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41
If you're animating with Blender, you probably often render an OpenGL preview to get a good and quick feel for your work. The Advanced Boomsmash add-on adds a bunch of new options that is going to make your life a bit easier.

Read more...
42
Quote
NVIDIA's VR Ready program, which is designed to inform users which GeForce GTX GPUs “deliver an optimal VR experience”, has moved to enterprise with a new program aimed at NVIDIA Quadro GPUs and related systems.

Read more...

Also check Quadro M5500 specs
43
GpuTest / Re: Gputest 0.7.0 crash with Radeon R7 360
« Last post by Stefan on April 04, 2016, 12:23:50 PM »
At first check  _geeks3d_gputest_log.txt for error messages.

I assume Crimson has a lot of changes now that GPUtest is 2 years old.
Can you launch GPUtest in AMD GPU PerfStudio ?
44
GpuTest / Gputest 0.7.0 crash with Radeon R7 360
« Last post by tapek on April 03, 2016, 10:50:18 PM »
Crashes in plugin_gxl3d_gpu_monitor_gml_x64.dll ((1e80.1af8): Access violation - code c0000005).
Works fine after deleting plugin.

Windows 10 x64, Crimson 16.3.2 drivers.
45
3D-Tech News Around The Web / Jon Skeet: The Chuck Norris of programming
« Last post by JeGX on April 03, 2016, 02:19:17 PM »
Quote
A list of the "world's 15 greatest living programmers" was published by IT World last year, based on names which came up again and again in coder discussion forums. Alongside the woman who programmed Nasa's Apollo flight control software, the creator of the Linux operating system and the man who created the game Doom, was Jon Skeet, a programmer from Reading.

...

Although he has written 32,599 answers to questions about programming since joining Stack Overflow he says he just "fits it in when he can" around working for Google, looking after his three children and caring for his three Bengal cats - Milly, Starshine and Poppy.

Complete story: http://www.bbc.com/news/uk-england-34596634

Jon Skeet user profile on stackoverflow: http://stackoverflow.com/users/22656/jon-skeet
46
3D-Tech News Around The Web / GDC 2016 Presentation: Lighting the City of Glass
« Last post by JeGX on April 03, 2016, 02:09:06 PM »
Quote
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror’s Edge game isn’t an easy task.

In this talk, the tools and technology used to render Mirror’s Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.

Link: http://www.frostbite.com/2016/04/lighting-the-city-of-glass/

Powerpoint: http://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/04/02121430/Christin_Fabien_RenderingMirrorsEdge_GDC2016b.pptx
47
3D-Tech News Around The Web / Vulkan API specifications 1.0.8 released
« Last post by Stefan on April 03, 2016, 10:30:48 AM »
Quote
Change log for April 1, 2016 Vulkan 1.0.8 spec update:

  * Bump API patch number and header version number to 8 for this
    update.

Github Issues:

  * Specify in the validity language for flink:vkBeginCommandBuffer that
    pname:commandBuffer mustnot: currently be pending execution (public
    issue 96).
  * Describe depth comparison using the correct temporary variable names
    in the <<textures-depth-compare-operation,Depth Compare Operation>>
    section (public issue 100).
  * Clarify the order of descriptor update operations in the
    flink:vkUpdateDescriptorSets command (public issue 115).
  * Specify in the VK_KHR_swapchain extension that
    flink:vkAcquireNextImageKHR's pname:semaphore and pname:fence
    parameters cannot both be sname:VK_NULL_HANDLE (partly addresses,
    but does not fully close, public issue 117 / internal issue 246).
  * Change reference to the "lifetime" of a Vulkan command to
    "duration", and define the "duration" term (public issue 135).
  * Added valid usage language for slink:VkImageLayout to require both
    pname:height and pname:depth to be 1 for 1D images and pname:depth
    to be 1 for 2D images (public issue 137).
  * Fix SPIR-V example code in the
    <<descriptorsets-inputattachment,Input Attachment>> section to
    properly decorate the code:InputAttachmentIndex (public issue 139).
  * Fix reference to nonexistent pname:imageInfo in the description of
    flink:VkWriteDescriptorSet to refer to pname:pImageInfo (public
    issue 140).

