Recent Posts

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31
Oculus Rift Confirms "Pause" in OS X, Linux Development, Some Devs are Mad:

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Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline.

Link: http://www.dailytech.com/Oculus+Rift+Confirms+Pause+in+OS+X+Linux+Development+Some+Devs+are+Mad/article37354.htm
32
3D-Tech News Around The Web / Graphics Tech in Cesium - Vertex Compression
« Last post by JeGX on May 19, 2015, 09:25:23 AM »
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A common practice in computer graphics is to pack and compress vertex attributes. It reduces the memory footprint, time to transfer data across the bus from the CPU to the GPU, and GPU memory bandwidth at the cost of extra instructions in the vertex shader. Another benefit may be that there are more attributes than the maximum number of vertex attributes supported.

Link: http://cesiumjs.org/2015/05/18/Vertex-Compression/
33
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This guide provides instructions to build Android AOSP from source with the latest ARM Mali-T60x GPU binary drivers and install it on a Google Nexus 10.

 It is primarily targeted at developers who wish to have complete control over an engineering build of Android on a production-quality device, with all graphics development features enabled.
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Linux Display Driver - x86 BETA352.09May 18, 2015
Linux x64 (AMD64/EM64T) Display Driver BETA352.09May 18, 2015
Linux 32-bit ARM Display Driver BETA352.09May 18, 2015
Solaris Display Driver – x64/x86 BETA352.09May 18, 2015
FreeBSD Display Driver – x86 BETA352.09May 18, 2015
FreeBSD Display Driver – x64 BETA352.09May 18, 2015

This driver adds support for the yet unannounced Maxwell powered Tesla M60 (NVIDIA_DEV.13F2= "NVIDIA Tesla M60")

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  • Added the ability to configure the swapping behavior for quad-buffered stereo visuals. The driver can be configured to independently swap each eye as it becomes ready, to wait for both eyes to complete rendering before swapping, or to allow applications to specify which of these two behaviors is preferred by setting the swap interval. This setting can be adjusted in the nvidia-settings control panel, or via the NV-CONTROL API.
  • Fixed a regression which caused the GPU fan status display to disappear from the nvidia-settings control panel.
  • Added reporting of ECC error counts to the nvidia-settings control panel.
  • Fixed a bug that sometimes prevented OpenGL sampler objects from being properly deallocated when destroying OpenGL contexts.
  • Fixed a bug that caused GLX_EXT_framebuffer_sRGB to incorrectly report sRGB support in 30 bit-per-pixel framebuffer configurations.
  • Added support for G-SYNC with sync-to-vblank disabled. This allows applications to use G-SYNC to eliminate tearing for frame rates below the monitor's maximum refresh rate but allow tearing above the maximum refresh rate in order to minimize latency.

    When G-SYNC is active and sync-to-vblank is enabled, the frame rate is limited to the monitor's maximum refresh rate.
  • GLSL gl_Fog.scale is now +infinity when gl_Fog.end equals gl_Fog.start. Previously, the value 0 was used, but this broke certain applications such as the game XIII running on Wine (Wine bug #37068).
  • Enabled G-SYNC by default when Unified Back Buffer (UBB) is disabled.
  • Updated the NVIDIA GPU driver to avoid using video memory already in use by vesafb.
35
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The Witcher 3: Wild Hunt GeForce Game Ready Driver Released

The new GeForce Game Ready 352.86 WHQL The Witcher 3: Wild Hunt drivers are now available to download from GeForce Experience and GeForce.com. With Game Ready optimizations for the highly anticipated PC release of The Witcher 3: Wild Hunt, and an updated SLI profile, our latest drivers are a recommended update for fans about to embark on their 100-hour quest.



Julia demo rendering is broken with recent GeForce drivers.

36
3D-Tech News Around The Web / NVIDIA GeForce driver 352.84 WHQL for Windows 10
« Last post by Stefan on May 16, 2015, 07:10:53 AM »
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GeForce DirectX 12 Drivers for Windows 10 Now WHQL-Certified 

As the launch of Windows 10 and DirectX 12 nears, our GeForce drivers have taken a major step forward: WHQL certification has arrived.
It’s no small task. Next to the operating system, the graphics driver is one of the most complex pieces of code on a PC.
We worked closely with Microsoft to develop the new DX12 standard. And that effort has paid off with day-one WHQL certification.
Plus, our Maxwell and Kepler GPU architectures already support DX12, with support for Fermi coming later.

Note:
You can modify the installer file and try the driver with older OS, but you will end up with error code 39

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Windows cannot load the device driver for this hardware. The driver may be corrupted or missing. (Code 39)

There are several causes of Code 39 errors:

    A required device driver is missing.
    A required binary file is corrupted.
    There is a problem with the file I/O process.
    A driver that is referencing an entry point in another binary file is unable to load.

