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Messages - Stefan

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3D-Tech News Around The Web / NVIDIA Pascal GeForce slide
« on: May 09, 2016, 04:21:23 PM »
download now

...and look at some cucumbers with wigs???

Forza Motorsport 6: Apex

Free download with IAP

Supports DirectX 12

Unusable on my rig because it flickers like a stroboscope  :(

3D-Tech News Around The Web / Vulkan SDK Released
« on: May 05, 2016, 10:06:14 PM »
 Vulkan SDK

 May 3, 2016

This SDK supports Vulkan API revision 1.0.11.
 Issue Fixed Several virus scanners reported that the Windows Runtime Installer in SDK had a possible Trojan in the Runtime uninstaller executable UninstallVulkanRT.exe. While these were likely false positives, the tools used to build the SDK/Runtime installers and uninstallers (Nullsoft Scriptable Install System) were rebuilt with different compile options, rearranging the code sufficiently to eliminate most false positives from virus scanners.
 Known issue Virus scanner Qihoo-360 indicates that the Vulkan Runtime Uninstaller is infected with HEUR/QVM20.1.0000.Malware.Gen. This appears to be a false positive.
 Last Commits The last commits for LoaderAndValidationLayers, VulkanSamples, and VulkanTools are identical to the last commits for SDK
  • LoaderAndValidationLayers 16ca691eb23071 update README to refer to COPYRIGHT.txt
  • VulkanSamples 189603c1bf3b47f misc: Fix scripts to work with new file layout and spaces in paths.
  • VulkanTools d94925d1636c doc:  add deps to
Vulkan SDK Release Notes Version for Windows April 26, 2016 This SDK supports Vulkan API revision 1.0.11.  The prior SDK supported Vulkan API revision 1.0.8.
 Overview of new features in SDK
  • loader supports ICD interface version negotiation
  • Add handle NULL checks to the parameter validation
  • Validate ONE_TIME_SUBMIT for secondary cmd buffers
  • Add drawtime validation of bound buffer memory
  • Validate correct vkSetEvent() use
  • Python lxml package is no longer required for building validation layers
  • Validate max allowed color attachments for renderpasses
  • Validate subpass attachment index is in range
This version of the SDK components are based on the following specifications and source code repositories:
  Last Commits
  • LoaderAndValidationLayers 16ca691eb23071 update README to refer to COPYRIGHT.txt
  • VulkanSamples 189603c1bf3b47f misc: Fix scripts to work with new file layout and spaces in paths.
  • VulkanTools d94925d1636c doc:  add deps to
Known Issues
  • This WSI extension is not supported: VK_KHR_display_swapchain
  • gitlab #150 VulkanRT installer should be ASLR-eligible
  • github #417 Core Validation layer - Fence are detected as in_use when vkWaitForFences and vkQueueWaitIdle are used
  • github #415 debug report tries to read from possibly stack allocated memory
  • github #414 Possible false positives in buffer memory resource lifetime tracking
  • github #411 vkQueueBindSparse() doesn't set in_use on a Fence
  • github #406 [CTS] CmdBindIndexBuffer doesn't update pCB->currentDrawData.buffers
  • github #403 [CTS] Object tracker maps need to be per device
  • github #401 MEM: Stencil attachment memory not marked as valid in render pass
  • github #374 The object tracker validation layer crashes when it is not enabled as an instance layer, but is as a device layer.
  • github #371 all validation layers need to use app provided memory allocators
  • github #370 loader needs to use object allocators passed by application for memory allocations
