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Messages - Stefan

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61
Caught at home due to ice storm so i gave it another shot and succeeded.

NB: you can observe installation with Sysinternals' DebugView, the log contains 20500 lines...

Also Vulkan 1.0.5 is in the works, so expect next driver soon.

62
Update: Hotfix available under previous 364.47 links

Quote
The new GeForce Game Ready 364.47 WHQL drivers for Tom Clancy's The Division, Need For Speed, Hitman, and Ashes of the Singularity are now available to download via GeForce Experience.
  The long-awaited release of Tom Clancy's The Division is less than 24 hours away. Ensure the best possible experience with our new Game Ready driver that's now available for download.
Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix possible makes it into the Game Ready driver. As a result, you can be sure you’ll have the best day-1 gaming experience for your favorite new titles.

Game Ready
Learn more about how to get the optimal experience for Tom Clancy’s The Division, Hitman, Need for Speed, Ashes of the Singularity, and Rise of the Tomb Raider

Gaming Technology
Support for Vulkan API

Just like others users at Official 364.47 Game Ready WHQL Display Driver Feedback Thread (Released 3/7/16) i experienced a broken installer.


63
Path is correct, i made another build under VS 2013. Good luck.

new binaries
Visual C++ Redistributable Packages for Visual Studio 2013

NB: works also with Intel


 

64
You don't need full VS as i compiled in release mode.

Do you have DirectX End-User Runtimes (June 2010) installed?

Without debug log no one can even guess whats wrong.

65
Copy binaries into TressFX-Master, i wasn't in the mood to find out which files are redundant.

Visual C++ Redistributable for Visual Studio 2015
TressFX-Master
Pre-compiled binaries (64 bit release)
 

66
Windows driver version 356.45 and Linux driver version 355.00.29 provide beta support for Vulkan.
 
Windows
 Linux
  Release Updates March 2nd, Windows 356.45, Linux 355.00.29
 
  • Support Vulkan API version v1.0.4
  • Fix device lost issue with some MSAA resolves
  • Fix vkGetQueryPoolResults() when queryCount=0
  • Fix OpImageQuerySample with images
  • Fix OpVectorExtractDynamic issues with doubles
  • Fix handling of sparse image miptail when the whole image fits within a page
  • Improve vkAcquireNextImageKHR() conformance to WSI spec
  • Improve GL_KHR_vulkan_glsl compatibility when using GLSL directly
  • Improve GPU texturing performance in some cases
  • Improve vkAllocateDescriptorSets()/vkFreeDescriptorSets() performance in some cases
  • Improve vkCmdBindDescriptorSets() performance in some cases
  • Improve vkCmdCopyImage() performance in some cases

67
3D-Tech News Around The Web / AMD TressFX 3.0 - Fix hair rendering bug
« on: March 02, 2016, 07:59:32 PM »
Quote
Fix hair rendering bug

Resurrect the ALU_INDEXING path in TressFXRender.hlsl. It is both slightly faster in my brief testing and also eliminates the hair rendering issue seen on AMD.

Maybe it looks better on AMD GCN GPUs (have none handy), but on NVIDIA it still looks like an old carpet.



68
3D-Tech News Around The Web / Blender - New Cycles Benchmark
« on: March 02, 2016, 02:04:27 AM »
 New Cycles Benchmark

  Blender Institute prepared six Blender files for testing Cycles rendering with CPU/GPU, using various settings and design styles but based on actual production setups. On the links below you can inspect the spreadsheet with results, and load the .blend file collection.
The goal is to have an overview of systems that are used or tested by developers of Cycles. We aim at updating it regularly, also when new hardware comes in – and especially when render features improve in Cycles.
Most strikingly so-far is that the performance of CPUs is in a similar range as GPUs, especially when compared to costs of hardware. When shots get more complex, CPUs win the performance battle. That confirms our own experience that fast GPU is great for previewing and lighting work, and fast CPU is great for the production rendering. But… who knows what the future brings.
Feel free to post own stats and observations on this blogpost! Maybe other .blend files should be added?
Cycles benchmark zip (530 MB)
Google doc spreadsheet
  classroom-200x107  gooseberry-shot-200x98  splash_274-200x92  v1.2_day_1080-1024x576-200x113  bmw-cycles-200x113  0001

70
3D-Tech News Around The Web / Intel HD Graphics Driver 20.19.15.4390
« on: February 27, 2016, 12:21:18 AM »
Download from Microsoft

SAMSUNG OEM with "Intel® HD Graphics 515"

EDIT: Samsung Galaxy TabPro S detachable now available

EDIT 2: DELL OEM version available

EDIT 3: Lenovo OEM version available

EDIT 4: alt. DELL OEM version available

Installation on other rigs:

 
STEP 1)
 In INF file replace [Manufacturer] section with that from last driver that worked for you.

