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3D-Tech News Around The Web / NVIDIA GeForce GTX 1080 Ti based on Pascal GP102
« Last post by JeGX on May 26, 2016, 02:47:51 PM »
Here are some specifications/speculations from wccftech about the real Pascal GPU for gamers:

- GeForce GTX 1080 Ti
- GPU: GP102
- cores: 3840 (60SMs)
- memory size: 16GB of GDDR5X
- TDP: 250W

Source: http://wccftech.com/nvidia-gtx-1080-ti-pascal-gp102/
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3D-Tech News Around The Web / NVIDIA GeForce driver 368.25 adds GTX 1080 support
« Last post by Stefan on May 26, 2016, 02:46:15 PM »
Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix possible makes it into the Game Ready driver. As a result, you can be sure you’ll have the best day-1 gaming experience for your favorite new titles.

Game Ready
 Learn more about how to get the optimal experience for Overwatch, World of Tanks, and War Thunder

Gaming Technology
 Supports the new flagship GeForce GTX 1080; the most advanced gaming graphics card ever created. Discover unprecedented performance, power efficiency, and gaming experiences—driven by the new NVIDIA Pascal™ architecture. This is the ultimate gaming platform.

Virtual Reality
 Supports the new GeForce GTX 1080 VRWorks features including Lens Matched Shading and Single Pass Stereo
 
Windows 10 64-bit
Windows 10 32-bit
Windows 7 64-bit
Windows 7 32-bit

NB: this driver is exclusively for NVIDIA_DEV.1B80 = "NVIDIA GeForce GTX 1080"
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3D-Tech News Around The Web / Re: (Vulkan) Stardust demo/benchmark
« Last post by VisorZPro on May 26, 2016, 12:47:58 PM »
Yes, there is room. Get the Stardust demo from GitHub https://software.intel.com/en-us/articles/using-vulkan-graphics-api-to-render-a-cloud-of-animated-particles-in-stardust-application and install VisualStudio Community Edition and register to M$.

In the file settings.h you can change:

// Number of points per draw call
#define k_Def_Batch_Size 10

to a higher value, e.g. 500. Build and run and instead of ~80 fps I get 245 fps when the stardust cloud fills the whole screen and 538 fps when it almost collapses into 1/20th of the window area.




Thank you Intel for providing the code. It is a nice framework and uses SDL2.

Edit: as I could read in their documentation; the purpose of the demo is to generate an extreme amount of draw calls which could be individual objects. That is why they take 2.000.000 points and put only 10 of them in on batch to make it a draw call. The result is better distribution of draw calls to all cpus which was not possible in OpenGL before. It seems for me, that the value 10 is actually that low, resulting in 200.000 draw calls, that not the gpu, nor the cpu is the limiting factor then, but the memory bandwidth to the gpu. Each draw call of 10 batches has its overhead. That is why my fps is low at 80 with 10 points per call, and I get over 300 fps with 500 points per call but in both scenarios my CPU is only used to ~50%.
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Quote
AIDA64

Ever wondered how big the new ‪#‎nVIDIA‬ ‪#‎Pascal‬ GPU family would turn out to be? Here's the whole list of Pascal SKUs, with their respective PCI device IDs. Enjoy!
 Note: The list contains a few Maxwell IDs as well, in order to clarify the difference between GMxxx-A and GMxxx-B PCI device regions.
 Note #2: GM200-B may have been a second iteration, an optimized variant of the original GM200, but never reached the market. Could have been a plan B in case Pascal slips to late 2016 or 2017.


