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1
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"
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Quote
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.

...


Link: http://gpuopen.com/performance-tweets-series-command-lists/

4
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.

5
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 »
Quote
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.

Link: https://github.com/electronicarts/EASTL
6
Quote
Ion is a portable suite of libraries and tools for building client applications,
especially graphical ones. It is small, fast, and robust, and is cross-platform
across many platforms and devices, including desktops, mobile devices, browsers,
and other embedded platforms.

Why Use Ion?
* Small: < 500k binary size on mobile platforms, often much smaller
* Powerful: Tools for faster productivity when developing applications
  * Robust, portable application infrastructure aids in:
  * Object lifetime management
  * Memory allocation
  * Application start-up and static instances
  * Threading
  * Run-time setting editing
  * Automatic performance instrumentation
  * More!
* Tools for graphics:
  * Analyze graphics scenes to find performance bottleneck
  * Trace all OpenGL calls and examine their arguments
  * Use scene resources in multiple contexts, automatically
  * Run-time graphics state introspection
  * Run-time shader editing: change your shaders and immediately see the results
* Fast graphics: Minimal overhead between your application and OpenGL / ES
* Tested: Well-tested and facilitates testing your application
  * ~100% test coverage
  * Black- and white-box tested, unit tests and integration tests
  * Mock implementation of OpenGL API allows direct renderer unit tests and
    validation
  * Integrated Remote: extensible API allows changing arbitrary application
    settings on-the-fly for faster development, testing, and debugging
* Cross-platform:
  * Desktop: Linux, Mac OSX, Windows (OpenGL)
  * Handheld: Android (ARM, x86 MIPS), iOS (ARM and x86), and their 64-bit
    variants
  * Browser: Emscripten/asm.js, NaCl / pNaCl
* Cross-functional
  * Used by many teams across Google, running on billions of devices through
    multiple Google products

Link: https://github.com/google/ion
7
WhitestormJS is based on the Three.js engine, which is made for developers who need a useful wrapper around WebGL, posteffects and physics.

Open source on GitHub, incl. a bunch of examples...


8
3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.20 Released
« Last post by Stefan on February 09, 2016, 04:46:53 PM »
Changes in HWiNFO32 & HWiNFO64 v5.20 - Released on:  Feb-9-2016: 
  • Fixed monitoring of total/NAND reads/writes for some SanDisk drives.
  • Extended NVMe S.M.A.R.T. status and fixed total writes amount.
  • Fixed reporting of sub-zero temperatures on NVIDIA GPUs.
  • Added support of Samsung SSD 950 Pro using the default Microsoft NVMe driver.
  • Added preliminary support of AMD Ellesmere, Baffin, Greenland.
  • Fixed GPU I2C access on AMD Tonga/Amethyst.
  • Added options to choose which type of values (current, mix, max, average) to show in tray, LG LCD and RTSS.
  • Enhanced sensor monitoring on ASUS Z170-PREMIUM.
  • Added support of IRF IR35201.
  • Added monitoring of page file usage.
  • Added support of Corsair H80i v2, H100i v2 and H115i.
  • Improved monitoring of WHEA errors.
  • Enabled GPU I2C access on Fiji (GPU VRM monitoring). Might need Reset GPU I2C Cache first.
  • Enhanced sensor monitoring on ASUS Z97-P.
  • Enhanced DELL EC sensor monitoring.
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Linux Display Driver - x86 NVIDIA Certified361.28February 9, 2016
Linux 32-bit ARM Display Driver NVIDIA Certified361.28February 9, 2016
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified361.28February 9, 2016
FreeBSD Display Driver – x64 NVIDIA Certified361.28February 9, 2016
Solaris Display Driver – x64/x86 NVIDIA Certified361.28February 9, 2016
FreeBSD Display Driver – x86 NVIDIA Certified361.28February 9, 2016

Quote
  • Added support for the following GPU:
    • GeForce 945A
  • Added a legacy, non-GLVND libGL.so GLX client library to the NVIDIA Linux driver installer package, and the ability to select between a GLVND or non-GLVND GLX client library at installation time. This allows users to install the legacy non-GLVND GLX client library in order to work around compatibility issues which may arise due to GLX applications which depend upon behaviors of the NVIDIA GLX client driver which are not defined by the Linux OpenGL ABI version 1.0.