Attention Windows insiders: there seems to be a bug in BCDEDIT coming with build 14271.
 If following commands fail, grab a copy of BCDEDIT from your WINDOWS.OLD folder


 STEP 2a)
 disable driver signature - secure boot off

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

 STEP 2b)
 disable driver signature - secure boot on

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


 STEP 3)
Follow this fool-proof "havedisk" installation tutorial

 No Changelog available
 
stefan034-20160227.png

71
English forum / Re: How to use webcam texture in a GLSL Shader
« on: February 26, 2016, 07:06:50 PM »

I think it's because the demo tries to connect to the second webcam.

Yes, that was the culprit.

I quickly converted some video demos to webcam demos.
Hail to the clipboard  :P

>>> download 10 webcam demos<<<

Quote
RippleCam_gl2.xml
webcam_Ascii_Art_gl2.xml
webcam_BillBoarding_gl2.xml
webcam_EGA_Style_gl2.xml
webcam_fractal_gl2.xml
webcam_heightfield_gl2.xml
webcam_mush_gl2.xml
webcam_Old_video_gl2.xml
webcam_Page_Curl_Effect_gl2.xml
webcam_Wrist_Slitter_gl2.xml


72
English forum / How to use webcam texture in a GLSL Shader
« on: February 26, 2016, 06:07:34 PM »
That one is quite easy

 init_scene:

copy webcam code from geexlab_code_sample_pack/host_api/webcam/webcam_win32_spout_test.xml ( the other demos didn't work on my rig for some reason)

rename tex01 to webcamtex to avoid confusion

and don't forget (like me in first place) to add

quad = gh_mesh.create_quad(winW, winH)
shadertoy_prog = gh_node.getid("shadertoy_prog")



update_scene:

gh_texture.bind(webcamtex, 0)
gh_utils.webcam_grab_frame(webcam1)
gh_utils.webcam_update_texture(webcam1, webcamtex)
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel0", 0)


That's all.

>>>download RippleCam<<<






Wrist slitter, originally for video texture


73
English forum / Tokyo Demo Fest 2016 in GeeXLab flavor
« on: February 25, 2016, 05:32:51 PM »
>>>Download now<<<

Package contains named TDF demos and whatever had japanese comments at GLSLSandbox

2nd_stage_BOSS_gl2.xml             
Carbon_[TDF2016]_gl2.xml
demo_30952_1_gl2.xml
demo_31002_17_gl2.xml             
demo_31006_30_gl2.xml
demo_31031_0_gl2.xml               
demo_31044_1_gl2.xml
Dragon_[TDF]_gl2.xml               
Dragon_[TDF]_mouse_gl2.xml
[TDF16]BoostedDrone_gl2.xml
[TDF2016]_Indras_Bubbles_gl2.xml   

mouse support injected in "Dragon" to control camera (originally triggered by ZOOM flag)
, will do that more often in future if it makes sense
NB: NVIDIA doesn't render dragon's skin

GLSLSandbox shaders are converted to Shadertoy format to avoid MOON3D and use GFX03.LUA instead (better mouse and texture support)
this requires following header

Code: [Select]
uniform vec3      iResolution; 
uniform float     iGlobalTime;
uniform vec4      iMouse;
uniform sampler2D iChannel0;
vec2 resolution = iResolution.xy;
vec2 mouse = min(iMouse.xy / iResolution.xy, vec2(1));
#define time         iGlobalTime
#define renderbuffer iChannel0
#define backbuffer   iChannel0
#define bb           iChannel0
vec2 surfacePosition = (2.0 * gl_FragCoord.xy - resolution.xy)/resolution.xy;
vec2 surfaceSize = gl_FragCoord.xy / resolution.xy; 





