Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Stefan

Pages: 1 ... 3 4 [5] 6 7 ... 177
Porting a Graphics Engine to the Vulkan API

The new Vulkan API from Khronos is the first to be designed to work across all platform types. Vulkan is a very low-level API that gives developers explicit control of *everything*.

In this blog we want to share with developers our experience of porting a graphics engine to the Vulkan API. The engine we decided to port to Vulkan has already had support for various other standard APIs such as OpenGL 4.5, OpenGL ES 2.0, OpenGL ES 3.2. Although these APIs are all different, they have some characteristics in common, for example that an application cannot efficiently talk with the driver from multiple threads. Implementing multi-threading in those previous APIs would not improve performance as it would require a lot of context switches which would eat up most of the performance budget. The GL APIs were designed for previous generations of GPU hardware and whilst the capabilities of hardware and technology evolved, the API’s haven’t done so at the same rate. Vulkan therefore comes at just the right time to address most of the issues of the existing APIs. It also provides developers with a lot more control and flexibility over resources and how and when “jobs” are executed in the graphics pipeline. It does however mean that there isn’t the level of support developers might have come to expect in working with Open GL ES but there are Vulkan debug layers available for plug in that can do a sense check and keep you on the right track.

Mali Graphics Debugger V3.4 Released with Vulkan Support

This is a very exciting time for Graphics. Today marked the release of Vulkan, which is the latest graphics API to be developed by the Khronos group. It has been completely redesigned from the ground up with a much greater emphasis on low-level efficiency. Some of the key features include better multi-threading support, reduced CPU workloads and for the first time, desktop and mobile will use the same graphics API. This last feature will make generating content for both mobile and desktop even easier. More information about Vulkan can be found in the community ARM Vulkan: Built for Modern Mobile Systems and on the Khronos Website
As it is a completely new API we appreciate there could be a learning curve required. Help is at hand though as the Mali Graphics Debugger now has Vulkan support. This means that you will be able to trace your Vulkan applications and see what function calls are being used in your application and in what order. It will also detect end-of-frame events so that you can see what function calls were involved in making each frame.

3D-Tech News Around The Web / (Demoscene) Vulgar by iso - first Vulkan demo
« on: February 16, 2016, 09:42:46 PM »
Vulgar by iso

First Vulkan demo.
 Using GLSL shaders (supports SPIR-V transpilation)
 BASS for music
 No fullscreen support yet (at least on NVIDIA beta drivers)

3D-Tech News Around The Web / Kishonti Vulkan benchmark announced
« on: February 16, 2016, 09:22:35 PM »
Kishonti Ltd.@KishontiI   

Meet the hero of Aztec Ruins, our upcoming #GFXBench benchmark for #Vulkan, to be presented at #GDC16 @VulkanAPI!

 The Talos Principle - Update 257458 - public beta     Build 257458 for The Talos Principle is now available in beta "publicbeta", which does not require a password.

To install the beta, do this:
- locate the game in the Steam's "Library" panel
- right click and invoke "Properties"
- select the "Betas" tab
- choose "publicbeta"

NOTE: If you want to later change back from publicbeta to default, savegames may be lost! We test for forward upgrades, but not in the other direction.

Here are the changes:

New features:
- Added support for Vulkan graphics API. To use it, you must start The Talos Principle in 64-bit mode (when prompted by Steam's popup launcher). Then, in the game's menu, select Options / Graphics Options / Graphics API, and choose Vulkan from the drop-down menu. Of course, make sure you have the latest drivers installed prior to starting the game.

Bug fixes:
- Fixed a crash on game startup on OSX.

Open-source Vulkan drivers for Intel hardware   

 The Intel Open Source Technology 3D Graphics Team is excited to announce the availability of our Vulkan driver for fifth and sixth generation Intel® Core™ processors (Broadwell and Skylake). The driver passes the Vulkan 1.0 Conformance Test Suite on these platforms and have experimental support for older platforms.

