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  • GL_NV_framebuffer_mixed_samples and GL_EXT_raster_multisample - target-independent multisampling control and mixed samples: this feature adds a lot of flexibility to the multi-sampled rasterization, and decouples the rasterization sampling frequency (which can be set explicitly) from the actual framebuffer storage. It enables rasterization to operate at higher sampling frequency than the number of samples in the target color render buffers, and it supports both depth and stencil testing at this frequency, if the corresponding depth and stencil buffers are sampled accordingly (it must be a multiple of the number of samples in the color buffers).
  • GL_NV_fragment_coverage_to_color - coverage to color conversion: this allows using ROP to automatically convert the post depth-/stencil-/alpha- test coverage mask into a color and write it into a color render target.
  • GL_EXT_post_depth_coverage - post-depth coverage: this extension allows the fragment shader to get the post depth-test coverage mask of the current fragment as input (gl_SampleMaskIn[]).
  • GL_NV_sample_mask_override_coverage - multisample coverage override: the standard GL behavior for FS output coverage mask (gl_SampleMask[]) is to AND it with the actual primitive input coverage mask. This extension disables this operation.
  • GL_NV_sample_locations - programmable sample locations: Allows applications to explicitly set the location of sub-pixel samples for multisample rasterization, providing fully programmable sampling patterns.
  • GL_NV_conservative_raster - conservative rasterization:  It allows rasterization to generate fragments for any pixel touched by a triangle, even if no sample location is covered on the pixel.
  • GL_NV_fragment_shader_interlock - fragment shader interlock: This extension exposes an hardware-accelerate critical section for the fragment shader, allowing hazard-free read-modify-write operations on a per-pixel basis.
  • GL_NV_fill_rectangle: screen-space bounding-box rasterization: this allows rasterizing the axis-aligned screen-space bounding box of submitted triangles, disregarding the actual triangle edges.
  • GL_NV_geometry_shader_passthrough - geometry shader passthrough: this extension allows to write more efficient geometry shaders in the case there is a one-to-one mapping between input and output primitives.
  • GL_EXT_sparse_texture2: Enhanced sparse textures: this new extension adds the ability to retrieve texture access residency information from GLSL, to specify minimum allocated LOD to texture fetches and to return a constant zero value for lookups into unallocated pages.
  • GL_EXT_texture_filter_minmax - texture Filter min/max: exposes a new sampler parameter allowing to perform a min or max reduction operation on the values sampled inside a texture filtering footprint.
  • GL_NV_shader_atomic_fp16_vector - FP16 global atomics: This extension provides a set of new atomic operations operating on 2 and 4 components vectors of 16b floating point values for images, bindless pointers to global memory and storage buffers.

Complete story: http://blog.icare3d.org/2014/09/maxwell-gm204-opengl-extensions.html

New extensions available with R344.11
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English forum / Re: Cant start GLSL Hacker 0.7.0.3
« Last post by gumlym on September 20, 2014, 11:06:07 AM »
Hi! (Sorry for the late reply) Yes that worked. I have then narrowed it down to this plugin: plugin_gxl_python_27_x64.dll If I remove that one from the plugins folder then it works :)
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3D-Tech News Around The Web / NVIDIA GeForce GTX 980 Whitepaper
« Last post by Stefan on September 20, 2014, 01:05:09 AM »
download from here

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In our 21-year quest to bring the most realistic 3D graphics to gamers, NVIDIA has introduced a number
of innovations. With its hardware transform and lighting engine, NVIDIA’s GeForce 256 ushered in the
era of the GPU in 1999, bringing T&L support to consumer graphics for the first time. In late 2006 with
the G80 GPU and the GeForce 8800 GTX graphics board, CUDA and the formalization of GPGPU
computing as we know it today was first brought to the world. More recently, in 2010 we launched the
GeForce GTX 480—our first GPU built using the Fermi graphics architecture. GeForce GTX 480
incorporated fifteen parallel tessellation units, enabling dramatic speedups in geometry processing
compared to prior GPUs. With great strides in architectural efficiency, Kepler GPUs delivered
significantly improved performance and power efficiency when introduced in 2012. 
Earlier this year we launched the GeForce GTX 750 Ti, our first GPU from the Maxwell architectural
family. Maxwell GPUs were designed from the ground up for extreme power efficiency and exceptional
performance per watt consumed. In many DX11 applications, the GTX 750 Ti is capable of matching or
even beating the performance of our once flagship GeForce GTX 480, while consuming only a fourth the
power. Thanks to its remarkable power efficiency, our first generation Maxwell GPUs were ideal for use
in power-limited environments like notebooks and small form factor PCs, in addition to mainstream
desktops.
NVIDIA’s latest GPU, GM204, is the first to use the full realization of our 10th
 generation GPU
architecture, Maxwell. Our design goals for GM204 were to deliver:
  Extraordinary Gaming Performance for the Latest Displays
  Incredible Energy Efficiency
  Dramatic Leap Forward In Lighting With VXGI
Extraordinary Gaming Performance for the Latest Displays
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3D-Tech News Around The Web / GALAX = GALAXY + KFA2
« Last post by JeGX on September 19, 2014, 11:22:05 AM »
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BORN FROM NEARLY TWO DECADES OF DEDICATED DESIGN AND MANUFACTURING, NOW UNIFIED AS A ONE-WORLD BRAND.

Born from nearly two decades of dedication to the design and manufacturing of the world’s best performing gaming products, GALAXY and its European brand KFA2 today announced their global unification, officially merging to form GALAX.

Originally founded in 1994, GALAXY built its reputation as the behind-the-scenes designer and manufacturer of many of the most popular OEM-branded graphic card products on the market. Since 2000, GALAXY introduced numerous critically-acclaimed products including the world renowned "Hall of Fame" series with custom white PCBs and record breaking performance.

