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21
3D-Tech News Around The Web / AGAA: Aggregate G-Buffer Anti-Aliasing
« Last post by JeGX on August 06, 2016, 09:50:11 AM »
Quote
We  present  Aggregate  G-Buffer  Anti-Aliasing  (AGAA),  a  new
technique for efficient anti-aliased deferred rendering of complex
geometry using modern graphics hardware.  In geometrically com-
plex situations where many surfaces intersect a pixel, current ren-
dering systems shade each contributing surface at least
once per pixel.  As the sample density and geometric complexity increase,
the shading cost becomes prohibitive for real-time rendering. Under
deferred shading, so does the required framebuffer memory.  Our
goal is to make high per-pixel sampling rates practical for real-time
applications by substantially reducing shading costs and per-pixel
storage compared to traditional deferred shading.  AGAA uses the
rasterization pipeline to generate a compact, pre-filtered geometric
representation inside each pixel.   We shade this representation at
a fixed rate, independent of geometric complexity.  By decoupling
shading rate from geometric sampling rate, the algorithm reduces
the storage and bandwidth costs of a geometry buffer, and allows
scaling to high visibility sampling rates for anti-aliasing.  AGAA
with  2  aggregates  per-pixel  generates  results  comparable  to 
32X MSAA,  but  requires  54%  less  memory  and  is  up  to  2.6X
faster.

15-page PDF: https://research.nvidia.com/sites/default/files/publications/AGAA_Extended_TVCG2016_AuthorsVersion.pdf

22
3D-Tech News Around The Web / How to steal any developer's local database
« Last post by JeGX on August 05, 2016, 12:47:05 PM »
Quote
If you’re reading this and you’re a software developer, you’re probably running some services locally. Redis, Memcached, and Elasticsearch are software products that many rely on. What you might not know, is that these locally running services are accessible by any website you visit, making it possible for bad guys to steal the data you have locally!

Link: http://bouk.co/blog/hacking-developers/
23
Quote
Nvidia has constantly evolved the architecture of their GPUs in each generation to enhance performance and power-efficiency. While the company has discussed the changes in the programmable shader cores for the Maxwell and Pascal generation, which have generally eliminated or reduced scheduling logic and placed a greater burden on the compiler. However, Nvidia’s architects have avoided disclosing details about the fixed function graphics hardware – in some cases denying changes.

Starting with the Maxwell architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia’s Maxwell and Pascal GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD.

Links:
- article
- youtube video
24
3D-Tech News Around The Web / NVIDIA GeForce and Quadro driver 369.09
« Last post by Stefan on August 04, 2016, 11:35:54 PM »
 Desktop
 X86
 X64
 
 Mobile
 X64
 X86
 
 HP OEM Quadro mobile
 X64
X86
 
 HP and DELL Quadro X64
 
 Full Quadro packages at NVIDIA
 X86
 X64
 
 new driver branch: r369_04-3
 This driver doesn't contain the OpenGL updates from driver 369.00!
25
So dont rma card because of this? It happened once after when i left idle my pc for 5 days.
26
i occasionally have the same problems on a GTX760...and GTX470 before that..
Stefans method works a treat! ive been doing that for a few years now.. ive made a shortcut to it, whenever i notice the clocks not being set correctly i just double click the shortcut, and everythings fixed a few seconds later
27
Quote
The past year or two has marked a considerable shift in the graphics industry, one spurred on not just by faster hardware and ever demanding games, but by the evolution of two new graphics API’s: Microsoft’s DirectX 12 and Khronos Group’s Vulkan. Both API’s were created for a modern computing era, an era filled with multi-core CPU’s, ever more complex usages of GPU computing and the emergence of Virtual Reality.

Vulkan differs from Microsoft’s DirectX 12 in a number of key ways, the most obvious being Khronos Groups steadfast approach to being multi-vendor, multi-platform. Vulkan allows developers a familiar API structure whether they’re creating for a high end PC running Windows, Linux or even porting their engines to mobile platform such as Android.

We managed to snag an interview with Tom Olson (Director of Research over at ARM and chair of the Vulkan Working Group) and Neil Trevett (Vice President of Mobile Ecosystem at Nvidia and elected President of the Khronos Group).

Link: http://www.redgamingtech.com/the-vulkan-interview-exclusive-interview-with-the-khronos-group/
28
Try as quick work-around "nvidiaInspector.exe -restartDisplayDriver"

Judging from the discussion in NVIDIA forum the promised P-state fix ain't working as intended?
You can try to manipulate the p-states with nvidiaInspector as well.

For the technical interested P-states are documented here
http://docs.nvidia.com/gameworks/content/gameworkslibrary/coresdk/nvapi/group__gpupstate.html
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I also noticed this kind of permanent downclocking with the GTX 1080. The only way to restore full clock speed was to unload / load the graphics driver (a reboot is fine). The downclocking was the result of overclocking tests with FurMark...

Gigabyte GTX 1080 XTREME is a nice card...  ;)
30
Quote
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.

Slides (PDF) | source
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