 1342 N15S-GM-B (GM108-A)
 1382 GeForce GTX 745 (GM107-A)
 13C1 Graphics Device (GM204-A)
 13C4 D17U-20 (GM204-A)
 1402 GeForce GTX 950 (GM206-A)
 15F0 Graphics Device (GP100GL-A)
 15F1 Graphics Device (GP100GL-A)
 15F8 Graphics Device (GP100GL-A)
 15F9 Graphics Device (GP100GL-A)
 15FA Graphics Device (GP100GL-A)
 15FB Graphics Device (GP100GL-A)
 15FC Graphics Device (GP100GL-A)
 15FD Graphics Device (GP100GL-A)
 15FE Graphics Device (GP100GL-A)
 1600 Graphics Device (GM204-B)
 1646 Graphics Device (GM206-B)
 1670 Graphics Device (GM206GL-B)
 1725 Graphics Device (GP100-B)
 172E Graphics Device (GP100-B)
 172F Graphics Device (GP100-B)
 1731 Graphics Device (GP100GL-B)
 1738 Graphics Device (GP100GL-B)
 1739 Graphics Device (GP100GL-B)
 173A Graphics Device (GP100GL-B)
 173B Graphics Device (GP100GL-B)
 173C Graphics Device (GP100GL-B)
 173D Graphics Device (GP100GL-B)
 1780 Graphics Device (GM107-B)
 17BC Graphics Device (GM107GL-B)
 17C1 Graphics Device (GM200-A)
 1800 Graphics Device (GM200-B)
 1801 Graphics Device (GM200-B)
 1802 Graphics Device (GM200-B)
 1807 Graphics Device (GM200-B)
 1809 Graphics Device (GM200-B)
 1830 Graphics Device (GM200GL-B)
 1831 Graphics Device (GM200GL-B)
 1839 Graphics Device (GM200GL-B)
 1B00 Graphics Device (‪#‎GP102‬-A)
 1B01 Graphics Device (GP102-A)
 1B30 Graphics Device (GP102GL-A)
 1B38 Graphics Device (GP102GL-A)
 1B3E Graphics Device (GP102GL-A)
 1B40 Graphics Device (GP102-B)
 1B41 Graphics Device (GP102-B)
 1B6E Graphics Device (GP102-B)
 1B6F Graphics Device (GP102-B)
 1B70 Graphics Device (GP102GL-B)
 1B78 Graphics Device (GP102GL-B)
 1B80 GeForce GTX 1080 (GP104-A)
 1B81 Graphics Device (GP104-A)
 1B82 Graphics Device (GP104-A)
 1B83 Graphics Device (GP104-A)
 1BB0 Graphics Device (GP104GL-A)
 1BB1 Graphics Device (GP104GL-A)
 1BB4 Graphics Device (GP104GL-A)
 1BC0 Graphics Device (GP104-B)
 1BC1 Graphics Device (GP104-B)
 1BC2 Graphics Device (GP104-B)
 1BC3 Graphics Device (GP104-B)
 1BF0 Graphics Device (GP104GL-B)
 1BF1 Graphics Device (GP104GL-B)
 1BF4 Graphics Device (GP104GL-B)
 1BF5 Graphics Device (GP104GL-B)
 1C00 Graphics Device (GP106-A)
 1C01 Graphics Device (GP106-A)
 1C02 Graphics Device (GP106-A)
 1C03 Graphics Device (GP106-A)
 1C30 Graphics Device (GP106GL-A)
 1C41 Graphics Device (GP106-B)
 1C42 Graphics Device (GP106-B)
 1C43 Graphics Device (GP106-B)
 1C70 Graphics Device (GP106GL-B)
 1C80 Graphics Device (GP107-A)
 1C81 Graphics Device (GP107-A)
 1C82 Graphics Device (GP107-A)
 1CA7 Graphics Device (GP107GL-A)
 1CA8 Graphics Device (GP107GL-A)
 1CAA Graphics Device (GP107GL-A)
 1CC2 Graphics Device (GP107-B)
 1D01 Graphics Device (GP108-A)

Damn, and i thought i made a comprehensive list of ASICs  :P
15
Quote
Dota 2 Update - May 23rd 2016

 * The beta version of Vulkan support for Dota 2 is now available via DLC.
...

Technical notes:
* Please make sure to opt-in to the Steam Client Beta for the latest Steam Vulkan Overlay (fixes performance issue with Steam Overlay).
* Enable with the -vulkan launch option after downloading the Vulkan Beta DLC.  Remove -dx9/-dx11/-gl (if present) from any previous launch options.

