo drawables when using passive stereo modes 5 through 9.
  • Fixed a bug in Vulkan direct to display where DP1.2 monitors were not being enumerated.
  • Improved compatibility with recent kernels.
  • Fixed a bug that caused "nvidia-settings --query all" to print many duplicate entries.
  • Fixed a bug that caused applications to crash in some situations when calling glXMakeCurrent while OpenGL threaded optimizations were enabled. This frequently occurred when Steam was attempting to make a video appear full-screen.
  • Fixed a bug that caused VDPAU applications to use the blit presentation queue when a previous VDPAU application didn't shut down cleanly.
  • Fixed hangs and crashes that could occur when an OpenGL context is created while the system is out of available memory.
  • Fixed a bug that caused corruption when OpenGL windows were moved or resized.
  • Fixed a bug that caused X screens that use Option "UseDisplayDevice" "none" to be resized to 640x480 when using "xrandr -s" to change the screen configuration.
  • Fixed a kernel crash that occurred when attempting to map large user memory allocations into CUDA.
  • Disabled OpenGL threaded optimizations by default, initially enabled in 378.09, due to various reports of instability.
  • Added support for the following Vulkan extensions:
    • VK_EXT_acquire_xlib_display
      VK_EXT_display_control
      VK_EXT_display_surface_counter
      VK_EXT_direct_mode_display
      VK_KHX_external_memory
      VK_KHX_external_memory_fd
      VK_KHX_external_semaphore
      VK_KHX_external_semaphore_fd
    These extensions require a Vulkan loader version >= 1.0.42.
  • Removed the X driver's logo splash screen and the corresponding NoLogoand LogoPath xorg.conf options.
  • Added the "ResamplingMethod" MetaMode option, adding support for bicubic resampling methods when scaling screen transformations are in use.  See the README for more details.


44
Download now


DRIVER VERSION: 15.45.18.4664
(Windows Driver Store Version 21.20.16.4664)
DATE: May 5, 2017
SUMMARY:
Enjoy performance optimizations and playability improvements on processors with Intel® Iris™ Graphics on the games,
Warhammer 40k: Dawn of War III* and Titanfall 2*! Other Intel® products may benefit from these optimizations as well.
Visit gameplay.intel.com for recommended game settings for many of your favorite PC games.
This driver also:
? provides system security and stability enhancements
? optimizes memory usage, thereby improving the stability of applications
? adds regional language localization to third-party display EDID overrides, which enable custom resolution
support for internal and external panels
? adds Vulkan* version details to the information section of the Intel® HD Graphics Control Panel
? fixes a previous access denied error on some Steam* folders.

45
Our new GeForce Game Ready 382.05 WHQL drivers are optimized for Prey, Battlezone, and the Gears of War 4 multi-GPU update. To download and install, simply fire up GeForce Experience and click the "Drivers" tab.
  Game Ready For Prey
Bethesda and Arkane's Prey launches on May 5th, merging action, adventure and horror to create a unique narratively-driven game.
Read more...

46
3D-Tech News Around The Web / Re: Download Zone - Latest Updates
« on: April 28, 2017, 08:41:44 PM »
Quote
pestudio is used by many Cyber Emergency Response Teams (CERT) worldwide in order to perform malware initial assessments.


Quote
Read & Write Everything

This utility access almost all the computer hardware, including PCI (PCI Express), PCI Index/Data, Memory, Memory Index/Data, I/O Space, I/O Index/Data, Super I/O, Clock Generator, DIMM SPD, SMBus Device, CPU MSR Registers, ATA/ATAPI Identify Data, Disk Read Write, ACPI Tables Dump (include AML decode), Embedded Controller, USB Information, SMBIOS Structures, PCI Option ROMs, MP Configuration Table, E820, EDID and Remote Access. And also a Command Window is provided to access hardware manually.

Not for the faint of heart. Don't cry me a river if you nuke your PC with that.

