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Messages - Stefan

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3D-Tech News Around The Web / AMD Vulkan Memory Allocator
« on: June 21, 2017, 11:09:59 PM »
Vulkan Memory Allocator library and accompanying sample application.

Problem Statement

Memory allocation and resource (buffer and image) creation in Vulkan is difficult (comparing to older graphics API-s, like D3D11 or OpenGL) for several reasons:
  • It requires a lot of boilerplate code, just like everything else in Vulkan, because it is a low-level and high-performance API.
  • There is additional level of indirection: VkDeviceMemory is allocated separately from creating VkBuffer/VkImage and they must be bound together. The binding cannot be changed later - resource must be recreated.
  • Driver must be queried for supported memory heaps and memory types. Different IHV-s provide different types of it.
  • Resources that don't fit in VRAM are not automatically evicted to RAM. Developer must handle out-of-memory errors on his own.
  • It is recommended practice to allocate bigger chunks of memory and assign parts of them to particular resources.

This library is helps game developers to manage memory allocations and resource creation by offering some higher-level functions. Features of the library could be divided into several layers, low level to high level:
  • Functions that help to choose correct and optimal memory type based on intended usage of the memory.
    • Required or preferred traits of the memory are expressed using higher-level description comparing to Vulkan flags.
  • Functions that allocate memory blocks, reserve and return parts of them (VkDeviceMemory + offset + size) to the user.
    • Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, takes all the rules of alignment into consideration.
  • Functions that can create an image/buffer, allocate memory for it and bind them together - all in one call.

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ETH Zurich invested around CHF 40 million in the upgrade, so that simulations, data analysis and visualisation can be performed more efficiently than ever before.


3D-Tech News Around The Web / Blender 2.79 release in progress
« on: June 19, 2017, 05:34:50 PM »
Blender 2.79 release in progress

Release is expected in July.
Get the test build!

Important forward-compatibility warning: Any .blend file using new ID Pointer custom properties saved in Blender 2.79 and beyond will crash when opened with Blender 2.78c and any previous releases (follow link above for more details). This does not affect any existing custom property type, only a new type introduced in 2.79.

 Testbuild available!

3D-Tech News Around The Web / Vulkan SDK 1.0.51 Released
« on: June 17, 2017, 06:04:10 AM »
SDK Version now available

 Release date: June 15, 2017

This new Vulkan SDK release includes the following updates:
  • Improvements to the Loader and documentation to support Vulkan version
  • Inclusion of Visual Studio 2017 templates
  • Introduction of a new extension: VK_AMD_texture_gather_bias_lod (added to the Vulkan 1.0.50 specification)
  • Vulkan Layers changes:
    • The remaining functionality in the VK_LAYER_LUNARG_swapchain layer has been migrated into the VK_LAYER_LUNARG_core_validation layer
    • The VK_LAYER_LUNARG_api_dump utility layer has been improved with the addition of an HTML back-end for a better api_dump user experience
  • VkTrace/VkReplay additions:
    • vktraceviewer is included in both the Windows and Linux SDKs as an alpha release
    • vktrace trim feature is now available and has been improved to allow specification of a frame interval to capture - all other frames are removed from the trace file, resulting in a smaller trace file
    • vktrace has been improved to increase portability of generated trace files across display driver versions
  • Valid usage identification (ID) number changes to accomodate the official valid usage ID management process.  If you are currently using these IDs to filter messages or for debugging purposes, they will need to be remapped
  • Scores of bugfixes, validation coverage and accuracy improvements, and many feature additions
Read the Release notes for more detail.

3D-Tech News Around The Web / NVIDIA Aftermath 1.2
« on: June 15, 2017, 10:37:16 PM »
Aftermath is a compact, C++ library aimed at Microsoft Windows based developers, enabling post-mortem GPU crash analysis on NVIDIA GeForce based GPUs.

Code: [Select]
    // Aftermath not enabled in the driver.  This is
    //  generally dealt with via application profile,
    //  but if installed driver version is greater than
    //  382.53, this issue can be resolved by renaming
    //  the application to: "NvAftermath-Enable.exe".

3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.6.2
« on: June 15, 2017, 03:53:56 PM »
Radeon Software Crimson ReLive Edition 17.6.2 Highlights

Fixed Issues
    • Performance in DiRT4™ when using 8xMSAA is lower than expected with the latest game build.
Known Issues
    • Graphical corruption may be experienced in Tom Clancy's™: Rainbow Six Siege when MSAA is enabled.
    • Adobe™ Lightroom may experience an application crash with GPU acceleration enabled on Windows® 7 system configurations using Radeon RX 390 Series graphics products.
    • A small amount of apps may 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.

3D-Tech News Around The Web / NVIDIA Flow 1.0.1
« on: June 14, 2017, 06:26:49 PM »
Flow is a sparse grid-based fluid simulation library for real-time applications.