Here is some info from MSDN what has changed under the hood:
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The display driver model from Windows 8.1 and Windows Phone have converged into a unified model for Windows 10 Insider Preview.

A new memory model is implemented that gives each GPU a per-process virtual address space. Direct addressing of video memory is still supported by WDDMv2 for graphics hardware that requires it, but that is considered a legacy case. IHVs are expected to develop new hardware that supports virtual addressing. Significant changes have been made to the DDI to enable this new memory model.

DX12 / WDMM 2.0 functions in the new kernel mode driver nvlddmkm2.sys

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WDDMv2Use64KBPages
WDDMv2ForceInvalidateAllCpuCache
WDDMv2ForceAllocationCpuNotCached
WDDMv2DisableRenderGDI
WDDMv2EnableSLI
WDDMv2InvalidatePDEsForReserveVA
WDDMv2ReserveVASpaceSizeForNvFBC
WDDMV2HandleLockManagement
WDDMv2DisableBasicPrimeForGPUVA
WDDMv2ReplaceKindAtTransferVirtual
WDDMv2DisableSlowCePagingWar
WDDMv2OSDualPteSupported
WDDMv2EnableSLILinkMirroredWAR
WDDMv2EnableGdiBroadcast
WDDMv2KmdHighAddrReserve
WDDMv2UseUserMetadataForPromotion
WDDMv2EnableFermiWDDMv2
WDDMv2PTUpdateGPUVirtual
WDDMv2IdleAddressSpaceForPTUpdate
EnableDx12OnOptimus
EnableDx12OnMsHybrid
WDDMv2AllowHwResourcePerGPU
WDDMv2PresentNotifyForFlipEx
WDDM20UseContextAllocation

Also: CUDA runtime reads version 7.5.8 - so get ready for the next CUDA toolkit
Supported architectures:
Fermi       
-D__CUDA_ARCH__=200 -D__CUDA_ARCH__=210     
Kepler     
-D__CUDA_ARCH__=300 -D__CUDA_ARCH__=350     -D__CUDA_ARCH__=370     
Maxwell
-D__CUDA_ARCH__=500     -D__CUDA_ARCH__=520     -D__CUDA_ARCH__=530
37
English forum / Re: MadShaders 0.4.1 issues
« Last post by Stefan on May 15, 2015, 06:03:32 PM »
I try to experiment with the compiler at Shadertoy.



Venus looks a bit better if you change in frag_color 1.5 to 1.

Code: [Select]
    f = (c.g+(b-c.g)*c.r) * (1.-d*d);
EDIT:
in Firefox it looks like in GLSL Hacker, unless you force D3D11 rendering




38
English forum / MadShaders 0.4.1 issues
« Last post by Stefan on May 15, 2015, 04:03:26 PM »
run all demos can cause hiccups after a while, close error window to continue




Ocean rescue and Venus look weird with AMD Zacate, i tried 4 diff. versions of atio6xx.dll


39
3D-Tech News Around The Web / FurryBall RT Beta
« Last post by Stefan on May 15, 2015, 07:39:40 AM »
FurryBall RT - RevoluTion - RealTime - RayTrace   

 Let us introduce the new revolutionary FurryBall RT Beta, we worked on more than year and half.
 We rewrote WHOLE core for you, thousands and thousands lines of the code.
 
Some of New Features
 
  • Now we are ready for Linux and OSX (hopefully come later)
  • Response in viewport is about 30x faster than in FurryBall 4
  • Easy interface - quality can be tuned by one parameter
  • Better quality
  • Unlimited number of GPUs
  • Physically based materials and lights
  • Less GPU memory
  • Render passes - now NO extra render time
  • Unlimited layered shaders
  • IPR render support
  • Shave & Haircut and Maya hairs
  • Raytraced Maya Fluids
  • Improved Carpaint material
  • Ramp shader
  • Hair shader
  • Open subdivision
  • New FurryBall lights
  • Color matte pass (unlimited number of colors)
  • Support for Arnold, V-Ray and Mental Ray shaders
  • Much, much more....
40
3D-Tech News Around The Web / AMD Compress Library 2.0
« Last post by Stefan on May 14, 2015, 04:11:07 PM »
AMD Compress is a library for texture compression and bit format conversions. It can compress to a wide range of compression formats including ATI2N, BCn, ETC, DXT and swizzled DXT formats, and supports conversion of textures between 8bit fixed, 16bit fixed and 32bit float formats. Multiple build configurations of the library are available to third party developers who wish to incorporate it within their own applications.

Release Notes Version 2.0
  • Supports all BCn compression formats.
  • Fast compression modes.
  • Direct access to 4×4 pixel block buffers in BC7 and BC6H compression codecs.
  • Help file documentation and C++ source code examples on how to use the library.
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