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3D-Tech News Around The Web / Re: GTX 970 Memory Allocation Issues over 3.5GB
« Last post by JeGX on January 27, 2015, 06:39:35 PM »
Big Pictures / Re: Storms of Volcanic Lightning
« Last post by jukil on January 25, 2015, 10:24:07 AM »
Awesome. Need to put this pict on my screensaver
3D-Tech News Around The Web / GTX 970 Memory Allocation Issues over 3.5GB
« Last post by jscheema on January 24, 2015, 02:48:33 PM »


Nvidia response:

"The GeForce GTX 970 is equipped with 4GB of dedicated graphics memory.  However the 970 has a different configuration of SMs than the 980, and fewer crossbar resources to the memory system. To optimally manage memory traffic in this configuration, we segment graphics memory into a 3.5GB section and a 0.5GB section.  The GPU has higher priority access to the 3.5GB section.  When a game needs less than 3.5GB of video memory per draw command then it will only access the first partition, and 3rd party applications that measure memory usage will report 3.5GB of memory in use on GTX 970, but may report more for GTX 980 if there is more memory used by other commands.  When a game requires more than 3.5GB of memory then we use both segments.
We understand there have been some questions about how the GTX 970 will perform when it accesses the 0.5GB memory segment.  The best way to test that is to look at game performance.  Compare a GTX 980 to a 970 on a game that uses less than 3.5GB.  Then turn up the settings so the game needs more than 3.5GB and compare 980 and 970 performance again."

Thank you.
GpuTest / ISSUE with GPUTEST when running for 8 hour or more.
« Last post by macs on January 22, 2015, 04:20:29 PM »
hello, I found a Issue with the GPUtest running for more than 8 Hours.

if you ran the GPUtest for 4 hour the application works fine and at the end generate the result file.

if you put more than 8 hours of duration the GPUtest never end and never put the result files.

maybe is a Type Size issue and using more time we get an overflow.

I hope someone can fix this issue.


3D-Tech News Around The Web / Matter.js: 2D Physics Engine for the web
« Last post by JeGX on January 20, 2015, 01:24:27 PM »
Matter.js is a 2D rigid body physics engine for the web written in JavaScript.

-  Physical properties (mass, area, density etc.)
-   Rigid bodies of any convex polygon
-   Stable stacking and resting
-   Collisions (broad-phase, mid-phase and narrow-phase)
-   Restitution (elastic and inelastic collisions)
-   Conservation of momentum
-   Friction and resistance
-   Constraints
-   Gravity
-   Composite bodies
-   Sleeping and static bodies
-   Events
-   Rounded corners (chamfering)
-   Views (translate, zoom)
-   Collision queries (raycasting, region tests)
-   Time scaling (slow-mo, speed-up)
-   Canvas renderer (supports vectors and textures)
-   WebGL renderer (requires pixi.js)
-   MatterTools for creating, testing and debugging worlds
-   World state serialisation (requires resurrect.js)
-   Cross-browser (Chrome, Firefox, Safari, IE8+)
-   Mobile-compatible (touch, responsive)
-   An original JavaScript physics implementation (not a port)

- Homepage
- Source code @ GitHub
GpuTest / Re: How To Use FurMark Test?
« Last post by MeowCat on January 13, 2015, 11:08:27 PM »
Thank you for the quick reply! I'll go try that now....
GpuTest / Re: How To Use FurMark Test?
« Last post by JeGX on January 13, 2015, 10:45:18 PM »
FurMark is essentially a GPU burner. If you can run FurMark for 30min without any issue, then you system is ok (read there's no thermal problem with your GPU). The FurMark module of GpuTest is slightly different from the original FurMark (

Try to burn you GPU with the original FurMark and check the Preset:1080 score to see if your GPU runs properly.
A list of Preset:1080 scores can be found here:

Hope that helps.

C++11 is a major update to the popular C++ language standard. C++11 includes a long list of new features for simpler, more expressive C++ programming with fewer errors and higher performance. I think Bjarne Stroustrup, the creator of C++, put it best:

C++11 feels like a new language: The pieces just fit together better than they used to and I find a higher-level style of programming more natural than before and as efficient as ever.

CUDA 7 adds C++11 feature support to nvcc, the CUDA C++ compiler. This means that you can use C++11 features not only in your host code compiled with nvcc, but also in device code. In your device code, you can now use new C++ language features like auto, lambda, variadic templates, static_assert, rvalue references, range-based for loops, and more.

Complete story:
GpuTest / How To Use FurMark Test?
« Last post by MeowCat on January 13, 2015, 10:02:53 PM »
Hi...I am trying to run the FurMark 1.11.0 GPU test but don't know if I'm doing it correctly. I let it run for 30 min and nothing happened so I stopped. Should I have been waiting for something?

I ran the "Burn-In Test." Is that the right one?

I've had computer lock up problems and have tried a ton of thing with no luck. Just checking this one out.

Thanks in advance for any help you can offer.
Big Pictures / Re: ASUS GeForce GTX 750 Ti OC Unboxing
« Last post by Kyrossi on January 13, 2015, 12:49:03 PM »
I want to buy it What to do?
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