Recent Posts

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21
3D-Tech News Around The Web / Re: (Android) GFXBench GL Benchmark 3.1
« Last post by Stefan on March 22, 2015, 08:30:53 AM »
iOS and MAC OS X versions are now also available

22
3D-Tech News Around The Web / AMD Catalyst 15.3 Beta Windows Driver
« Last post by Stefan on March 21, 2015, 01:02:32 AM »
Highlights of AMD Catalyst™ 15.3 Beta Windows Driver

AMD Freesync™ Support for single GPU product configurations
    • AMD Freesync technology support is now available for single GPU configurations. For more information on how Freesync works, FAQ's and what products are currently supported, please visit the  Freesync Technology Page
Mixed Rotation Eyefinity now available on Radeon R9 285 series

New Crossfire Profiles for:
    • Battlefield Hardline
    • Evolve
    • Far Cry 4
    • Lords of the Fallen
    • Project Cars
    • Total War: Attila
23
3D-Tech News Around The Web / NVIDIA driver round-up for Mac OS X March 2015
« Last post by Stefan on March 20, 2015, 10:53:08 PM »
    Quadro & GeForce Mac OS X Driver Release 343.02.02
 
New in Release 343.02.02f03:
 
  • Graphics driver updated for Mac OS X Yosemite 10.10.2 (14C1510)

Quadro & GeForce Mac OS X Driver Release 334.01.03
 
New in Release 334.01.03f02:
 
  • Graphics driver updated for Mac OS X Mavericks 10.9.5 (13F1066)

Quadro & GeForce Mac OS X Driver Release 313.01.04
 
New in Release 313.01.04f02:
 
  • Graphics driver updated for Mac OS X Mountain Lion 10.8.5 (12F2501).

CUDA 7.0.29 driver for MAC
 
New Release 7.0.29
 
  • CUDA 7.0 support
  • Supported MAC OS X
    • 10.10.x
       10.9.x
   
24
3D-Tech News Around The Web / Blender - Gooseberry Production Benchmark file
« Last post by Stefan on March 20, 2015, 06:03:50 PM »
Gooseberry Production Benchmark file

It’s about time to share a benchmark for production quality renders – something nice and heavy, taking 8-12 GB memory and requiring an hour to render in a minimal quality! Here it is (240 MB).

This is the 1.0 release of the file, we like to get feedback first and make some updates still. We also work on automatic registration of render stats via an add-on.
26
3D-Tech News Around The Web / (Demoscene) NVScene 2015
« Last post by Stefan on March 20, 2015, 05:17:21 AM »
downloads via pouet
"d159" is also available in WebGL




27
3D-Tech News Around The Web / AMD Mantle API Programming Guide
« Last post by Stefan on March 20, 2015, 04:51:01 AM »
AMD’s Revolutionary Mantle 
AMD’s Mantle is a groundbreaking graphics API that promises to transform the world of game development to help bring better, faster games to the PC. Read on to discover how AMD is working with the game development community to revolutionize the PC gaming experience.


 Download the Mantle API whitepaper

 Mantle API Programming Guide Copy: This 450-page programming guide and API reference provides developers with a detailed look at the capabilities and architecture of the Mantle graphics API.​
28
3D-Tech News Around The Web / Intel Graphics driver 15.36.18.4156
« Last post by Stefan on March 18, 2015, 06:06:53 PM »
Graphics driver 15.36.18.4156 has been posted to Download Center.

Here are the direct links to the drivers:
32-bit: http://downloadcenter.intel.com/Detail_Desc.aspx?agr=Y&DwnldID=24786
64-bit: http://downloadcenter.intel.com/Detail_Desc.aspx?agr=Y&DwnldID=24785
 
This driver supports the following:
 
  • Support for Intel 5th Generation Intel® Core processors with HD Graphics 5500, HD Graphics 6000, and Iris™ Graphics 6100 and key enhancements for Intel 4th Generation Intel Core Processors.  This driver provides up to 10% better performance improvement when running 3DMark11* benchmark and fixes many game, application, display and UI issues.
  • 5th Generation Intel® Core Processors with Intel HD graphics, Intel Iris™ graphics and select Pentium®/ Celeron® Processors with Intel® HD graphics for Microsoft Windows* 8.1, Microsoft Windows* 8 and Microsoft Windows* 7 operating systems.
  • Intel® Core™ M with Intel HD graphics 5300 for Microsoft Windows* 8.1, Microsoft Windows* 8 and Microsoft Windows* 7 operating systems.
  • 4th Generation Intel® Core™ Processors with Intel HD graphics, Intel Iris™ graphics and Intel Iris Pro graphics and select Pentium®/ Celeron® Processors with Intel® HD graphics for Microsoft Windows* 8.1, Microsoft Windows* 8 and Microsoft Windows* 7 operating systems.
New features with this release:
 
  • Up to 10% performance improvement as measured on 3D Mark 11* benchmark.
29
Quote
Microsoft Corp is making its biggest push into the heavily pirated Chinese consumer computing market this summer by offering free upgrades to Windows 10 to all Windows users, regardless of whether they are running genuine copies of the software.

The move is an unprecedented attempt by Microsoft to get legitimate versions of its software onto machines of the hundreds of millions of Windows users in China. Recent studies show that three-quarters of all PC software is not properly licensed there.

Full story: http://www.reuters.com/article/2015/03/18/us-microsoft-china-idUSKBN0ME06A20150318
30
3D-Tech News Around The Web / Why Geometry Shaders Are Slow (Unless you’re Intel)
« Last post by JeGX on March 18, 2015, 02:55:59 PM »
Quote

...

 Unlike the competition, Intel’s shader hardware has a full set of registers dedicated to each hardware thread. The red and green team each lose thread occupancy if a shader has a lot of register pressure, but not the blue team, they just exploit their ridiculous process advantage and pack the little suckers in, and then stop worrying about it. Our shader has quite a bit of register pressure in it, but that doesn’t hurt Intel’s concurrency one bit. Their enormous register file functions as a big on-chip buffer.

...

Even though it is possible to implement geometry shaders efficiently, the fact that two of the three vendors don’t do it that way means that the GS is not a practical choice for production use. It should be avoided wherever possible.

It is flawed, in that it injects a serialized, high bandwidth operation into an already serialized part of the pipeline. It requires a lot of per-thread storage. It is clearly a very unnatural fit for wide SIMD machines. However, this little exercise has made me wonder if it can’t be redeemed by spreading a single instance across multiple warps/wavefronts, squeezing ILP out of a DLP architecture. Perhaps I’ll try and write a compute shader that does this.

Complete story: http://www.joshbarczak.com/blog/?p=667
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