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Messages - Stefan

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More news from AMD: OpenCL support in OS X 'El Capitan'

After having struggled with limited OpenCL support for years, the OS X driver team at AMD made a big step forward by supporting function calls in the OpenCL compiler now. This is in the Beta 3 release of El Capitan.
That means that Blender now can support the current Cycles render engine for Mac Pro (10.11) with similar GPU render quality as Cycles had for CUDA in the past years.

3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.00
« on: July 16, 2015, 09:57:42 PM »
Changes in HWiNFO32 & HWiNFO64 v5.00 - Released on:  Jul-15-2015: 
  • Added support of Remote Sensor Monitoring within local network.
  • Added support of Nuvoton NCT6793D.
  • Enhanced detection and reporting of SMART status for some drives including SAS.
  • Added proper recognition of AMD 3xx Series GPUs (Grenada, Antigua, Trinidad, Tobago).
  • Added recognition of AMD Radeon R9 Fury and Radeon R9 Fury X.
  • Added reporting of GPU clock for Intel Braswell.
  • Added support of ITE IT8628 LPC/HW Monitor.
  • Fixed a bug preventing displaying of the RTSS FPS counter in recent versions.
  • Added monitoring of Performance Limit Reasons (why frequency is limited), available for Haswell, Skylake, Knights Landing.
  • Added reporting of System Agent and Imaging Unit clock for Skylake and Apollo Lake.
  • Added monitoring of GPU Memory Controller Utilization for AMD Iceland, Topaz, Tonga, Amethyst, Fiji.
  • Enhanced sensor monitoring on MSI 100-series mainboards.
  • Enhanced sensor monitoring on ASRock Z170 series.

3D-Tech News Around The Web / Intel HD Graphics Driver NUC v4243
« on: July 16, 2015, 09:36:05 PM »
Graphics: Intel® HD Graphics Driver for Intel® NUC 

  Download  File name: Version: (Latest) Date: 07/13/2015 Size: 64.2 MB Language: Multi language Operating Systems: Windows 7, 32-bit*, Windows 8, 32-bit*, Windows 8.1, 32-bit* 

  Download  File name: Version: (Latest) Date: 07/13/2015 Size: 120.27 MB Language: Multi language Operating Systems: Windows 7, 64-bit*, Windows 8, 64-bit*, Windows 8.1, 64-bit*       

Installs the video graphics driver version for Intel® NUC products.

3D-Tech News Around The Web / NVIDIA NVAPI R352
« on: July 16, 2015, 08:23:25 PM »
NVAPI is NVIDIA's core software development kit that allows direct access to NVIDIA GPUs and drivers on all windows platforms. NVAPI provides support for categories of operations that range beyond the scope of those found in familiar graphics APIs such as DirectX and OpenGL.

Download from Microsoft

32 bit

64 bit

alternate 1 32 bit

alternate 1 64 bit

alternate 2 32 bit

"nv_desktop_ref4wu" 64 bit

These packages contain only kernel drivers for Windows 10 (nvlddmkm2.sys)

3D-Tech News Around The Web / Shadowgun DeadZone Game Master’s Kit
« on: July 15, 2015, 04:13:25 AM »
 Shadowgun DeadZone Game Master’s Kit

Madfinger Games have prepared the “Game Master’s Kit” – a special edition of their online multiplayer hit SHADOWGUN:DeadZone. The complete game project is now available as a free download on the Unity Asset Store.

Some multiplayer games have mod support that allows people to modify or add various parts of the game like maps, game assets, scripts or configurations files. But SHADOWGUN:DeadZone Game Master’s Kit goes further than that. It is a snapshot of a real Unity 5.1 project with game sources and assets.
You can modify everything, even port the game to a new platform. Or you can just learn from the project and play around with it by changing the gameplay as you wish.

The NVIDIA GPU driver for Linux consists of multiple user space and
kernel space components, with the kernel space components implemented as
Linux kernel modules. The NVIDIA Linux driver package includes source
code for any portions of these kernel modules which interface directly
with the Linux kernel, and the NVIDIA kernel modules must be built
against the target kernel from a combination of these source code files
and precompiled binary portions. Beginning with the 355.xx release of
the NVIDIA Linux driver, a new layout and kernel module build system
will be used for the kernel modules that are included in the installer
package. Some key differences between the existing build system and the
new one include:

  * Each kernel module will have its own subdirectory within the top
    level kernel module source directory.

  * Invoking the kernel module build from the top level directory will,
    by default, build all NVIDIA kernel modules at once. For example,
    instead of first building "nvidia.ko" as a prerequisite to building
    "nvidia-uvm.ko", under the new build system, both "nvidia.ko" and
    "nvidia-uvm.ko" are built within the same `make` invocation, with
    the Linux Kbuild system handling the inter-module dependencies.

  * All built kernel modules will be saved to the top level directory.
    For example, instead of "nvidia.ko" being saved to the top level
    directory, and "nvidia-uvm.ko" being saved to the "uvm/"
    subdirectory, both modules will be saved to the top level directory.

  * The new build system no longer supports building multiple instances
    of the NVIDIA kernel module (e.g. "nvidia0.ko", "nvidia1.ko", ...)
    which are managed by a shared "nvidia-frontend.ko" frontend module.

As this new build system may prove disruptive to existing tools which
repackage the NVIDIA driver, NVIDIA is providing example installer
packages which demonstrate the new layout. These packages include the
driver components from the already released 352.21 driver, with the
layout of the kernel module source files updated to reflect the layout
that will be used in the upcoming 355.xx and later driver releases.
These packages also include a version of `nvidia-installer` which has
been updated to handle the new kernel module source layout. An archive
which contains source code for the updated version of `nvidia-installer`
should be available from the same location as the example packages and
this README document.