3D-Tech News Around The Web / Vulkan Hardware Capability Viewer 1.0 (beta)
« on: February 16, 2016, 06:53:00 PM »
Vulkan Hardware Capability Viewer

Client application to display hardware implementation details for GPUs supporting the new Vulkan(tm) API by Khronos.
The hardware reports can be submitted to a public online database that allows comparing different devices, browsing available features, extensions, formats, etc.

3D-Tech News Around The Web / NVIDIA GeForce/Quadro Driver 361.91
« on: February 15, 2016, 04:58:48 PM »
The new GeForce Game Ready 361.91 WHQL drivers for Street Fighter V are now available to download via GeForce Experience. Also included are optimizations and tweaks for a soon-to-be-released Arma 3 update, next weekend's Hitman beta, and Monster Hunter Online.

The long-awaited Street Fighter V finally enters the ring tomorrow. On PC you'll receive the definitive experience thanks to max-quality visuals, consistent 60 FPS gameplay, and high-resolution rendering on screens of any size with Dynamic Super Resolution.

New in Release R361 branch:

  • nvEnterprise 2.25
  • Windows 10 support updates
  • Direct Mode + VR SLI
  • DirectX 12: 3D stereo + SLI
  • DirectX 12: Direct Mode
  • OpenGL: Added support for OpenGL multicast NXV extension.
    • VR SLI now supports OpenGL (via the new multicast extension).
    • Added ability to query whether the GPU hardware supports the creation of low-latency high priority context.
  • If you would like to be notified of upcoming drivers for Windows, please subscribe here.
For Quadro Notebook:
This is a reference driver that can be installed on supported NVIDIA notebook GPUs. However, please note that your notebook original equipment manufacturer (OEM) provides certified drivers for your specific notebook on their website. NVIDIA recommends that you check with your notebook OEM about recommended software updates for your notebook. OEMs may not provide technical support for issues that arise from the use of this driver.

Intel® ME 11: Management Engine Driver

As you might already have noticed the actual MEI version seen in device manager is different from installer version.

In this case


Also check out: Secret of Intel Management Engine by Igor Skochinsky

 OpenGL like Vulkan                               
In a previous blog post we have discussed the usage scenarios of Vulkan and OpenGL. Even if going Vulkan is not an option at the moment, its concepts do show where modern rendering architectures are heading.           

 Transitioning from OpenGL to Vulkan                             
 With the availability of Vulkan there are now two open graphics APIs that target similar platforms. This brings up the questions which API to choose for new applications, or what to do with existing applications.         

3D-Tech News Around The Web / Re: Download Zone - Latest Updates
« on: February 12, 2016, 04:16:57 PM »
Some other tools and utilities i can recommend


NirSoft esp. RegScanner

IDA disassembler - only the free 32 bit version (i wasn't yet in the mood to spend 1019 Euros on the 64 bit version)

HxD - Freeware Hex Editor and Disk Editor

Total Commander - epic file manager and time saver

English forum / High float precision NVIDIA vs. INTEL
« on: February 11, 2016, 10:31:41 PM »
Shadertoy demo Seascape - fix white pixels (Ported to GeeXLab) is supposed to fix graphical corruption that appears after some hours in the original demo
 Apparently caused by bad floating point calculations.

If you max it out you can still spoof the FPU, whereat NVIDIA's precision is very imprecise

Code: [Select]
// High float precision in fragment shader should be: -/+ 2 to the power of 127
// max. NVIDIA
// float SEA_TIME = iGlobalTime + pow(2.0, 118.0); // OK with bad visuals
// float SEA_TIME = iGlobalTime + pow(2.0, 119.0); // blank screen

// max. INTEL
// float SEA_TIME = iGlobalTime + pow(2.0, 127.0); // OK with bad visuals
// float SEA_TIME = iGlobalTime + pow(2.0, 128.0); // "end of the world"

English forum / Re: How to use video texture in a GLSL Shader
« on: February 10, 2016, 05:42:30 PM »
>>>Update 3 - download now<<<