    By default, nvidia-installer will install the legacy, non-GLVND GLX client libraries. The --glvnd-glx-client command line option can be used to override the default, and install the GLVND GLX client libraries instead. Please contact the vendors of any applications that are not compatible with GLVND to ensure that their applications be updated for compatibility with GLVND.

    The presence of multiple GLX client libraries in the package has implications for repackagers of the NVIDIA driver; see the libGL.so entry in the "Installed Components" chapter of the README for details.
  • The OpenGL Vendor-Neutral Driver (GLVND) infrastructure is now included and supported by the NVIDIA GLX and OpenGL drivers.  This should not cause any visible changes in behavior for end users, but some internal driver component libraries have been renamed and/or moved as a result. These changes may affect scripts that rely on the presence of NVIDIA OpenGL driver components other than those specified in the Linux OpenGL ABI version 1.0, maintainers of alternative NVIDIA driver installation packages, and applications which rely on the presence of any non- OpenGL/GLX symbols in the libGL.so.1 library and its dependencies in any way.

    Please see:

    https://github.com/NVIDIA/libglvnd

    For more information on the GLVND project.

    The Linux OpenGL ABI version 1.0 specification is available at:

    https://www.opengl.org/registry/ABI
  • Updated nvidia-installer to run ldconfig( 8) and depmod( 8) after uninstalling an existing driver, instead of only running these two commands when installing a new driver.
  • Removed the VDPAU wrapper and trace libraries libvdpau.so.1 and libvdpau_trace.so.1 from the driver package.  These libraries may be available via your distribution's package management system, or can be compiled from the sources available at:

    http://people.freedesktop.org/~aplattner/vdpau/

    Please see

    http://freedesktop.org/wiki/Software/VDPAU/

    for more information.
  • Fixed a bug in the EGL driver where a mutex was unlocked more than once.  This triggers undefined behavior, and in particular, if lock elision is enabled in glibc, may result in a segmentation fault.
10
3D-Tech News Around The Web / Intel HD Graphics Driver 20.19.15.4380 beta
« Last post by Stefan on February 09, 2016, 04:31:13 PM »
This beta version driver is provided to confirm pending driver code changes that address numerous reported game play issues.  A list of issues addressed is below.  A production version driver will follow in a few weeks, if the beta tests well.
 
This driver is being provided as a beta test driver, and while it has had limited validation testing by Intel, it is essentially a test driver and is not to be considered a permanent replacement for a fully validated and certified graphics driver.
 
  • Use at your own discretion
 
While Intel may or may not address issues found in this beta version driver, we do welcome feedback particular to the issues listed below that the driver addresses.
 
 
  • Please note: this driver is not certified by Microsoft and will generate a warning when installing.
 
This document provides information about Intel’s Graphics Driver for:
 
  • 6th Generation Intel® Core Processors, Intel Core™ M, and related Intel® Pentium® Processors with Intel® HD Graphics 510, 515, 520, 530, Intel® Iris Graphics 540 and Intel® Iris Graphics 550
  • Intel® Xeon® Processor E3-1500M v5 Family with Intel® HD Graphics P530
  • 5th Generation Intel® Core Processors with Intel® HD Graphics 5500, 5600, 6000, Intel Iris™ Graphics 6100, Iris Pro Graphics 6200 and select Intel® Pentium®/Intel® Celeron® Processors with Intel® HD Graphics
  • Intel® Core™ M Processor with Intel® HD Graphics 5300
  • 4th Generation Intel® Core™ Processors with Intel® HD Graphics 4200, 4400, 4600, 5000, Intel Iris™ Graphics 5100 and Intel® Iris Pro Graphics 5200 and select Intel Pentium/Intel Celeron Processors with Intel® HD Graphics
 
 KEY ISSUES FIXED: Just Cause 3 - game crash
Microsoft Enhanced Video Renderer - API crash
Project CARS - game crash
F1 2015 - game crash during built-in benchmark
Angry Birds - corruption after using “Maximize” icon in game window
Quake IV - corruption resuming from standby mode
Fallout 4 - game crash when game is loading
LEGO Minifigures Online - command list reset lock takes long time (4th & 5th Gen)
Wolfenstein The New Order - game crash


If setup.exe fails, follow this fool-proof "have disk" installation tutorial
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