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3D-Tech News Around The Web / Intel ME 11: Management Engine Driver
« Last post by Stefan on February 12, 2016, 11:50:33 PM »
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
I like the list a lot :) It looks almost like the list of my favorites, except just:

- FastStone Image Viewer - IMHO best image browser. Freeware (not for commercial use). XnView is also a good alternative.

- foobar2000 - music player. Previously I used Aimp, which looks more like lightweight version of Winamp.

- jEdit - my favorite plain text editor. Very powerful. Its only drawback: it's written in Java :)

- WinDirStat - shows statistics and draws treemap of disk usage.
 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
« Last post by Stefan 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
« Last post by Stefan 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"
Hello and welcome to our series of blog posts covering performance advice for Direct3D® 12 & Vulkan™. You may have seen the #DX12PerfTweets on Twitter, and asked yourself where you can find some more background information – search no more, we’ve got you covered. Today, we’ll be looking at command lists, a feature which is only present in explicit APIs that expose fairly directly the DMA command buffer architecture of most modern 3D hardware.


The most important fact about command lists is that they can be recorded from multiple threads. This is one of the major advantages of Direct3D 12 and Vulkan over previous APIs. Optimal performance will be achieved by using as many CPU threads as there are available to record command lists. There are no hidden driver threads in Direct3D 12 and Vulkan that could interfere with you – all the threading performance comes directly from the application.



English forum / Re: How to use video texture in a GLSL Shader
« Last post by Stefan 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.

3D-Tech News Around The Web / EASTL: Electronic Arts C++ Standard Template Library
« Last post by JeGX on February 10, 2016, 10:38:35 AM »
EASTL stands for Electronic Arts Standard Template Library. It is a C++ template library of containers, algorithms, and iterators useful for runtime and tool development across multiple platforms. It is a fairly extensive and robust implementation of such a library and has an emphasis on high performance above all other considerations.

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