18 demos now in total

Following ports were a PITA  :P

"Page curl effect" fixed
Code: [Select]
return texture2D(iChannel0, vec2(p.x, -p.y));               // seethrough 1
vec4 color = texture2D(iChannel0, vec2(point.x, -point.y)); // seethrough 2
vec4 color = texture2D(iChannel0, vec2(point.x, -point.y)); // backside
bgColor = texture2D(iChannel0, vec2(uv.x, -uv.y)).rgga;     // background
color = texture2D(iChannel0, vec2(uv.x, -uv.y));            // rotation

"Overkill" contains 2 videos (!) - a real time clock and a cubemap ("Yokohama" is already in demo pack FEB 2016).
After 22 seconds "News" appears as billboard and "Suzie" in the tiles. Latter is hard to see, so maximise window.

WhitestormJS is based on the Three.js engine, which is made for developers who need a useful wrapper around WebGL, posteffects and physics.

Open source on GitHub, incl. a bunch of examples...

3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.20 Released
« on: February 09, 2016, 04:46:53 PM »
Changes in HWiNFO32 & HWiNFO64 v5.20 - Released on:  Feb-9-2016: 
  • Fixed monitoring of total/NAND reads/writes for some SanDisk drives.
  • Extended NVMe S.M.A.R.T. status and fixed total writes amount.
  • Fixed reporting of sub-zero temperatures on NVIDIA GPUs.
  • Added support of Samsung SSD 950 Pro using the default Microsoft NVMe driver.
  • Added preliminary support of AMD Ellesmere, Baffin, Greenland.
  • Fixed GPU I2C access on AMD Tonga/Amethyst.
  • Added options to choose which type of values (current, mix, max, average) to show in tray, LG LCD and RTSS.
  • Enhanced sensor monitoring on ASUS Z170-PREMIUM.
  • Added support of IRF IR35201.
  • Added monitoring of page file usage.
  • Added support of Corsair H80i v2, H100i v2 and H115i.
  • Improved monitoring of WHEA errors.
  • Enabled GPU I2C access on Fiji (GPU VRM monitoring). Might need Reset GPU I2C Cache first.
  • Enhanced sensor monitoring on ASUS Z97-P.
  • Enhanced DELL EC sensor monitoring.

Linux Display Driver - x86 NVIDIA Certified361.28February 9, 2016
Linux 32-bit ARM Display Driver NVIDIA Certified361.28February 9, 2016
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified361.28February 9, 2016
FreeBSD Display Driver – x64 NVIDIA Certified361.28February 9, 2016
Solaris Display Driver – x64/x86 NVIDIA Certified361.28February 9, 2016
FreeBSD Display Driver – x86 NVIDIA Certified361.28February 9, 2016

  • Added support for the following GPU:
    • GeForce 945A
  • Added a legacy, non-GLVND GLX client library to the NVIDIA Linux driver installer package, and the ability to select between a GLVND or non-GLVND GLX client library at installation time. This allows users to install the legacy non-GLVND GLX client library in order to work around compatibility issues which may arise due to GLX applications which depend upon behaviors of the NVIDIA GLX client driver which are not defined by the Linux OpenGL ABI version 1.0.

    By default, nvidia-installer will install the legacy, non-GLVND GLX client libraries. The --glvnd-glx-client command line option can be used to override the default, and install the GLVND GLX client libraries instead. Please contact the vendors of any applications that are not compatible with GLVND to ensure that their applications be updated for compatibility with GLVND.

    The presence of multiple GLX client libraries in the package has implications for repackagers of the NVIDIA driver; see the entry in the "Installed Components" chapter of the README for details.
  • The OpenGL Vendor-Neutral Driver (GLVND) infrastructure is now included and supported by the NVIDIA GLX and OpenGL drivers.  This should not cause any visible changes in behavior for end users, but some internal driver component libraries have been renamed and/or moved as a result. These changes may affect scripts that rely on the presence of NVIDIA OpenGL driver components other than those specified in the Linux OpenGL ABI version 1.0, maintainers of alternative NVIDIA driver installation packages, and applications which rely on the presence of any non- OpenGL/GLX symbols in the library and its dependencies in any way.