One of the most exciting benefits of the merger for GALAX customers will be an all new level of global brand consistency and product availability. With a single unified brand, GALAX is now able to offer every customer in every market the same world class service and support along with access to GALAX’s entire product portfolio. Our customers guide everything we do at GALAX, and it’s this commitment that defines us as a company.

GALAX will continue providing all current levels of service and support to all Galaxy/KFA2 customers, and will of course honour all Galaxy/KFA2 warranties to their full extent.

Link: http://www.galax.net/europe/news_press_launch.html
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3D-Tech News Around The Web / NVIDIA GeForce driver 344.11 WHQL
« Last post by Stefan on September 19, 2014, 07:13:31 AM »
New in GeForce Game Ready Drivers

The new GeForce Game Ready driver, release 344.11 WHQL, allows GeForce owners to continue to have the ultimate gaming experience. This driver is aligned with today’s launch of the world’s most advanced GPUs—the GeForce GTX 980 and GTX 970. With support for NVIDIA G-SYNC Surround displays, gaming has never been more realistic and immersive. In addition, this Game Ready WHQL driver ensures you'll have the best possible gaming experience for the latest new blockbuster titles including Borderlands: The Pre-Sequel, The Evil Within, F1 2014, and Alien: Isolation.

Game Ready
Best gaming experience forBorderlands: The Pre-Sequel, The Evil Within, F1 2014, and Alien: Isolation

New GeForce GPUs
Supports the new GeForce GTX 980 and GTX 970 GPUs, based upon the second-generation Maxwell architecture

Gaming Technology
Supports G-SYNC technology and NVIDIA G-SYNC Surround configurations

Code: [Select]
DriverVer   = 09/13/2014, 9.18.13.4411
NVIDIA_DEV.13C0 = "NVIDIA GeForce GTX 980"
NVIDIA_DEV.13C2 = "NVIDIA GeForce GTX 970"
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3D-Tech News Around The Web / NVIDIA GeForce driver 343.22 for Linux, FreeBSD and Solaris
« Last post by Stefan on September 19, 2014, 06:57:08 AM »
 
  • Added support for the following GPUs:
    • GeForce GTX 970
      GeForce GTX 980
  • Fixed a bug that prevented the "sync to vblank" setting from being honored for EGL applications.
  • Fixed a bug that could cause some OpenGL programs to encounter out of memory during a mode switch.
  • Fixed a bug that prevented the NVIDIA OpenGL driver from honoring the __GL_SHADER_DISK_CACHE_PATH environment variable.
  • Fixed a bug that caused disabled displays to be implicitly included in the target selection for some queries and assignments on the nvidia-settings command line interface, in the absence of any explicit target selection.
  • Added a new attribute to the NV-CONTROL API to query the current utilization of the video decode engine.
  • Fixed a bug where the Exchange Stereo Eyes setting in nvidia-settings didn't work in certain stereo configurations.
  • Worked around a Unigine Heaven 3.0 shader bug which could cause corruption when tessellation is enabled by implementing an application profile that uses the "GLIgnoreGLSLExtReqs" setting.  See the documentation for the __GL_IGNORE_GLSL_EXT_REQS environment variable for more details.
  • Fixed a memory leak when destroying EGL surfaces.
  • Added support for multiple simultaneous EGL displays.
  • Removed support for G8x, G9x, and GT2xx GPUs, and motherboard chipsets based on them. Ongoing support for new Linux kernels and X servers, as well as fixes for critical bugs, will be included in 340.* legacy releases through the end of 2019.
download from here


 
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3D-Tech News Around The Web / NVIDIA mobile GeForce driver 344.00 (ASUS OEM)
« Last post by Stefan on September 18, 2014, 06:16:17 PM »
   This driver adds support for

 
NVIDIA_DEV.13D7 = "NVIDIA GeForce GTX 980M"
 NVIDIA_DEV.13D8 = "NVIDIA GeForce GTX 970M"

 
Works fine with Pieter's INF 5.012
 
15092935629_97b0c07b34_o.png
     
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3D-Tech News Around The Web / Blender 2.72 test
« Last post by Stefan on September 13, 2014, 04:48:53 PM »
  OFFICIAL TEST BUILD AVAILABLE NOW

https://download.blender.org/release/Blender2.72/
 
   Cycles Rendering

Volume rendering and Subsurface Scattering are available on GPU, Volume and Glossy sampling was improved, new Ashikhmin-Shirley distribution for Glossy and Anisotropic BSDFs, memory usage during rendering was lowered, OSL updated to version 1.5.
 
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We are happy to announce the availability of our latest and most advanced SDK for OpenCL: Release 2 of Intel® SDK for OpenCL SDK 2014 is the industry’s first SDK to provide an OpenCL 2.0 development environment with the new Intel® Core™ M Processors.
This major advance in graphics programmability and accessibility will help you make greater use of the graphics engine to deliver new experiences on Intel-based platforms
New with SDK 2014 Release 2:
 
  • OpenCL™ 2.0: Support for latest OpenCL standard version 2.0 with shared virtual memory. Start now and write your first OpenCL 2.0 code on your current development platform, simply by using the new OpenCL 2.0 development environment that is installed with the SDK.
  • Intel® Core™ M Processors: Take advantage of OpenCL 2.0 with the latest Intel® Core™ M processors and future generations of Intel Core processors.
  • SPIR* 1.2: Improve portability and drive innovation with a standard, non-source intermediate representation (IR) for device programs. Supported on both CPU and Intel Graphics.
  • Greater development experience: The SDK provides everything you need to build, debug, and analyze OpenCL application. This release not only adds OpenCL 2.0 and SPIR 1.2 development support, but also adds new preview features for debugging and analyzing applications
Learn more
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