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3D-Tech News Around The Web / NVIDIA GeForce driver 376.19
« Last post by Stefan on December 05, 2016, 06:39:27 PM »
 Official 376.19 Game Ready WHQL Display Driver Feedback Thread (Released 12/5/16)

Quote
Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.  Today we are releasing Game Ready Driver 376.19 providing optimal VR experience for Oculus Touch launch titles.
 
 Learn more here: http://www.geforce.com/whats-new/articles/oculus-touch-game-ready-driver
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English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by coolkid87 on December 05, 2016, 05:17:34 PM »
Hello JeGx, thanks for the reply and I appreciate the effort you've put to incorporate the format into the tool right away :) . I'm currently storing pixel index in texture, that's why I needed 16bit format support since the texture can be as big as 2kx2k. But unfortunately I'm working with a GNU/Linux build of GeeXLab. In general I'm having trouble to access a texture bound with a render target created with gh_render_target.create_ex()(1 sample and no linear filtering) but they're working fine with gh_render_target.create().
I'm using the code such as below
Code: [Select]
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)
render_tex_color = gh_texture.create_2d(winW, winH)
-- frame --
gh_render_target.bind(render_tex_tgt)
local col_tex_unit = 0
gh_texture.bind(render_tex_color, col_tex_unit)
gh_texture.activate_rt_color(render_tex_tgt, col_tex_unit)

I'm yet to find a way to use the gh_texture.activate_rt_color() method with MRT render target created with gh_render_target.create_v2(). So it's possible that I'm using the methods in wrong way altogether.

In a few days I'll have access to a Windows PC, I'll let you know about the results I've got after testing it on that platform.
Cheers.
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English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on December 05, 2016, 03:15:24 PM »
I updated the GeeXLab core DLLs with new pixels formats for the render targets:
Code: [Select]
PF_UI32_R = 13
PF_UI32_RG = 14
PF_UI32_RGBA = 15
PF_I32_R = 16
PF_I32_RG = 17
PF_I32_RGBA = 18
PF_UI16_R = 19
PF_UI16_RG = 20
PF_UI16_RGBA = 21
PF_I16_R = 22
PF_I16_RG = 23
PF_I16_RGBA = 24
PF_UI8_R = 25
PF_UI8_RG = 26
PF_UI8_RGBA = 27
PF_I8_R = 28
PF_I8_RG = 29
PF_I8_RGBA = 30

You can downloads the DLLs from this link: http://www.geeks3d.com/dl/show/1000

Just copy these DLLs in GeeXLab folder. These DLLs work with GeeXLab 0.13.0 for Windows.

I didn't test these new PFs so let me know.
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English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on December 05, 2016, 01:42:04 PM »
Currently, all pixel formats supported for the render targets are:

Code: [Select]
PF_U8_RGB = 1
PF_U8_BGR = 2
PF_U8_RGBA = 3
PF_U8_BGRA = 4

PF_F32_RGB = 5
PF_F32_RGBA = 6

PF_F32_R = 7

PF_F16_RGB = 8
PF_F16_RGBA = 9
PF_F16_R = 10

Let me know what pixel formats you need (like RG16UI) and I will try to update GeeXLab (Windows version) asap.

 

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English forum / Re: Rendering real time 3D on RGB LED Matrix Panel with GeeXLab
« Last post by JeGX on December 05, 2016, 01:35:36 PM »
Thanks Stefan, I will try it asap.
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English forum / List of pixel formats for render target in GeeXLab
« Last post by coolkid87 on December 04, 2016, 11:28:25 AM »
Hello, this is my first post in this forum. I started using GeeXLab a few days back and I've a question.
Where can I get all the format codes for pixel formats accepted by gh_render_target.create_ex()? Some pixel formats are listed in scripting API reference, but if I want to use some pixel formats other than the listed ones e.g. RG16UI what code I put in? Are all the pixel formats listed in OpenGL docs supported?
Have a nice day. :)
7
3D-Tech News Around The Web / Re: NVIDIA NVFlash 5.328
« Last post by Stefan on December 03, 2016, 02:23:30 PM »
If you are tired of waiting for their henchman's response get Linux (and Windows) copy v5.333 here:
http://www.overclock.net/t/1521334/official-nvflash-with-certificate-checks-bypassed-for-gtx-950-960-970-980-980ti-titan-x/740#post_25681519
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English forum / Re: Rendering real time 3D on RGB LED Matrix Panel with GeeXLab
« Last post by Stefan on December 03, 2016, 01:53:41 PM »
Someone just released a 32x32 pixel (!) demo at Shadertoy: Rainbow Dash (converted to GeeXLab)
Could you try?



9
3D-Tech News Around The Web / Re: NVIDIA - New Demo for Vulkan Device-Generated Commands
« Last post by Stefan on December 03, 2016, 11:56:51 AM »
Works, but i didn't see differences in performance with different draw modes.
Maybe we need a more complex model?

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3D-Tech News Around The Web / NVIDIA - New Demo for Vulkan Device-Generated Commands
« Last post by JeGX on December 02, 2016, 09:50:14 PM »
Quote
Recently we introduced the VK_NVX_device_generated_commands (DGC) Vulkan extension, which allows rendering commands to be generated entirely on the GPU.

Earlier this week, we added support for VK_NVX_device_generated_commands to our Windows and Linux release drivers.

Today we are releasing the ‘BasicDeviceGeneratedCommandsVk’ SDK GameWorks sample. We highly recommend reading the introductory Vulkan Device-Generated Commands article in addition to this blog post.

VK_NVX_device_generated_commands is available in R376.09.

Links:
- Driver and New Sample for VK_NVX_device_generated_commands
- Vulkan Device-Generated Commands
- BasicDeviceGeneratedCommandsVk sample @ github
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