47
3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.4.4
« on: April 27, 2017, 07:02:34 PM »
Radeon Software Crimson ReLive Edition 17.4.4 Highlights
Support For
    • Warhammer 40,000: Dawn of War III™
      • Up to 7% performance improvement measured on Radeon RX 580 8GB graphics when compared to Radeon Software Crimson ReLive edition 17.4.3.(RS-131)
Fixed Issues
    • Some displays may experience corruption when using HDMI® scaling.
    • Battlefield™1 may experience stuttering in Multi GPU mode with 4K display resolutions when using DirectX®11.
    • HDR colors may appear incorrect in Mass Effect™: Andromeda on the latest Windows®10 Creators Edition update.
    • Some incorrect or unavailable feature descriptions may appear in Radeon Settings under the more/less help section.
    • Radeon RX 550 series graphics products may experience a hard hang when the user's system has not been rebooted for long periods of time.
    • Reboot prompt may be missing after Radeon Software installation on AMD XConnect™ technology system configurations.

48
3D-Tech News Around The Web / Unity 2017.1.0b2
« on: April 26, 2017, 10:22:50 PM »
The beta 2 version for 2017.1 is now available.
 
 As always, installers and release notes available at:
 http://unity3d.com/unity/beta
 
 Current Documentation links:
 Scripting Reference
 User Manual
 Upgrade guide
 (Note that online documentation is updated at a different rate from the release)
 
 Please remember to back up your projects before opening them in a beta build!

49
General Discussion / NVIDIA GeForce GT 1030 sneak peek
« on: April 26, 2017, 07:52:58 PM »
As you might have already noticed NVFlash 5.370.0 supports GT 1030 already, now the "other software" is ready...



50
3D-Tech News Around The Web / Intel HD graphics driver 21.20.16.4639
« on: April 26, 2017, 07:37:36 PM »
Generic driver, download from Fujitsu


Contains Vulkan Runtime installer 1.033.0

Quote
DriverVer=03/22/2017,21.20.16.4639
; Driver information
;
[Manufacturer]

%Intel%   = IntelGfx, NTamd64.6.1, NTamd64.6.2, NTamd64.6.3, NTamd64.10.0, NTamd64.10.0...14393

;=====================================================================
;    Windows 7 Install - DT Only
;=====================================================================
[IntelGfx.NTamd64.6.1]
; SKL HW
%iSKLULTGT1%     = iSKLD_w7, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w7, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w7, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w7, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w7, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w7, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w7, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w7, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w7, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w7, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w7, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w7, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w7, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w7, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193D
;=====================================================================
;    Windows 8 Install - DT Only
;=====================================================================
[IntelGfx.NTamd64.6.2]


;=====================================================================
;    Windows 8.1 Install - DT Only
;=====================================================================
[IntelGfx.NTamd64.6.3]
; SKL HW
%iSKLULTGT1%     = iSKLD_w81, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w81, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w81, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w81, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w81, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w81, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w81, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w81, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w81, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w81, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w81, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w81, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w81, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w81, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%     = iSKLD_w81, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w81, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w81, PCI\VEN_8086&DEV_193D

;=====================================================================
;    Windows Threshold Install - DT + Mobile
;=====================================================================
[IntelGfx.NTamd64.10.0]
; SKL HW
%iSKLULTGT1%     = iSKLD_w10, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w10, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w10, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w10, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w10, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w10, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w10, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w10, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193D
; BXT HW
%iBXTGTP%       = iBXTD_w10, PCI\VEN_8086&DEV_5A84
%iBXTGTP12%       = iBXTD_w10, PCI\VEN_8086&DEV_5A85
;KBL HW
%iKBLULTGT1%        = iKBLD_w10, PCI\VEN_8086&DEV_5906
%iKBLULTGT2%        = iKBLD_w10, PCI\VEN_8086&DEV_5916
%iKBLULTGT2F%       = iKBLD_w10, PCI\VEN_8086&DEV_5921
%iKBLULTGT3E15%     = iKBLD_w10, PCI\VEN_8086&DEV_5926
%iKBLULTGT3E28%        = iKBLD_w10, PCI\VEN_8086&DEV_5927
%iKBLULXGT2%        = iKBLD_w10, PCI\VEN_8086&DEV_591E
%iKBLDTGT1%         = iKBLD_w10, PCI\VEN_8086&DEV_5902
%iKBLDTGT2%         = iKBLD_w10, PCI\VEN_8086&DEV_5912
%iKBLHALOGT1%       = iKBLD_w10, PCI\VEN_8086&DEV_590B
%iKBLHALOGT2%       = iKBLD_w10, PCI\VEN_8086&DEV_591B
%iKBLWGT2%          = iKBLD_w10, PCI\VEN_8086&DEV_591D
;=====================================================================
;    Windows Redstone Install - DT Only Using Driver Store
;=====================================================================
[IntelGfx.NTamd64.10.0...14393]
; SKL HW
%iSKLULTGT1%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w10_DS, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w10_DS, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w10_DS, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w10_DS, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w10_DS, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w10_DS, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193D
; BXT HW
%iBXTGTP%     = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A84
%iBXTGTP12%   = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A85
;KBL HW
%iKBLULTGT1%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_5906
%iKBLULTGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_5916
%iKBLULTGT2F%       = iKBLD_w10_DS, PCI\VEN_8086&DEV_5921
%iKBLULTGT3E15%     = iKBLD_w10_DS, PCI\VEN_8086&DEV_5926
%iKBLULTGT3E28%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_5927
%iKBLULXGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_591E
%iKBLDTGT1%         = iKBLD_w10_DS, PCI\VEN_8086&DEV_5902
%iKBLDTGT2%         = iKBLD_w10_DS, PCI\VEN_8086&DEV_5912
%iKBLHALOGT1%       = iKBLD_w10_DS, PCI\VEN_8086&DEV_590B
%iKBLHALOGT2%       = iKBLD_w10_DS, PCI\VEN_8086&DEV_591B
%iKBLWGT2%          = iKBLD_w10_DS, PCI\VEN_8086&DEV_591D