Internal Issues:

  * Link to the fixed-function vertex chapter from the drawing chapter
    (internal issue #110)
  * Fix typo in slink:VkImageCreateInfo validity language:
    ptext:maxExtent.sampleCounts -> pname:sampleCounts (internal issue
    249).
  * Explain why the non-core token etext:VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
    is used in the example in the
    <<synchronization-semaphores,Semaphores>> section (internal issue
    251).
  * Attempt to clarify in the VK_KHR_android_surface extension's
    <<platformQuerySupport_android,Android Platform Support>> section
    that there is no Android-specific WSI query, and why (internal issue
    252).

Other Commits:

  * Add missing language about ename:VK_INCOMPLETE being returned from
    array queries when the passed array is too short, in the
    VK_KHR_display, VK_KHR_swapchain, and VK_KHR_surface extensions.

Source: https://github.com/KhronosGroup/Vulkan-Docs/commit/ce3204c7dd53a0116ce3a91fd12919d606c306f5
48
3D-Tech News Around The Web / Re: The Bash Linux command line is coming to Windows 10
« Last post by JeGX on April 02, 2016, 02:13:34 PM »
Here's how Windows 10's Ubuntu-based Bash shell will actually work:

Quote
Aimed at developers, Bash brings a complete Linux command line to Windows, but only the command line.

http://www.pcworld.com/article/3050473/windows/heres-how-windows-10s-ubuntu-based-bash-shell-will-actually-work.html
49
3D-Tech News Around The Web / NVIDIA GameWorks VR SDK 1.3 (incl. NVAPI R364)
« Last post by Stefan on April 02, 2016, 12:33:26 PM »
Quote
The GameWorks VR SDK contains NVIDIA's APIs, samples, and documentation for Virtual Reality game and application developers, including VR SLI and Multi-Res Shading for efficient VR rendering. This release contains bug fixes and updates to the sample applications.

NVIDIA forgot to update the actual VR SDK change log, but there is one for NVAPI R364 (yet not available as separate download)

Code: [Select]
CHANGES IN NVAPI FOR DRIVER RELEASE 364
● Functions
● Structures
● Enums
● Deprecated NVAPI Functions
● NVAPIDriverSettings Changes
● HLSL Extension Additions
● Sample Code

Functions
 NvAPI_D3D12_CreateComputePipelineState
 NvAPI_D3D12_IsNvShaderExtnOpCodeSupported
TCC support added to the following functions:
 N/A

Structures
 NVAPI_D3D12_PSO_SET_SHADER_EXTENSION_SLOT_DESC_V1
 NVDRS_APPLICATION_V4

Enums
 NV_DP_8_10GBPS removed from NV_DP_LINK_RATE
 NV_PSO_SET_SHADER_EXTNENSION_SLOT_AND_SPACE added to
NV_PSO_EXTENSION
 NVAPI_HDCP_DISABLED added to NvAPI_Status

Deprecated NVAPI Functions
The following functions will be deprecated and replaced by new functions in coming
releases:
Deprecated Replaced By
N/A N/A

NVAPIDriverSettings Additions/Removals
 None
HLSL Extension Additions
 Removed all NvLoadUavTyped functions
 Removed #define NV_EXTN_OP_TYPED_UAV_LOAD

50
3D-Tech News Around The Web / Unreal Engine 4.11 Released
« Last post by JeGX on April 02, 2016, 11:32:46 AM »
Quote
This release is packed with many new features and numerous performance optimizations. Performance has been a big focus for us as we prepare to ship our next game, Paragon. Several new rendering and animation features focused on rendering realistic characters are in 4.11, as are new audio features and tools improvements. UE4 continues to push VR forward with improvements to VR rendering and support for the latest SDKs so that you can ship your games as VR hardware becomes available to consumers.

Full story: https://www.unrealengine.com/blog/unreal-engine-4-11-released

Realistic Eye Shading:


Performance and Multithreading:

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