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3D-Tech News Around The Web / NVIDIA Apollo 11 Demo for Maxwell GPUs
« Last post by JeGX on November 11, 2014, 05:55:37 PM »
Quote
It was the peak of the Cold War, and President John F Kennedy responded to years of Russian dominance in space by committing that we would take a man to the moon and back again. With the Apollo 11 mission, that oath was fullfilled.

Or was it?

There are conspiracy theorists who believe that the photos are forgeries because of inconsistencies in the lighting. Why can Buzz Aldrin be seen when he is in a shadow? Why aren’t there any stars? Did we just see a studio light?

Powered by NVIDIA Maxwell™ GPU architecture and Epic’s UE4 and using NVIDIA’s Voxel Global Illumination (or VXGI) we explore the Apollo 11 landing site and put the landmark photo of Buzz Aldrin descending to the moon’s surface to the test.

Download: http://www.nvidia.com/coolstuff/demos#!/apollo-11
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3D-Tech News Around The Web / NVIDIA R344.65 WHQL for Assassin’s Creed: Unity
« Last post by JeGX on November 11, 2014, 08:51:04 AM »
Quote
The new GeForce Game Ready driver, release 344.65 WHQL, includes improvements which allows GeForce owners to continue to have the ultimate gaming platform. In addition, this Game Ready WHQL driver ensures you'll have the best possible gaming experience for Assassin’s Creed: Unity

- Assassin's Creed Unity GeForce Game Ready Driver Available Now


DESKTOP DOWNLODS
- R344.65 Win7/Win8 64-bit
- R344.65 Win7/Win8 32-bit


NOTEBOOK DOWNLODS
- R344.65 Win7/Win8 64-bit
- R344.65 Win7/Win8 32-bit
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Big Pictures / MSI Radeon R9 290X Gaming 4G (Ultra Quick Review)
« Last post by JeGX on November 10, 2014, 03:06:06 PM »
Better late than never, I received this nice card: the MSI's Radeon R9 290X Gaming 4G. This Radeon is powered by the Hawaii GPU (XT version) and comes with 4GB of GDDR5 and the Twin Frozr IV VGA cooler (I must say that the Twin Frozr IV is absolutely quiet at idle).

Gallery:













GPU Data:

AMD Catalyst 14.9 WHQL:



GPU Caps Viewer:




GPU-Z:






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3D-Tech News Around The Web / State of Linux Gaming
« Last post by JeGX on November 10, 2014, 02:43:13 PM »
Quote
Sadly, it's pretty clear that if you run these games on Linux your experience isn't going to be as good, and you'll be getting less "gaming value" vs. Windows. We're not talking about a bunch of little indy titles, these are big releases: Borderlands: The Pre-Sequel, Borderlands 2, Tropico 5, XCOM: Enemy Unknown, Sid Meier's Civilization V. My take is the devs doing these ports just aren't doing their best to optimize these releases for Linux and/or OpenGL.

A nice little tidbit from this report: "Unfortunately, Aspyr are currently still unable to provide support for non-Nvidia graphics cards, as with Borderlands 2. This doesn't mean the game won't work if you have an AMD or Intel GPU, but just that you're not guaranteed to receive help from the developer - the current driver situation for non-Nvidia cards may lead to degraded performance." Huh? This is not a good situation.

Link: http://richg42.blogspot.ch/2014/11/state-of-linux-gaming.html
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English forum / Funny Webcam - Discs
« Last post by JeGX on November 08, 2014, 03:39:13 PM »
With discs:




36
English forum / OpenGL 4 Shader Subroutines - Linux + GTX 680 is OK
« Last post by JeGX on November 08, 2014, 12:28:36 PM »
Linux Mint 17 64-bit + R331.104 + GTX 680: works fine!

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3D-Tech News Around The Web / Re: Transparency (or Translucency) Rendering
« Last post by kuranes on November 07, 2014, 03:50:36 PM »
Seems there is problems with Weighted Blended OIT on intel and amd ?

https://twitter.com/pjcozzi/status/511538475024134144

(another webgl demo here http://arose.github.io/demo/oit/examples/webgl_oit.html )
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English forum / Funny Webcam - Cubes and Torus
« Last post by JeGX on November 07, 2014, 03:40:05 PM »
With cubes:







With torus:




39
3D-Tech News Around The Web / Transparency (or Translucency) Rendering
« Last post by JeGX on November 07, 2014, 01:25:54 PM »
Quote
Like many other visual effects, games attempt to mimic transparent (or translucent as it’s often synonymously referred to in the games industry) objects as closely as possible. Real world transparent objects are often modelled in games using a simple set of equations and rules; simplifications are made, and laws of physics are bent, in an attempt to reduce the cost of simulating such a complex phenomenon. For the most part we can get plausible results when rendering semi-transparent objects by ignoring any refraction or light scattering in participating media. In this article we’re going to focus on a few key methods for transparency rendering, discuss the basics and propose some alternatives/optimizations which should be of use to anyone who hasn’t heard them before.

Full article: https://developer.nvidia.com/content/transparency-or-translucency-rendering
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English forum / Funny Webcam - Lines
« Last post by JeGX on November 07, 2014, 12:47:28 PM »
With some lines:




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