; SKL HW
iSKLULTGT1      = "Intel(R) HD Graphics 510"
iSKLULTGT2      = "Intel(R) HD Graphics 520"
iSKLULXGT2      = "Intel(R) HD Graphics 515"
iSKLDTGT2       = "Intel(R) HD Graphics 530"
iSKLULTGT2f     = "Intel(R) HD Graphics 520"
iSKLULTGT3e     = "Intel(R) Iris(TM) Graphics 540"
iSKLULTGT3      = "Intel(R) HD Graphics 535"
iSKLULTGT328W   = "Intel(R) Iris(TM) Graphics 550"
iSKLDTGT1       = "Intel(R) HD Graphics 510"
iSKLHaloGT1     = "Intel(R) HD Graphics 510"
iSKLHaloGT4     = "Intel(R) Iris(TM) Pro Graphics 580"
iSKLHaloGT3fe   = "Intel(R) Iris(TM) Graphics 555"
iSKLHaloGT2     = "Intel(R) HD Graphics 530"
iSKLSRVGT3e     = "Intel(R) Iris(TM) Graphics P555"
iSKLSRVGT4      = "Intel(R) Iris(TM) Pro Graphics P580"
iSKLWSGT2       = "Intel(R) HD Graphics P530"
iSKLWSGT4       = "Intel(R) Iris(TM) Pro Graphics P580"
; BXT HW
iBXTGTP       = "Intel(R) HD Graphics" 
iBXTGTP12     = "Intel(R) HD Graphics" 
; KBL
iKBLULTGT1     =   "Intel(R) HD Graphics 610"
iKBLULTGT2     =   "Intel(R) HD Graphics 620"
iKBLULTGT2F    =   "Intel(R) HD Graphics 620"
iKBLULTGT3E15  =   "Intel(R) Iris(TM) Plus Graphics 640"
iKBLULTGT3E28  =   "Intel(R) Iris(TM) Plus Graphics 650"
iKBLULXGT2     =   "Intel(R) HD Graphics 615"
iKBLDTGT1      =   "Intel(R) HD Graphics 610"
iKBLDTGT2      =   "Intel(R) HD Graphics 630"
iKBLHALOGT1    =   "Intel(R) HD Graphics 610"
iKBLHALOGT2    =   "Intel(R) HD Graphics 630"
iKBLWGT2       =   "Intel(R) HD Graphics P630"

51
3D-Tech News Around The Web / NVIDIA GeForce Game Ready Driver 381.89
« on: April 25, 2017, 05:37:17 PM »
Official 381.89 Game Ready WHQL Display Driver Feedback Thread (Released 4/25/17)

Our new GeForce Game Ready 381.89 WHQL drivers provides optimal gaming experience for Warhammer 40,000: Dawn of War III, Heroes of the Storm 2.0, Batman: Arkham VR, Rick and Morty: Virtual Rick-ality, and Wilson's Heart. For more info please visit:
http://www.geforce.com/whats-new/articles/dawn-of-war-3-game-ready-driver