    Please see:

    For more information on the GLVND project.

    The Linux OpenGL ABI version 1.0 specification is available at:
  • Updated nvidia-installer to run ldconfig( 8) and depmod( 8) after uninstalling an existing driver, instead of only running these two commands when installing a new driver.
  • Removed the VDPAU wrapper and trace libraries and from the driver package.  These libraries may be available via your distribution's package management system, or can be compiled from the sources available at:

    Please see

    for more information.
  • Fixed a bug in the EGL driver where a mutex was unlocked more than once.  This triggers undefined behavior, and in particular, if lock elision is enabled in glibc, may result in a segmentation fault.

3D-Tech News Around The Web / Intel HD Graphics Driver beta
« on: February 09, 2016, 04:31:13 PM »
This beta version driver is provided to confirm pending driver code changes that address numerous reported game play issues.  A list of issues addressed is below.  A production version driver will follow in a few weeks, if the beta tests well.
This driver is being provided as a beta test driver, and while it has had limited validation testing by Intel, it is essentially a test driver and is not to be considered a permanent replacement for a fully validated and certified graphics driver.
  • Use at your own discretion
While Intel may or may not address issues found in this beta version driver, we do welcome feedback particular to the issues listed below that the driver addresses.
  • Please note: this driver is not certified by Microsoft and will generate a warning when installing.
This document provides information about Intel’s Graphics Driver for:
  • 6th Generation Intel® Core Processors, Intel Core™ M, and related Intel® Pentium® Processors with Intel® HD Graphics 510, 515, 520, 530, Intel® Iris Graphics 540 and Intel® Iris Graphics 550
  • Intel® Xeon® Processor E3-1500M v5 Family with Intel® HD Graphics P530
  • 5th Generation Intel® Core Processors with Intel® HD Graphics 5500, 5600, 6000, Intel Iris™ Graphics 6100, Iris Pro Graphics 6200 and select Intel® Pentium®/Intel® Celeron® Processors with Intel® HD Graphics
  • Intel® Core™ M Processor with Intel® HD Graphics 5300
  • 4th Generation Intel® Core™ Processors with Intel® HD Graphics 4200, 4400, 4600, 5000, Intel Iris™ Graphics 5100 and Intel® Iris Pro Graphics 5200 and select Intel Pentium/Intel Celeron Processors with Intel® HD Graphics
 KEY ISSUES FIXED: Just Cause 3 - game crash
Microsoft Enhanced Video Renderer - API crash
Project CARS - game crash
F1 2015 - game crash during built-in benchmark
Angry Birds - corruption after using “Maximize” icon in game window
Quake IV - corruption resuming from standby mode
Fallout 4 - game crash when game is loading
LEGO Minifigures Online - command list reset lock takes long time (4th & 5th Gen)
Wolfenstein The New Order - game crash

If setup.exe fails, follow this fool-proof "have disk" installation tutorial

3D-Tech News Around The Web / Sangokushi 13 - japanese game benchmark
« on: February 08, 2016, 05:35:22 PM »
Sangokushi 13

latest iteration of Romance of the Three Kingdoms

Ridiculous clipping bugs and unplayable for Gaijins.

English forum / Re: Shadertoy multipass demos
« on: February 08, 2016, 02:28:19 PM »
Rocket City

uses both iFrame and iTimeDelta

also iChannelResolution, keyboard and mouse-click

English forum / Re: Shadertoy multipass demos
« on: February 08, 2016, 01:04:48 PM »
Some MP shaders use new uniforms
uniform int       iFrame;
uniform float     iTimeDelta; (appears only in FireFox shader editor)

interactive evolution
3d pseudo fluid volume
Diffusion Curves

What goes around comes around:
Post process - FXAA
FXAA code from: geeks3d

Pages: 1 ... 3 4 [5] 6 7 ... 177