Minimum requirements:
   - Windows 7/8/10 64-bit: NVIDIA 600-series+ (365.19+ driver), AMD 7700+ (Crimson 16.5.2.1+ driver)
   - Linux 64-bit: NVIDIA 600-series+ (364.16+ driver), AMD GCN 1.2 (16.20.3 driver)
   - 2GB of GPU memory required - may experience crashes with < 2GB of GPU memory.

* The first time you run with Vulkan you may experience short stutters while the engine caches shaders on disk. After playing through or watching a match, these stutters should go away.

* There is a known issue on Linux with NVIDIA GPUs where tearing can be observed even when vertical sync is enabled. NVIDIA is aware of the issue and it will be fixed in the future through a driver update.

* Please file any bugs with the Vulkan version at https://github.com/ValveSoftware/Dota-2-Vulkan/issues/      

Dota 2 Benchmark - "Vulkan is slower and faster than DX11"

Vulkan doesn't yet work with Intel Broadwell (patched driver v4409)

You can check if Vulkan renderer is active in VConsole2 coming with DOTA 2
 

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General Discussion / NVIDIA Pascal GPUs list
« Last post by Stefan on May 25, 2016, 05:42:29 PM »
After sneaking around at some obscure places i found these Pascal GPUs in production or qualification phase, i.e. they are tested with some special software ;)

 GP100-A01P   / GP100-VSXB-24-A1-5X
GP100-890-A1

GP102-400-A1

GP104-200-A1 / GP104-PR-DT
GP104-200-A1 / GP104-PS-NB - ASUS' teaser?
GP104-200-A1 / GP104-PS-DT / GeForce GTX 1070
GP104-400-A1 / GP104-PR-DT
GP104-400-A1 / GP104-PS-DT / GeForce GTX 1080 / dev_id 1B80
GP104-725-A1 / GP104-PS-DT
GP104-950-KD-A1 / GP104-PR-DT
GP104-975-A1 / GP104-QS-9XX
GP104-985-A1 / GP104-QS-9XX

GP106-750-A1 / GP106-QS-750

GP106-400-A1 / GP106-QS-400-V1

Some sites also talk about GP104-150-A1, cannot confirm it yet.

Also check out:
 AIDA64 issues list of Pascal SKUs, with their respective PCI device IDs

17
English forum / Shadertoy demos in Vulkan
« Last post by JeGX on May 25, 2016, 04:07:16 PM »
For testing how Vulkan plugin works (especially the GLSL to SPIRV converter tool) with more complex shaders, I ported this shadertoy demo to GeeXLab / Vulkan.

No particular surprise, everything worked as expected.

This demo will be available in the next update of the code sample pack.



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3D-Tech News Around The Web / GeForce GTX 1070 faster than GTX Titan X
« Last post by JeGX on May 25, 2016, 07:53:11 AM »
According to this comparative table, the upcoming GTX 1070 with its 1920 CUDA cores is faster (ok by a very small margin) than the GTX Titan X that packs 3072 CUDA cores.



Source: http://videocardz.com/60163/nvidia-releases-full-geforce-gtx-1070-specifications-and-first-benchmarks

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3D-Tech News Around The Web / AMD Radeon Software Crimson Edition 16.5.3
« Last post by Stefan on May 23, 2016, 08:38:30 PM »
 Radeon Software Crimson Edition 16.5.3 Highlights
  • Support for:
    • Total War: Warhammer™
    • Overwatch™
    • Dota™2 (with Vulkan™ API)
  • New AMD Crossfire profile available for:
    • Total War: Warhammer™
    • Overwatch™
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Rok Erjavec, Technical Director at Crytek, in an interview with DSOGaming:

Quote
Q: DSOGaming: Does CRYENGINE support Vulkan and have you experimented with it? If you had to choose one, would you go with DX12 or Vulkan?

A: Rok Erjavec: The current trajectory of Vulkan provides a path to reach PC users across all the widely used OS platforms, including legacy Windows versions, as well as mobile devices, so if I was shipping a title in 2017 or beyond, Vulkan looks like an appealing choice.

Full interview: http://www.dsogaming.com/interviews/crytek-dx12-vulkan-async-compute-global-illumination-ray-tracing-physically-based-rendering-e3-demos/
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