52
GeeXLab - english forum / (Shadertoy) Greek Temple vs. GeeXLab
« on: April 23, 2017, 11:31:32 AM »
Quote
Greek Temple
 
   A basic temple model. Terrain is false perspective. No global illumination. Two sun directions. Ambient occlusion is mostly painted by hand. Bounce lighting is also painted by hand. Completed from a live coding session with the students of UPENN

Converted to GeeXLab
I guess i need to learn how convert WebGL 2.0 properly  :-[

On start NVIDIA renderer crashes with
Code: [Select]
Unhandled exception at 0x00007FFA3E1ED034 (gxc_x64.dll) in GeeXLab.exe: Stack cookie instrumentation code detected a stack-based buffer overrun. occurred
Intel renderer shows 1st texture and complains
Code: [Select]
GPU program shadertoy_prog_buf_a info log:
Pixel shader info log: WARNING: 0:4: '' :  #version directive missing
WARNING: 0:37: 'uint' : symbol not available in current GLSL version
WARNING: 0:39: '<<' : symbol not available in current GLSL version
WARNING: 0:39: '^' : symbol not available in current GLSL version
WARNING: 0:42: '>>' : symbol not available in current GLSL version
WARNING: 0:42: '|' : symbol not available in current GLSL version
WARNING: 0:42: '0x3f800000U' : symbol not available in current GLSL version
WARNING: 0:42: 'uintBitsToFloat' : function is not available in current GLSL version
WARNING: 0:53: '&' : symbol not available in current GLSL version
WARNING: 0:53: 'texelFetch' : function is not available in current GLSL version
WARNING: 0:54: '&' : symbol not available in current GLSL version
WARNING: 0:54: 'texelFetch' : function is not available in current GLSL version
WARNING: 0:55: '&' : symbol not available in current GLSL version
WARNING: 0:55: 'texelFetch' : function is not available in current GLSL version
WARNING: 0:56: '&' : symbol not available in current GLSL version
WARNING: 0:56: 'texelFetch' : function is not available in current GLSL version
WARNING: 0:67: 'textureLod' : function is not available in current GLSL version
WARNING: 0:149: 'textureLod' : function is not available in current GLSL version
WARNING: 0:150: 'textureLod' : function is not available in current GLSL version
WARNING: 0:151: 'textureLod' : function is not available in current GLSL version
WARNING: 0:152: 'textureLod' : function is not available in current GLSL version
WARNING: 0:160: 'textureLod' : function is not available in current GLSL version
WARNING: 0:326: 'texture' : function is not available in current GLSL version
WARNING: 0:327: 'texture' : function is not available in current GLSL version
WARNING: 0:328: 'texture' : function is not available in current GLSL version
WARNING: 0:375: 'texture' : function is not available in current GLSL version
WARNING: 0:435: 'uvec2' : symbol not available in current GLSL version
WARNING: 0:435: 'uvec2' : symbol not available in current GLSL version
WARNING: 0:436: 'uint' : symbol not available in current GLSL version
WARNING: 0:499: 'texture' : function is not available in current GLSL version
WARNING: 0:518: 'texture' : function is not available in current GLSL version
WARNING: 0:603: 'textureLod' : function is not available in current GLSL version
WARNING: 0:604: 'textureLod' : function is not available in current GLSL version
WARNING: 0:605: 'textureLod' : function is not available in current GLSL version
WARNING: 0:626: 'textureLod' : function is not available in current GLSL version


53
3D-Tech News Around The Web / NVIDIA GameWorks Flow - in DX12
« on: April 22, 2017, 03:25:07 AM »
NVIDIA Flow is a realtime fluid simulation - in this demo, simulating fire and smoke. The simulation is based on an adaptive sparse voxel grid, allowing the simulation to focus compute and memory resources around regions of interest, and track shifts in the region of interest over time.

With the fire, the combustion process is simulated per voxel, generating elevated temperatures and smoke, which influences the visual appearance and produces buoyancy and expansion effects on the fluid simulation.

An adaptive sparse voxel grid is also used to compute self-shadowing on the smoke, increasing both the realism and visualizing the structure of the smoke. The fluid simulation supports real time collision with objects in the environment, along with fuel emitters than can be modified in real time, making the simulation fully interactive.