74
3D-Tech News Around The Web / AMD Radeon Software Crimson Edition 16.2
« on: February 24, 2016, 11:43:39 PM »
Radeon Software Crimson Edition 16.2 Highlights
    • AMD has partnered with Stardock in association with Oxide to bring gamers Ashes of the Singularity – Benchmark 2.0 the first benchmark to release with DirectX® 12 benchmarking capabilities such as Asynchronous Compute, multi-GPU and multi-threaded command buffer Re-ordering. Radeon Software Crimson Edition 16.2 is optimized to support this exciting new release.
    • The SteamVR Performance Test: we are pleased to report that our Radeon R9 390, Nano, and Fury series GPUs are all able to achieve 'VR Recommended' status, the highest achievable level of experience possible. In addition to that, our affinity multi-GPU feature is already showing significant performance uplift over a single GPU on Radeon cards in the aforementioned benchmark
    • Performance and quality improvements for
      • Rise of the Tomb Raider™
      • Ashes of the Singularity – Benchmark 2
    • Crossfire Profiles available for
      • The Division
      • XCOM 2
Resolved Issues
    • A black screen/TDR error may be encountered when booting a  system with Intel + AMD graphics and an HDMI monitor connected
    • Choppy gameplay may be experienced when both AMD Freesync™ and AMD Crossfire™ are both enabled
    • Display corruption may be observed after keeping system idle for some time
    • Fallout 4 - Flickering may be experienced at various game locations with the v1.3 game update and with AMD Crossfire™ enabled
    • Fallout 4 - Foliage/water may ripple/stutter when game is launched in High/Ultra settings mode
    • Fallout 4 - Screen tearing in systems with both AMD Freesync™ and AMD Crossfire™ enabled if game is left idle for a short period of time
    • Fallout 4 - Thumbnails may flicker or disappear while scrolling the Perk levels page
    • Far Cry 4 - Stuttering may be observed when launching the game with AMD Freesync™ and AMD Crossfire™ enabled
    • FRTC options are displayed on some unsupported laptop configurations with Intel CPU's and AMD GPU's
    • Radeon Settings may sometimes fails to launch with a "Context Creation Error" message
    • Rise of the Tomb Raider™ - Corruption can be observed at some locations during gameplay
    • Rise of the Tomb Raider™ - Flickering may be experienced at various game locations when the game is left idle in AMD Crossfire™  mode under Windows 7
    • Rise of the Tomb Raider™ - Game may intermittently crash or hang when launched with very high settings and AA is set to SMAA at 4K resolution
    • Rise of the Tomb Raider™ - Lara Croft's hair may flicker in some locations if the Esc key is pressed
    • Rise of Tomb Raider™ - A TDR error may be observed with some AMD Radeon 300 Series products after launching the "Geothermal Valley" mission
    • The AMD Overdrive™  memory clock slider does not show original clock values if memory speeds are overclocked
    • World of Warcraft runs extremely slowly in quad crossfire at high resolutions

75
English forum / Re: Shadertoy multipass demos
« on: February 24, 2016, 05:26:24 PM »
The multipass framework seems to work fine now:
...
I'll try to post it tomorrow with more samples...

Are you still working on it?

Check out:
https://github.com/eiffie/ShaderDemo

76
3D-Tech News Around The Web / Vulkan video demos Protostar and City
« on: February 24, 2016, 02:13:21 AM »
Running on latest smartphones.

Watch videos at PCGH

77
F1* 2015  is the latest FORMULA ONE* game produced by Codemasters, based on a unique iteration of their proprietary EGO engine. The game was created almost entirely from scratch with the new game engine dramatically improving both the visual quality and AI abilities. The F1 2015 engine is Codemasters’ first to target the eighth generation of consoles (PS4* and Xbox One*) and PCs.

The new engine architecture was designed to run on the multiple cores found in the consoles with the intention that it would scale to work equally well on the PC. A patch in November 2015 that added an updated audio system, and together with higher quality settings for the CPU-driven particle system, makes full use of high-end gaming PCs.

This article details most of the work done for the patch.

78
Driver Downloads

Windows

  Linux
 
 Release Updates February 23rd, Windows 356.43, Linux 355.00.28
 
  • Add support for 64-bit vertex attribute formats
  • Improve performance of vkBindBufferMemory, vkBindImageMemory and vkCreateGraphicsPipelines
  • No longer enumerate Fermi based GPUs in vkEnumeratePhysicalDevices
February 18th, Linux 355.00.27
 
  • Linux: Fixed issue with vkAllocateMemory() crashing under some circumstances

79
3D-Tech News Around The Web / Notepad++ 6.9 released
« on: February 22, 2016, 04:53:11 PM »
69

v6.9 contains a new feature Folder as Workspace which is one of most wanted features.
Folder as Workspace opens your folder(s) in a panel so you can browse folder(s) and open any file in Notepad++. Every changement in the folder(s) from outside will be synchronized in the panel. Usage: Simply drop 1 (or more) folder(s) in Notepad++.

For the security reason, Notepad++ binaries is signed from the v6.9. I make it a point to thank DigiCert for their code sign certificate donation.
More enhancements and bug-fixes are done in this release. Please check Notepad++ v6.9 download page for more information:

  Notepad++ Download
https://notepad-plus-plus.org/download/v6.9.html


Auto-updater will be triggered in few days if there's no critical issue found.
If you find any regression or critical bug, please report here:
https://notepad-plus-plus.org/community/topic/11342/6-9-a-little-fun-interrupted-by-a-period

Enjoy

80
3D-Tech News Around The Web / (Demoscene) TokyoDemoFest 2016
« on: February 21, 2016, 05:57:12 PM »
Downloads still coming in at Pouet and Shadertoy


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