- Moving grid support.
- Single pass advection.
- Vorticity confinement masks.


- D3D12 support.
- MultiGPU, allowing DX12 Flow simulation and inter-GPU tranfer, in both DX11 and DX12 applications.
- Multiple material support, allowing multiple active layers in the same grid.
- Self shadowing.
- Custom emitter APIs.
- Grid data access APIs.


- Initial Release

  • This version of the PhysX System software fixes an issue in the PhysX Loader that caused some games using PhysX 2.7.1 SDK (very old) to fail with the new GPU driver.
  • Includes the latest PhysX runtime builds to support all released  PhysX content.
  • Supports NVIDIA PhysX acceleration on all GeForce 9‑series, and 100‑series to 1000‑series GPUs with a minimum of 256MB dedicated graphics  memory. 
     Note: Some applications may have  higher minimum requirements.
  • Supports NVIDIA PhysX acceleration on GeForce for SDK versions 2.7.1, 2.7.3, 2.7.4, 2.7.5, 2.7.6, 2.8.0, 2.8.1, 2.8.3, 2.8.4, and above.
  • Supports control of your GPU PhysX configuration from the NVIDIA  display driver control panel.
  • Note: For games  that use SDK versions before 2.7.1 the PhysX Legacy Installer must also be  installed.  These are games that were  released around the end of 2007 or earlier.   (AGEIA titles)  Examples of these  games include CellFactor, Clive baker’s Jericho, Gears of War, Pirates of the  Burning Sea, Switchball and Velvet Assassin.   The PhysX Legacy Installer is available here: PhysX_System_Software_Legacy_Driver.

3D-Tech News Around The Web / NVIDIA FleX 1.20 beta
« on: June 11, 2017, 07:16:46 PM »
1.2.0 (beta)

- New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
- New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
- New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
- New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
- New API to allow sub-range particle buffer updates, see NvFlexCopyDesc
- New API for asynchronous compute, see NvFlexInitDesc
- Fix for unnecessary synchronization when calling NvFlexMap() on a device buffer
- Fix numerical precision for shape-matching constraints with large coordinates
- Fix for uninitialized contact indices returned from NvFlexGetContacts() if NvFlexUpdateSolver() has not been called
- Fix for SDF collision in D3D12
- Fix for D3D warning when using NvFlexSetRigids()
- Add D3D12 rendering support to the demo
- Add support for device NvFlexBuffers on D3D
- Enable NvToolkit profiling zones so to provide annotations in NSight profiles by default

Known Issues

- Demo rendering artifacts in D3D12 fullscreen on AMD platforms
- NvFlexGetTimers() may report incorrect values on D3D12
- Crash on inflatable test scenes on some Kepler class GPUs

3D-Tech News Around The Web / NVIDIA Vulkan beta driver 382.58
« on: June 10, 2017, 02:42:42 AM »
Windows driver version 382.58 and Linux driver version 381.26.03 provide new features for Vulkan developers to test their upcoming Vulkan applications.

Windows 382.58
  Linux 381.26.03
 Release Updates June 9th, 2017 - Windows 382.58, Linux 381.26.03
  • New extensions:
  • Updated VulkanRT loader to
  • Various performance improvements

  This driver silently fixes Trouble with VK_NVX_device_generated_commands


3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.6.1
« on: June 09, 2017, 04:58:04 AM »
Radeon Software Crimson ReLive Edition 17.6.1 Highlights

Support For
    • DiRT 4™
      • Multi GPU profile
      • Up to 30% performance improvement when using 8xMSAA measured on Radeon RX 580 8GB graphics when compared to Radeon Software Crimson ReLive edition 17.5.2(1)
    • Prey®
      • Up to 4% performance improvement measured on Radeon RX 580 8GB graphics when compared to Radeon Software Crimson ReLive edition 17.5.2(2)
Fixed Issues
    • Virtual Super Resolution may fail to enable on some Radeon RX 400 and Radeon RX 500 series graphics products.
    • HDR may fail to enable on some displays for QHD or higher resolutions.
    • Flickering may be observed on some Radeon RX 500 series products when using HDMI® with QHD high refresh rate displays.
    • AMD XConnect: systems with Modern Standby enabled may experience a system hang after resuming from hibernation.
    • Fast mouse movement may cause an FPS drop or stutter in Prey® when running in Multi GPU system configurations.
    • Adjusting memory clocks in some third party overclocking applications may cause a hang on Radeon R9 390 Series products.
    • Graphics memory clock may fluctuate causing inconsistent frame rates while gaming when using AMD FreeSync technology.
    • Mass Effect™: Andromeda may experience stutter or hitching in Multi GPU system configurations.
    • The GPU Scaling feature in Radeon Settings may fail to enable for some applications.
    • Error message "Radeon Additional Settings: Host application has stopped working" pop up will sometimes appear when hot plugging displays with Radeon Settings open.

