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3D-Tech News Around The Web / Re: NVIDIA Volta GPU thread
« Last post by Stefan on May 25, 2017, 08:37:28 AM »
Quote
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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3D-Tech News Around The Web / ImgTec introducing PowerVR Furian
« Last post by Stefan on May 25, 2017, 08:29:16 AM »
Furian is, therefore, is a brand-new microarchitecture that tackles the business of being a really great general purpose compute core, surrounded by best-in-class GPU-specific resources that continue to embody PowerVR’s specific TBDR design philosophy, combining to create a big leap forward from Rogue. For us, it doesn’t matter if the USC or TPU changes completely, or the way that the GPU is put together at the block level evolves in a new direction that scales differently to before; if our TBDR execution is at the heart of the design, it’s definitively a PowerVR GPU.

Read more...
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3D-Tech News Around The Web / HWiNFO32 and HWiNFO64 v5.52
« Last post by Stefan on May 24, 2017, 08:25:48 PM »
Changes in HWiNFO32 & HWiNFO64 v5.52 - Released on:  May-23-2017: 
 
  • Enhanced sensor monitoring on some ASRock B350 series mainboards.
  • Added NVIDIA TITAN Xp.
  • Enhanced sensor monitoring on ASUS PRIME A320M-K.
  • Fixed a possible crash on some systems with invalid driver dates.
  • Enhanced sensor monitoring on EVGA X99 Micro.
  • Enhanced sensor monitoring on some later Intel NUC systems.
  • Added Intel Cannon Lake PCH and Lewisburg SKU brand names.
  • Enhanced enumeration of USB hubs.
  • Enhanced sensor monitoring on ASUS PRIME X370-A.
  • Fixed sensor monitoring on some MSI X370/B350 series mainboards.
  • Fixed VDD/NB voltage monitoring on Richtek RT8894A/ASP1106.
  • Added a new option for AMD GPUs to prefer ADL information instead of direct instantaneous methods.
  • Added a new sensor column to show profiling time (time required to read entire sensor and value data).
  • Fixed a possible hang on some secondary NVIDIA GPUs.
  • Added support of ATA Device Statistics.
  • Fixed reporting of Trfc on Ryzen when DIMM0 is not populated.
  • Enhanced sensor monitoring on ASUS ROG STRIX X370-F and ROG STRIX B350-F.
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3D-Tech News Around The Web / TechPowerUp GPU-Z v2.1.0
« Last post by Stefan on May 23, 2017, 03:16:10 PM »
TechPowerUp GPU-Z v2.1.0


Version History

  v2.1.0 (May 23rd, 2017)           
  • Various bugfixes
   v2.0.0 (May 23rd, 2017)           
  • Advanced Tab added, with additional on info on VGA BIOS, CUDA, OpenCL, DirectX, Vulkan
  • Added support for EVGA iCX Sensors
  • Fixed BIOS saving on GeForce 900 Series and newer, on 32-bit OS
  • NVIDIA PerfCap Reason "Util" renamed to "Idle"
  • Added retry option to "Rendering doesn't work over remote desktop" message
  • When log file can't be written to, stop trying until re-enabled by user
  • Fixed DirectX Support detection on old ATI cards (R600 and older)
  • Added support for NVIDIA Tesla P100 PCIe, Tesla M10, Quadro P5000
  • Added support for Intel Graphics 615
  • Added support for AMD HD 8350G


 
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Our new GeForce Game Ready 382.33 WHQL drivers are optimized for Tekken 7 and Star Trek: Bridge Crew. To download and install, simply fire up GeForce Experience and click the "Drivers" tab.
 

Tekken makes its debut on PC with Tekken 7 on June 2nd. It's packed with PC features, runs at 4K on virtually any monitor with NVIDIA DSR, and has a number of scalable graphics settings to ensure as many people as possible can play.
For the definitive experience, with maxed out settings and a rock-solid 60 frames per second, a GeForce GTX 1060 is recommended for 1920x1080 and 2560x1440, and a GeForce GTX 1080 Ti for 4K. Learn more in our Tekken 7 Recommended GPU article.


 Official 382.33 Game Ready WHQL Display Driver Feedback Thread (Released 5/22/17)

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3D-Tech News Around The Web / (Demoscene) How a 64k intro is made
« Last post by JeGX on May 22, 2017, 10:01:58 AM »
How is made the Guberniya 64k intro, released at the Revision 2017:

Quote
The demoscene is about producing cool real time works (as in “runs on your computer”) called demos. Some demos are really small, say 64 kilobytes or less, and these are called intros. The name comes from “crack intros”. So an intro is just a demo that’s small.

I’ve noticed many people have interest in demoscene productions but have no idea how they are actually made. This is a braindump/post-mortem of our recent 64k intro Guberniya and I hope that it will be interesting to newcomers and seasoned veterans alike. This article touches basically all techniques used in the demo and should give you an idea what goes into making one. I refer to people with their nick names in this article because that’s what sceners do.

http://www.lofibucket.com/articles/64k_intro.html


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3D-Tech News Around The Web / Vulkan API specifications 1.0.50 released
« Last post by Stefan on May 21, 2017, 08:39:55 AM »
Quote
Change log for May 20, 2017 Vulkan 1.0.50 spec update:

  * Bump API patch number and header version number to 50 for this update.

Github Issues:

  * Fix numerous minor issues with the VK_EXT_debug_report extension (public
    issues 478, 483, 486, 489, 490).

Internal Issues:

  * Update flink:vkAllocateDescriptorSets to specify conditions under which
    to return ename:VK_ERROR_FRAGMENTED_POOL or
    ename:VK_ERROR_OUT_OF_POOL_MEMORY instead of
    out-of-host/out-of-device-memory, and improve the
    <<fundamentals-errorcodes, description of those errors (internal issue
    654).
  * Add a NOTE documenting that flink:vkAcquireNextImageKHR can only signal
    a single semaphore, and how to deal with that when multiple physical
    devices in a logical device need to wait on it (internal issue 730).
  * Improve description of pname:pNext chains of
    slink:VkPhysicalDeviceImageFormatInfo2KHR and
    slink:VkImageFormatProperties2KHR (internal issue 814).
  * Clean up math markup issues in the <<textures, Image Operations>>
    chapter (internal issue 818).
  * Update validusage target to use more robust code for preprocessing, by
    making direct use of Asciidoctor's preprocessor. Added uniqueItems check
    to JSON vu schema and add clean_validusage target (internal issue 826).
  * Update style guide to prohibit writing non-self-contained (on a single
    bullet point) Valid Usage statements, and modify offending Valid Usage
    statements in the Specification to match, to assist with automatic
    extraction for the validation layers (internal issue 828).
  * Add ename:VK_VALIDATION_CHECK_SHADERS_EXT to elink:VkValidationCheckEXT
    of the `VK_EXT_validation_flags` extension, to selectively disable
    shader validation.
  * Remove duplicate valid usage statement for slink:VkImageMemoryBarrier.
  * Modify reflow.py script to place VUID tag anchors standalone on a line
    following their corresponding bullet point, and reflow the spec text
    accordingly (this had been pending since the initial tag deployment).

New Extensions:

  * `VK_AMD_texture_gather_bias_lod`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/cebb71d06253ee37909f281eed93ad7243530fce
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