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3D-Tech News Around The Web / PresentMonLauncher - DX12/Vulkan Benchmarking
« Last post by Stefan on August 10, 2016, 04:58:39 PM »
Intel published a great program called PresentMon, which allows for ETW based FPS and Frame time monitoring, especially for benchmarking DX12/UWP/Vulkan games, that applications like FRAPS don’t support. It’s a command line interface so can be tricky for less technically inclined people to handle, especially as you need to CD to the right directory, then type out the right arguments including either the full name or process ID of the game you wanted to capture.

The program is written in C# and acts as a launcher for PresentMon, allowing you to install one application (to C:\PresentMonLauncher) and easily select the application you want to capture from a list, add a timer and delay in seconds as opposed to milliseconds, have a checkbox for Simple mode and No CSV mode, plus an area to add any other arguments you need – like changing where the CSV output file goes and is called.

3D-Tech News Around The Web / New Vulkan example: Indirect drawing
« Last post by Stefan on August 07, 2016, 07:26:38 AM »
Sascha Willems has added another example to his open source C++ Vulkan examples. The new one is about indirect drawing (including multi draw if supported). Contrary to their non-direct counterparts, the indirect drawing commands in Vulkan take their draw calls from a buffer that is ideally stored in device local memory. So instead of running single draw commands that get their index base, index count and instancing numbers passed by the host upon getting called, the indirect commands are backed by a buffer that stores an arbitrary number of draw commands.

Quadrilateral Cowboy is a first-person video game about hacking and heists. Quadrilateral Cowboy uses a modified version of id Software's idTech4 engine. It uses iodoom3 as its code base (source).

- Quadrilateral Cowboy source code (ZIP)

- Quadrilateral Cowboy release trailer
3D-Tech News Around The Web / The Linux Kernel Hidden Inside Windows 10
« Last post by JeGX on August 06, 2016, 10:34:04 AM »
Architectural overview of the Windows Subsystem for Linux:

- The Linux Kernel Hidden Inside Windows 10 - 60-page PDF

- Pico Process Overview

- Windows Subsystem for Linux Overview

Pico processes and drivers provide the foundation for the Windows Subsystem for Linux, which runs native unmodified Linux binaries by loading executable ELF binaries into a Pico process’s address space and executes them atop a Linux-compatible layer of syscalls.
3D-Tech News Around The Web / AGAA: Aggregate G-Buffer Anti-Aliasing
« Last post by JeGX on August 06, 2016, 09:50:11 AM »
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

15-page PDF:

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 »
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!

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.

- article
- youtube video
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 »
 HP OEM Quadro mobile
 HP and DELL Quadro X64
 Full Quadro packages at NVIDIA
 new driver branch: r369_04-3
 This driver doesn't contain the OpenGL updates from driver 369.00!
So dont rma card because of this? It happened once after when i left idle my pc for 5 days.
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
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