  • github #367 The draw state validation layer reports that a timer query from 2 frames ago is unavailable or inflight.
  • github #362 backslash in JSON loader files not properly escaped by cJSON library
  • github #356 Tracked memory of resolve attachments are not updated
  • github #335 Undefined memory tracking is not fine grained enough
  • github #328 Validation layer reports errors if memory object alias same memory
  • github #321 vkAllocateMemory not handling null pointers
  • github #319 vkCmdCopyQueryPoolResults executed from different command buffers
  • github #306 race on globalLockInitialized: it is reset after releasing the mutex lock
  • github #299 Clearly erroneous dynamic UBO offset error triggered
  • github #282 layer_validation_test failures
  • github #281 Cube -- validate with screenshot crashes on AMD/Intel Win 10
  • github #280 Cube resize stops updating image on Win 10 Intel driver
  • github #279 Samples validation errors on AMD driver
  • github #278 tri resize broken on AMD driver
  • github #275 Resizing cube causes validation errors
  • github #260 loader: Remove filtering of object init callback when calling ICDs
  • github #256 Colorblend attachment count must match subpass colorAttachmentCount
  • github #240 CoreValidation: "Blend state attachment/subpass color attachment count mismatch" should be reported at draw call time, not for vkCmdNextSubpass().
  • github #128 Memory layer: "Cannot read invalid memory X, please fill the memory before using" is incorrectly reported
  • github #103 DrawState layer: unnecesarily informs about a mismatch of the number of samples when switching to subsequent subpass
  • github #95 Build VKStatic.1 project faild on Visual Studio Ultimate 2013
  • github #90 loader: Add support for WSI VK_KHR_display_swapchain extension
  • github #54 vk_layer_validation_tests test failure
  • github #36 loader: pointer cast build warnings
  • LX#492 Validation: Add output of AspectMask to core_validation error message
  • LX#488 [SDK 1.0.8] No more validation for command buffers not freed?
  • LX#484 vktrace puts trace file in same dir as trace library if -o not specified
  • LX#483 Descriptor set dynamic offset validation is wrong
  • github #30 Handle descriptors dynamically skipped in shader
  • LX#479 False DS positive - CB 0x24bda40 was submitted with secondary buffer 0x24ca270 but that buffer has subsequently been bound to primary cmd buffer 0x24c4400
  • LX#470 Consistency on info from debug layers
  • LX#461 Draw State Layer causes error on vkCreateDescriptorPool
  • LX#404 It would be helpful if the loader would an error if a global layer is not enabled on both the instance and the device
  • LX#305 [] Validation draw state layer too slow for vkGetQueryPoolResults()
  • LX#293 [] FindVulkan.cmake
  • github #1 [VulkanTools] Running vktrace with validation enabled causes vkreplay to fail.
  • github #3 [VulkanTools] writes to device memory allocated with VK_MEMORY_PROPERTY_HOST_COHERENT_BIT are not captured
  • github #33 [VulkanTools] The trace file generated on 32bit system cannot be read by 64bit traceviewer
  • github #45 [VulkanSamples] Missing minimum CMake version in Hologram demo
  • github #75 [VulkanSamples] presentable image transition must happen only after acquire
  • github #76 [VulkanSamples] cube.c transitions swapchain image layouts without acquiring the images first
  • github #76 [VulkanSamples] CMAKE missing link directive