Change log for June 4, 2017 Vulkan 1.0.51 spec update:

  * Bump API patch number and header version number to 51 for this update.

Github Issues:

  * Add Valid Usage statement to flink:vkCmdResolveImage to require that
    source and destination image formats match (public issue 492).
  * Specify that a code:char* parameter must: be a valid null-terminated
    string in the <<fundamentals-implicit-validity, implicit valid usage>>
    section (public issue 494).
  * Removed unnecessary VU for slink:VkPhysicalDeviceFeatures which is
    covered by ename:VK_ERROR_FEATURE_NOT_PRESENT already (public issue
  * Clarify valid usage of pname:pQueueFamilyIndices in
    slink:VkBufferCreateInfo, slink:VkImageCreateInfo, and
    slink:VkSwapchainCreateInfoKHR (public issue 501).
  * Document that dependencies of enabled extensions must also be enabled in
    the <<extended-functionality-extensions-dependencies, Extension
    Dependencies>> section (public issue 507).

Internal Issues:

  * Change slink:VkMappedMemoryRange valid usage to allow pname:offset +
    pname:size == size of the allocation. Also, if ename:VK_WHOLE_SIZE is
    used, require the end of the mapping to be aligned to a multiple of
    pname:nonCoherentAtomSize (internal issue 611).
  * Add issue to `VK_KHR_win32_surface` about reusing window objects from a
    different graphics API or Vulkan ICD (internal issue 639).
  * Require locations on user in/out in `GL_KHR_vulkan_glsl` (internal issue
  * Added version info to the json validation output, and updated the schema
    to match (internal issue 838).
  * Restructure enumerated type descriptions separately from the command or
    structure they are used in, allowing better reference page generation
    (internal issue 841).
  * Re-sort extension appendices to be in alphabetical order within each
    author ID section.
  * Fix enum naming and clarify behavior for
    `VK_NVX_device_generated_commands` extension.


3D-Tech News Around The Web / Intel graphics driver
« on: June 03, 2017, 06:45:37 AM »
NEW- Intel® Graphics Driver for Windows® 7*/8.1*/10 [6th & 7th Generation]

  Drift down the finish line or conquer the arena as you enjoy performance optimizations and playability improvements at release of the anticipated games, DiRT 4* and Tekken™ 7 on processors with Intel® HD Graphics 620 or better.
Run, jump, and blast your way through these summer game releases on Intel® Iris™ Pro Graphics:
  • Prey*
  • Rising Storm 2: Vietnam*
This driver provides important security enhancements, as well as significantly reduced load-times in many popular titles, including:
  • Star Wars™ Battlefront
  • Mass Effect™: Andromeda
  • Rise of the Tomb Raider™
  • Battlefield 1™.
Game Performance Improvements: Keep the enemy in your sights with performance improvements and smoother gameplay on the games:
  • World of Warcraft®: Legion
  • Tom Clancy’s The Division™
  • For Honor™

3D-Tech News Around The Web / NVIDIA Profile Inspector 2.13
« on: June 02, 2017, 08:25:55 PM »
Orbmu2k added tons of settings from the pullrequest by killer-m as Reference.xml (visible only if set in a profile or activated show all settings option)
 ...3,905 additions...

 Download precompiled binary from Appveyor

With Max-Q we can now pack tiny laptops with high performance GPUs, capable of chewing through the latest and greatest games at the highest possible settings. If you want to accelerate your mobile gaming, the aforementioned laptops utilizing this new, innovative design process will be available starting in June.


A new version of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android)...

 New features
  • Added support for new features and properties provided via VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2
    • Currently supported:
      • VK_KHR_push_descriptor
      • VK_EXT_discard_rectangles
      • VK_KHX_multiview
      • VK_NVX_multiview_per_view_attributes
  • Reports can now be saved to disk via command line using the -s argument (without invoking the UI)
    • Example : vulkanCapsViewer -s my_device.json
  • Added pipeline cache UUID
  • Exported JSON is now compatible with vkjson_info from LunarG SDK
  • Added Android platform info
    • Device model and manufacturer
    • Build information
  • UI improvements 
    • Updated layout and UI scaling
    • Support for high DPI scaling
    • Touch scrolling for mobile devices (Android)

3D-Tech News Around The Web / Re: NVIDIA Volta GPU thread
« on: May 25, 2017, 08:37:28 AM »
AI Is Eating Software

...Volta unleashes incredible speedups for AI workloads. It provides a 5x improvement over Pascal, the current-generation NVIDIA GPU architecture, in peak teraflops, and 15x over the Maxwell architecture, launched just two years ago...

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