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3D-Tech News Around The Web / Catzilla 1.4 released
« Last post by Stefan on May 27, 2015, 08:13:38 PM »
Catzilla 1.4   

Created on 2015-05-26,

  • Correct detection of the latest graphics cards and processors:
- NVIDIA GeForce GTX 870 and 880 (GM204)
 - AMD Radeon R9 285
 - NVIDIA GeForce GTX 970 and GTX 980
 - NVIDIA GeForce GTX 960 and GM206
  • Fixed reporting of memory clock on Haswell-E/EN/EP/EX
  • Improved DDR4 support
  • Enhanced support of CPUs with more than 256 logical cores
  • Enhanced reporting of memory timings and other features for Skylake
  • Many more games for "Check Game" option
3D-Tech News Around The Web / TechPowerUp GPU-Z v0.8.3
« Last post by Stefan on May 27, 2015, 07:07:53 PM »
GPU-Z is a lightweight utility designed to provide you with all information about your graphics card and GPU. 

 Version History 0.8.3
  • Added VGA BIOS UEFI support indicator
  • Added support for NVIDIA GTX 980 Ti, GTX 965M, GTX 950M, NVS315, GT 750 (GK106)
  • Added support for AMD Fiji, Radeon R2/R3 Graphics (Mullins APU)
  • Added support for various Intel Broadwell SKUs
  • Fixed missing NVIDIA PerfCap sensor in some cases
  • Added support for HBM memory
  • Fixed GT200B die size
  • Fixed some NV42 specs
  • Improved OpenCl detection code

3D-Tech News Around The Web / MSI Afterburner 4.1.1 Final
« Last post by Stefan on May 27, 2015, 05:09:26 PM »
MSI Afterburner 4.1.1 Official Download
- Guru3D and MSI have been working hard on AfterBurner, today we release an updated this revision of Afterburner, this application successfully secured the leading position on graphics card utilities.
Prior to installation please be sure to uninstall your old version of AfterBurner. For Version 4.1.0 AfterBurner received a complete overhaul. That way you can select new skins.

3 year old remote server still works fine.

3D-Tech News Around The Web / (Android) Game Performance: Geometry Instancing
« Last post by Stefan on May 26, 2015, 07:00:33 PM »
Game Performance: Geometry Instancing

...Rendering a lot of meshes is desired to create a beautiful scene like a forest, a cheering crowd or an army, but doing so is quite costly and reduces the frame rate. Fortunately this is possible using a simple technique called Geometry Instancing.

Submitting draw calls causes OpenGL to queue commands to be sent to the GPU, this has an expensive overhead which may affect performance. This overhead grows when changing states such as alpha blending function, active shader, textures and buffers.
Geometry Instancing is a technique that combines multiple draws of the same mesh into a single draw call, resulting in reduced overhead and potentially increased performance. This works even when different transformations are required.
Geometry instancing can be used in 2D games for rendering a large number of sprites, or in 3D for things like particles, characters and environment.
If you are drawing the same mesh multiple times in a frame make sure to implement Geometry Instancing in your pipeline! This can greatly reduce overhead and improve performance.
3D-Tech News Around The Web / Bringing DirectX 11 features to mobile in Unity 5.1
« Last post by Stefan on May 26, 2015, 06:57:07 PM »
One of the new features in Unity 5.1 is a new unified OpenGL rendering backend.
...Until now, we had a separate renderer for OpenGL ES 2.0, one for OpenGL ES 3.0 (that shared a good deal, but not all, code with ES 2.0) and then a completely different one for the desktop OpenGL (that was stuck in the OpenGL 2.1 feature set). This, of course, meant a lot of duplicate work to get new features in, various bugs that may or may not happen on all renderer versions etc.
So, in order to get some sense into this, and in order to make it easier to add features in the future, we created a unified GL renderer. It can operate in various different feature levels, depending on the available hardware...
New demo v1.1 - fixed framerate issues! :D

I got running Win 8.1 x64 with i5-2500K@4.5GHz and EVGA GF GTX 780 Ti Classified 352.86WHQL (HQ):
min 269 fps
max 783 fps
AVG 518.28 fps
-- No any CPU bottlenecked despite "low" resolution as 1024x768 xD and my "old" CPU! :D

Try 1920x1080... But please you can test at 1920x1080 because 2560x1080 is invalid for desktop. ;)
Blender 2.75 Testbuild Now Available

The Blender Foundation has released the first testbuild of Blender 2.75 and is asking everyone to help test it.

We are finishing work on a massive 2.75 release. A first testbuild is available now! Please help testing it and report issues to the bug tracker.
Among new features are AMD OpenCL rendering and stereo/multiview support!
3D-Tech News Around The Web / (Demoscene) Simulaatio 2015
« Last post by Stefan on May 25, 2015, 02:54:38 PM »
Simulaatio 2015

On Android use RAR and Firefox Nightly to run the JavaScript demos.

Its 352.86, yes (I have a notebook though).
Not sure about WHQL
3D-Tech News Around The Web / (Shadertoy) Round-up May 2015
« Last post by Stefan on May 24, 2015, 06:03:50 PM »
My personal favorites this month.
All running on Nexus 4 , AMD Zacate APU and NVIDIA Maxwell

Hyper dodecahedron
Anti menger sphere sponge
38911 BASIC Bytes free
Emerging redux
Evil seed

and the oldie Fractal land [via]

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