This driver package has been updated on ​5/4​/2016 with improvements and bug fixes

 Package Contents
The AMD Radeon™ Software Beta for Vulkan™ contains the following:
    • AMD Radeon™ Software Beta for Vulkan™ Version 16.15.2401.1001 Public Vulkan Beta.

Now available at Intel incl. release notes

We’re also pleased to announce that this driver is ready to support Forza Motorsport 6: Apex* when the title launches.

Graphics corruption may occur in Luxmark 3.1*
Driver may crash in Doom 4* game
Graphics corruption in Autodesk VRED* app

Crash may occur in Dassult CATIA*

Graphics corruption may occur in Call of Duty Advanced Warfare*, Dark Souls:  Prepare to Die Edition*, Civilization V*, World of Tanks*

BSOD may occur in ARK Survival Evolved*

Driver may crash on Forza Motorsport 6:

Incorrect results returned by glGetProgramResourceiv for buffer objects in compute shader

Radeon Software Crimson Edition 16.5.1 Highlights

Support for:
  • Forza Motorsport 6: Apex™
    • Performance increased up to 27% versus Radeon™ Software Crimson Edition 16.4.2 on AMD Radeon™ R9 Fury X

English forum / Re: GeeXLab released
« on: May 04, 2016, 04:20:21 PM »
Could you add some Shadertoy multi-pass demos to the sample pack for studying?
Meanwhile there are many cool ones i'd like to convert.

Demo video by John Whitney @ IBM, 1968 (!)

Rendered on IBM 2250

IBM still offers the programming manual




No Vulkan support

No obvious changes to OpenGL

Our new GeForce Game Ready 365.10 WHQL drivers are optimized for Battleborn, Forza Motorsport 6: Apex Beta, the Overwatch Open Beta, and the ongoing Paragon Beta. To download and install, simply fire up GeForce Experience and click on the "Drivers" tab.

Gearbox Software's "hero shooter", Battleborn, launches May 3rd. Mixing first-person shooting with MOBA-style gameplay, Battleborn pits teams of players against one another online, or co-operatively in the game's story mode.

3D-Tech News Around The Web / Re: (Vulkan) Stardust demo/benchmark
« on: April 26, 2016, 10:28:55 PM »
Sascha Willems forked a version fixed for AMD GCN 1.0 and NVIDIA

Demo runs 10 fps slower on NVIDIA 840M than on Intel HD 5500
Looks like there is room for optimisations...

3D-Tech News Around The Web / Re: (Vulkan) Stardust demo/benchmark
« on: April 25, 2016, 06:33:17 PM »
I edited that in "normal" notepad (Windows), ok?

Windows' notepad dislikes big text files, also make sure the file is not saved as IGDLH64.INF.TXT

Maybe device name is wrong.

It's hard coded "GPU" for any GPU. I informed the developer, maybe he handles it in future correctly like with the Linux driver.
However patching it is only for your convenience, but not mandatory.
Run cmd (admin) and run "bcdedit..." but I got:...
I booted to choose "Disable Signed Driver Enforcement".
I tried to patch and to update driver with success... but VK-Z doesn't detect HD 4600 yet because look "bad" 2nd and 3rd steps.

I had noticed a BCDEDIT issue last autumn, and used an older version from WINDOWS.OLD folder at the time.

3D-Tech News Around The Web / Re: (Vulkan) Stardust demo/benchmark
« on: April 22, 2016, 07:22:01 PM »
I tried to install Intel driver same version without "patched" for HD 4600 and I run VK-Z 0.2.0 but it detects 1 device as GTX 780 Ti and doesn't support HD 4600.

How do I patch Vulkan for HD4600?

1) patch igdlh64.inf with Notepad++


CopyFiles=Vulkan.Copy , Vulkan.Copy32, igfx.Miniport,

2) there is an issue in the runtimes giving all iGPUs the same device name: "GPU"
patch igvk64.dll and igvk32.dll with a hex editor


HD 4600.

disable driver signature - secure boot off

 bcdedit -set load options DISABLE_INTEGRITY_CHECKS
 bcdedit -set test signing ON

 disable driver signature - secure boot on

 bcdedit -set load options DISABLE_INTEGRITY_CHECKS
enable test signing via enhanced start options

Follow this fool-proof "havedisk" installation tutorial

5) check with VK-Z or Vulkan Hardware Capability Viewer

3D-Tech News Around The Web / (Vulkan) Stardust demo/benchmark
« on: April 21, 2016, 06:41:38 PM »
   The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles.

