Recent Posts

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  • Added support for the following GPUs:
    • Quadro GV100
  • Updated the driver to prevent G-SYNC from being enabled when a Quadro Sync board is installed. G-SYNC and Quadro Sync were always mutually incompatible features, and this change makes it easier to use G-SYNC capable monitors on Quadro Sync configurations, as it is now no longer necessary to manually disable G-SYNC.
  • Further improved the fix for occasional flicker when using the X driver's composition pipeline.  This was mostly fixed in 390.42, but now the fix should be more complete.
  • Improved compatibility with recent Linux kernels.
  • Fixed a string concatenation bug that caused libGL to accidentally try to create the directory "$HOME.nv" rather than "$HOME/.nv" in some cases where /tmp isn't accessible.
  • Increased the version numbers of the GLVND libGL, libGLESv1_CM, libGLESv2, and libEGL libraries, to prevent concurrently installed non-GLVND libraries from taking precedence in the dynamic linker cache.
  • Fixed a bug which could cause X servers that export a Video Driver ABI earlier than 0.8 to crash when running X11 applications which call XRenderAddTraps().
3D-Tech News Around The Web / (GDC2018) Terrain Rendering in Far Cry 5
« Last post by JeGX on March 28, 2018, 06:30:31 PM »
Here is a 155-page PDF presentation of the techniques used in Far Cry 5 to render terrains:

What I am covering will be divided into 6 sections.

First I’ll discuss how we render the terrain heightfield geometry.
I’ll start with the classic approaches that you may be familiar with.
And then I’ll discuss how we ported parts of this to a GPU pipeline.

Second I’ll discuss how we shade the resulting terrain mesh.

Then I’ll discuss shading specializations and optimizations that we made for cliffs.

After that I’ll discuss how we combined our base heightfield with additional unique

This will lead on to covering how we shade all our terrain geometry inputs in a single
screen space pass.

Finally I’ll talk about how we used the terrain data on the GPU to enhance the
rendering of other assets such as trees, grass and rocks.


ASRock's #MYSTERIOUS and #UNPREDICTABLE card is a Radeon RX 580 (double fan VGA cooler). According to the source, ASRock RX 500 should be launched in Q2 2018.

source | via
3D-Tech News Around The Web / NVIDIA Quadro driver 391.33
« Last post by Stefan on March 28, 2018, 01:09:13 PM »
 Release 390 is an ‘Optimal Drivers for Enterprise’ (ODE) branch release. ODE branches generally do not introduce new features after the branch introduction and are dedicated to long term stability for ISV certification, OEMs, and Enterprise customers.

Fixed Issues in Version R390 U4
     [Multi-GPU Mosaic]: Displays go blank upon disabling the Mosaic topology, then the primary GPU is disabled upon restarting the system.
 Windows 10 Open Issues in Version R390 U4
     [Assimilate Scratch]: The application may crash due to a kernel exception in the NVIDIA OpenGL driver.
     [Quadro M6000][Quadro Sync]: Unexpected flashing may appear on the display connected to the second GPU.
     Please consult your NVIDIA support team for details on resolving this behavior.
     [Multi-GPU Mosaic][Quadro Sync]: Application corruption and possible blue-screen crash occurs when enabling WARP while Mosaic and Quadro Sync are enabled.

 Release notes:

 This driver adds support for:


Circular Separable Convolution Depth of Field (Circular DoF) is a mathematical adaptation and implementation of a separable circular filter, which utilizes complex plane phasers to create very accurate and fast bokeh. At its core, this technique convolves a circular pattern blur in the frequency domain using a horizontal and a vertical pass, representing the frame buffer using complex numbers. Important properties of this technique include convolution separability, low memory bandwidth and large radii circles. This session will present the algorithmic, visual and performance results of Circular Separable Convolution Depth of field in 'Madden NFL', 'FIFA 17' and 'PGA Tour'.

PIX 1803.25 has been released. PIX is aperformance tuning and debugging tool for DirectX 12 games on Windows and Xbox.

PIX 1803.25 – GPU Occupancy, CPU sampling, automatic shader PDB resolution, and more

Today we released PIX 1803.25 which includes numerous new and updated features:

-  GPU Occupancy provides detailed insight into how shader workloads execute on the GPU. As announced at GDC we have collaborated with NVIDIA to bring console-level performance details about how shaders execute on the hardware to PIX on Windows. Many thanks to our partners at NVIDIA for helping us enable this great feature in PIX on Windows.

        - While the Execution Duration timeline lane shows the total execution time for draws and other rendering operations, the new Occupancy lane shows the associated work as it moves through the GPU’s rendering pipeline. You’ll see how work is broken into vertex shader work, pixel shader work, and so forth giving you a much more accurate view of how the hardware handles your rendering.

        - The Occupancy lane shows VS, HS, DS, GS, PS, and CS work corresponding to the different pipeline stages as well as a stage labeled Internal which allows GPU vendors to account for work that doesn’t map to any of the conventional pipeline stages.

        - To collect GPU occupancy data you have to Collect Timing Data first. Once the timing data is available, click the Enable button in the Occupancy lane to collect the data and populate the view.

        - This feature is currently only available on NVIDIA GPUs and it requires an updated driver. Please make sure to get version 391.35 or later to use this feature.

        - We’re working on surfacing this information for other GPUs as well, so stay tuned for updates.


3D-Tech News Around The Web / Quadro GV100 specifications
« Last post by JeGX on March 27, 2018, 06:51:53 PM »
Quadro GV100 specifications (via)

3D-Tech News Around The Web / (GTC 2018) Quadro GV100 Announced
« Last post by JeGX on March 27, 2018, 06:39:13 PM »
The Quadro GV100 (Volta architecture) has been announced (few minutes ago) at the GTC 2018 keynote by NVIDIA's CEO:

3D-Tech News Around The Web / Shiny Pixels and Beyond: Real-Time Raytracing at SEED
« Last post by JeGX on March 27, 2018, 11:04:31 AM »
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from Project PICA PICA, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.

3D-Tech News Around The Web / Re: AMD V-EZ 1.0 beta
« Last post by JeGX on March 27, 2018, 10:59:07 AM »
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