For more information on the Flow library:
https://developer.nvidia.com/nvidia-flow

54
This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications for Windows 10.

Requirements

56
3D-Tech News Around The Web / NVIDIA NVFlash 5.370.0
« on: April 20, 2017, 06:55:43 PM »
Download from TPU
 
 Compared to v5.353 this version adds support for GeForce GT 1030 and GeForce GTX 1080 Ti (officially).
 The myriads of Titan Xp users have to wait for the next version :p
 
 
 NVIDIA Firmware Update Utility (Version 5.370.0)
 Simplified Version For OEM Only
 
 Build Information
 - Build Date: Mar 29 2017
 - Build Time: 17:50:19
 - Build CL: 21891977
 
 Supported Pascal GPUs:
 
 GeForce GT 1030
 GeForce GTX 1080 Ti
 GeForce GTX 1050       
 GeForce GTX 1050 Ti     
 GeForce GTX 1060       
 GeForce GTX 1060 6GB
 GeForce GTX 1060 3GB   
 GeForce GTX 1070       
 GeForce GTX 1080
 TITAN X (Pascal)
 
 Quadro P400     
 Quadro P600     
 Quadro P1000   
 Quadro P2000 
 Quadro P3000   
 Quadro P4000   
 Quadro P5000
 Quadro P6000   
 Quadro GP100   
 
 Tesla P6       
 Tesla P4
 Tesla P40       
 Tesla P100-DGXS-16GB   
 Tesla P100-SXM2-16GB   
 Tesla P100-PCIE-16GB   
 Tesla P100-PCIE-12GB
 PH402 SKU 200 Server Graphics
 

 

57
3D-Tech News Around The Web / (Demoscene) Revision 2017
« on: April 19, 2017, 06:30:45 PM »

58
Epic Games has released a realistic, comprehensive Unreal Engine 4 sample along with accompanying documentation to demonstrate the use of high-quality character shader techniques, similar to those used for characters in Paragon, Epic's MOBA for PC and PS4. 

Read more about this sample and if you missed it about the "uncanny valley"

59
3D-Tech News Around The Web / Microsoft - Introducing Power Throttling
« on: April 19, 2017, 06:04:49 PM »
Most people running Windows like having multiple apps running at the same time – and often, what’s running in the background can drain your battery. In this latest Insider Preview build (Build 16176), we leveraged modern silicon capabilities to run background work in a power-efficient manner, thereby enhancing battery life significantly while still giving users access to powerful multitasking capabilities of Windows. With “Power Throttling”, when background work is running, Windows places the CPU in its most energy efficient operating modes – work gets done, but the minimal possible battery is spent on that work.
...
Developer note: Power throttling is designed to work well with applications out of the box, but we recognize that in some cases, application developers may be able to provide additional power savings by having more fine-grained control over Power Throttling. We will have APIs to provide more fine grained control in upcoming flights. Please make sure to watch out for API updates on MSDN.

Read more...

60
3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.4.3
« on: April 18, 2017, 06:40:50 PM »
Radeon Software Crimson ReLive Edition 17.4.3 Highlights
    • Support for Windows®10 Creators Update.
    • Support for Radeon RX 580 Series Graphics.
    • Support for Radeon RX 570 Series Graphics.
Known Issues
    • Radeon WattMan may fail to apply settings on some Radeon R9 390 series graphics products.
    • Radeon Settings may crash on switching Windows® user after toggling AMD CrossFire™ technology mode.
    • A small amount of apps may still experience issues with Borderless Fullscreen mode and AMD FreeSync™ technology if other applications or game launchers are running on the primary screen in the background.
    • Counter-Strike™: Global Offensive and World of Warcraft™ may experience flickering or performance issues the first time the game is launched on a system boot with AMD FreeSync™ technology enabled. Workarounds include exiting and restarting the application or task switching (alt+tab) in and out of the game to fix the issue.
Known Issues for Radeon ReLive
    • The XBOX™ DVR application may cause conflicts with Radeon ReLive, users are suggested to disable XBOX™ DVR if Radeon ReLive is experiencing issues.
    • Radeon ReLive may fail to install on AMD APU Family products or experience a system hang or failure to record when using the recording feature on AMD APU Family products.
    • Radeon ReLive may intermittently fail to work after performing task switches of applications. A work around is to disable and then enable the feature in Radeon Software.
    • Radeon ReLive may exhibit corruption in recordings when capturing Microsoft Office applications.
    • Radeon ReLive may experience recording or streaming issues when task switching using ALT+TAB.

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