For some reason it fails with NVIDIA GeForce 840M and driver 364.91/364.96
But it works fine with Intel Broadwell HD 5500 and patched driver  :P


3D-Tech News Around The Web / NVIDIA Pascal architecture whitepaper
« on: April 21, 2016, 06:15:21 PM »
 Download this whitepaper
for more comprehensive infos about Pascal

Change log for April 15, 2016 Vulkan 1.0.10 spec update:

  * Bump API patch number and header version number to 10 for this

Github Issues:

  * Slightly tweak the <<memory-allocation,Host Memory>> allocator language
    so that an application wrapping the standard C alloc/free/realloc
    functions is still correct - the previous language was too strong with
    regards to freeing memory. Also made certain scenarios clearer - an
    implementation may now continue without error if an allocation failed
    and it is able to continue correctly (public issue 21).
  * Require that etext:VK_*_CREATE_SPARSE_BINDING_BIT is set when the
    corresponding etext:VK_*_CREATE_SPARSE_RESIDENCY_BIT is used, in the
    <<sparsememory-miptail,Mip Tail Regions>> section and related commands
    flink:vkCreateBuffer and flink:vkCreateImage (public issue 84).
  * Update the <<features,Features, Limits, and Formats>> chapter to clarify
    interactions between optional features and dynamic state for the
    pname:depthBiasClamp and pname:wideLines features (public issue 89).
  * Describe the code:WorkgroupSize builtin in the
    <<interfaces-builtin-variables,Built-In Variables>> section, and update
    the <<compute-shaders,Compute Shaders>> section to further clarify how
    to set the number of workgroups to execute in a compute shader (public
    issue 145).
  * Use the term *image subresource* everywhere instead of *subresource*,
    except for the special case of *host-accessible subresource*, which may
    be either an image subresource or buffer range (public issue 120)
  * Add a note to the <<features,Features, Limits, and Formats>> section
    about extensibility of structures (Public issue 165).
  * Fix return code flink:vkAcquireNextImageKHR when the timeout parameter
    is 0 to ename:VK_NOT_READY instead of ename:VK_TIMEOUT (public issue
  * Fix typo in slink:VkLayerProperties::pname:apiVersion field (public
    issue 172).

Internal Issues:

  * Fix a few minor internally-detected typos.
  * Minor formatting tweaks to pseudocode in the <<resources,Resource
    Creation>> chapter (internal issue 179).
  * Fix typo in the definition of point sampling for
    elink:VkCullModeFlagBits (internal issue 268).


3D-Tech News Around The Web / 3DMark 2.0.2067 (major update)
« on: April 16, 2016, 07:45:26 AM »
  What's new in 3DMark 2.0.2067

This is a major update that adds a redesigned UI for all editions and a preview of VRMark for Advanced and Professional Edition users.

  • 3DMark UI has been redesigned and rebuilt to be faster and more flexible.
  • Home screen recommends the best test for your PC based on your system details.
  • Run other benchmarks and feature tests from the Benchmarks screen.
  • Russian localization.
  • Each benchmark test can now be updated independently.
  • Ice Storm Extreme and Ice Storm Unlimited are unlocked in 3DMark Basic Edition.
  • SystemInfo module updated to 4.43 for improved hardware detection.
VRMark preview
  • Explore two test scenes in a preview of VRMark, our new benchmark for VR systems. The preview does not produce a score.
  • The VRMark preview is not available in 3DMark Basic Edition or the Steam demo.
  • Workaround for the AMD driver issue where the preview videos in the UI caused some AMD graphics cards to use low power mode and run at lower clock speeds.

3D-Tech News Around The Web / NVIDIA GeForce Hot Fix driver 364.96
« on: April 14, 2016, 05:25:40 PM »
 This is GeForce Hot Fix driver version 364.96 that addresses the following:
 -     Support for DOOM Open Beta
 Known issues:
 -     GFE may show the following error if launched without a network connection: "GeForce Experience encountered an error and must close"

Click the appropriate link to download.

Windows 7 and 8
64 bit Version
32 bit Version

Windows 10
64 bit - Win10
32 bit - Win 10

NB - this driver rolls back Vulkan API to 1.0.5

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