If you are a repackager of the NVIDIA Linux driver, please use these
packages to test any changes to your packaging tools that you may need
to make in order to accommodate the new layout.

3D-Tech News Around The Web / CRYENGINE - Baron Haussmann demo
« on: July 14, 2015, 05:36:56 PM »
The purpose of this small demo is to show the SVOTI feature of the CRYENGINE. Keep in mind that it is an early version of the system, and early version of the demo.

SVOTI means Sparse Voxel Octree Total Illumination. This system can achieve high quality global illumination in real time. In this demo you can change the time of day, and look how the light reacts.

Check Wikipedia article about Baron Haussmann

General Discussion / Re: Frequent TDRs with GTX 760
« on: July 14, 2015, 05:24:57 PM »
NVIDIA has published two hotfix drivers in the same day, the latest being R353.49:

Try it...

Tried that with Firefox at
Instead of producing TDRs Firefox takes a little nap and then continues compiling.
I don't know if i should call that an improvement.

I think NVIDIA lost a bit of control as they have to maintain a second kernel driver for Windows 10 now.
Check this Microsoft site

The display driver model from Windows 8.1 and Windows Phone have converged into a unified model for Windows 10 Insider Preview. A new memory model is implemented that gives each GPU a per-process virtual address space. Direct addressing of video memory is still supported by WDDMv2 for graphics hardware that requires it, but that is considered a legacy case. IHVs are expected to develop new hardware that supports virtual addressing. Significant changes have been made to the DDI to enable this new memory model.

 Collaboration and Open Source at AMD: Blender Cycles     

 The AMD blog features an in-depth post on the work they did on Blender Cycles. In particular, they broke up the Cycles kernel into 10 smaller kernels, and they optimized the pre-processing step from CPU into a much, much faster GPU implementation. Interesting stuff to read!

OpenGL Extensions Viewer for Android displays the vendor name, the version, the renderer name and the extensions for OpenGL ES 1.0 to ES 3.1

From the makers of the famous OpenGL Extensions Viewer on PC and Mac, the Android version can access each extension documentation, renderers capabilities.

What's new in this update

• Updated Submit renderer on some device
• Display LATC texture formats
• Now requires Android 2.3 as minimum.

3D-Tech News Around The Web / NVIDIA Quadro driver 348.27
« on: July 07, 2015, 05:47:44 PM »
ODE Driver
  • This is the second release for the R346 drivers, the ‘Optimal Drivers for Enterprise’ [ODE].  ODE branches are dedicated to relatively long term stability for ISV certification, OEMs, and Enterprise customers.

New in Release 348.27:
  • OpenGL hardware acceleration on Windows Remote Desktop
  • CUDA 7.0
  • Nview Version 146.33
  • Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.

English forum / Re: 200 demos converted and counting...
« on: July 07, 2015, 05:42:58 PM »
Alps - shader of the week contains 2 typos in line #262.
I wonder why such bugs slip through in Shadertoy but not in GLSL Hacker?

replace Map(p) < .5 ? dist.x = halfwayT : dist.y = halfwayT;
with     Map(p) < .5 ; dist.x = halfwayT ; dist.y = halfwayT;

3D-Tech News Around The Web / TWGL: A Tiny WebGL helper Library
« on: July 05, 2015, 05:21:00 PM »
TWGL's is an attempt to make WebGL simpler by providing a few tiny helper functions that make it much less verbose and remove the tedium.
TWGL is NOT trying to help with the complexity of managing shaders and writing GLSL. Nor is it a 3D library like three.js. It's just trying to make WebGL less verbose.

AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

The researchers [...] propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives.
The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs.

Galactic Civilizations* 3 (GC3) is a turn-based 4X strategy game developed and published by Stardock Entertainment that released on May 14th, 2015. During the early access and beta periods, we profiled and analyzed the rendering performance of the game. One of the big performance improvements made was the removal of several CPU-GPU sync stalls that were responsible for losing some parallelism between the CPU and GPU. This article describes the issue and the fix and emphasizes the importance of using performance analysis tools during development, while keeping their strengths and limitations in mind.


Optimizing the rendering performance of a game is a complex beast. Frame and Trace capture-replay tools provide different and important views into a game’s performance.
This article focused on CPU-GPU synchronization stalls that required a trace tool like GPA Platform Analyzer or GPUView to locate.

3D-Tech News Around The Web / NVIDIA HairWorks 1.1 Release
« on: July 05, 2015, 11:06:17 AM »
NVIDIA HairWorks makes it easy to bring hair and fur to life—in real-time. It builds on the prior release, which focused on fur authoring, rendering, and simulation. With HairWorks version 1.1, NVIDIA has added support for authoring, rendering, and simulation of long-hair assets. The release contains a variety of sample assets that let artists create completely different types of hairstyles.

Check out also 500k hair video

The samples can be controlled with these buttons

AMD recommends to lower tessellation level
to gain performance.
Even without that fix rendering looks "a little bit" worse.


General Discussion / Re: Frequent TDRs with GTX 760
« on: July 05, 2015, 09:22:13 AM »
Looks like a wide-spreaded issue. The official GeForce forum is full of complaints.

Try NVIDIA GeForce Hotfix driver 353.38 or roll back to older drivers; R350.12 / R348.17 aint affected.

3D-Tech News Around The Web / squarefeet ShaderParticleEngine
« on: July 02, 2015, 07:10:11 PM »

A GLSL-focused particle engine for THREE.js. Removes a lot of the heavy lifting away from the CPU and onto the GPU to save precious rendering time in busy scenes.
Pull requests and issue reports welcome. Please see the notes on pull requests at the end of this document.

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