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3D-Tech News Around The Web / NVIDIA Jetson Tegra K1 Documentation
« Last post by Stefan on March 26, 2014, 05:03:31 PM »
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NVIDIA Jetson TK1 Documentation

PM375 is a board for Tegra K1 development. PM375 provides basic boot options with expansion connectors to enable unused ports to be interfaced with customized hardware.
Basic Configuration
 Tegra K1 SOC
 2 Gbyte x16 memory with 64 bit width (can accommodate from 1-4 GByte total)
 16GB 4.51 eMMC memory (footprint expandable from 16-256GByte memory)
 One empty half mini-PCIE slot with one USB and single lane PEX
 One SD/MMC connector
 One USB 2.0 port, micro AB
 One USB 3.0 port, type A
 HDMI port, type A
 TMP451 temperature monitor
 RS232 Serial port routed to UART4
 ALC5639 Realtek Audio codec with separate MIC in and Line out jacks
 RTL8111GS Realtek GigE LAN/PHY with PEX interface
 One SATA data port
 SPI 4MByte Boot Flash device
 AMS AS3722 Power Management IC for power and sequencing
 Board ID EEPROM

Debug/Test Header Configuration

Pinout will be compatible with ARM JTAG20 pinout used on Amontec JTAG2Key2 debugger and others. More information on the ARM JTAG 20 is here –

I hope upcoming Tegra K1 powered phones will also be JTAG compatible.
Good if you "hard-bricked" your phone  :P
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3D-Tech News Around The Web / NVIDA Iray VCA
« Last post by Stefan on March 26, 2014, 12:29:00 AM »
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The highly reliable Iray VCA features eight of NVIDIA's most powerful GPUs, each with 12 GB of graphics memory, that combine to deliver 23,040 NVIDIA CUDA cores for unprecedented rendering performance. With both 10GigE and InfiniBand connections, a  Visual computing cluster of multiple Iray VCAs can be built over time and easily allocated to meet the changing demands of daily workload

download whitepaper
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3D-Tech News Around The Web / Indigo Renderer 3.8.2 Beta Release
« Last post by Stefan on March 25, 2014, 11:55:35 PM »
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In this beta we introduced quite a few optimisations.
One thing we optimised was scene loading times for scenes with lots of large textures.
We also now keep the textures loaded between render runs.

Changelog 3.8.1:
* Improved MLT convergence and raw speed.
* Added multi-threaded texture loading. Greatly speeds up loading times for scenes with lots of hi-res textures.
Also speeds up restarting rendering a lot.
* Greatly increased OpenGL preview rendering speed.
* Added better handling of blend, coating, and double sided thin materials in the OpenGL preview.
* Added some specular shading for Phong in the OpenGL preview.
* Fixed textures not updating in OpenGL preview on realtime changes.
* Fixed online mat browser not showing any materials.
* Fixed IES bug introduced recently.
* Fixed light layer + bidir bug introduced in 3.8.0.
* Fixed bug with blend materials introduced in 3.8.0.
* Fixed saving of arch glass option after enabling in UI.
* Various rendering speed optimisations.

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3D-Tech News Around The Web / NVIDIA Introducing the GeForce GTX TITAN Z
« Last post by Stefan on March 25, 2014, 05:56:21 PM »
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Two GPUs, One Insane Graphics Card: Introducing the GeForce GTX TITAN Z

Continuing the TITAN legacy of supercomputer-inspired performance, NVIDIA CEO Jen-Hsun Huang unveiled the GeForce GTX TITAN Z today at our annual GPU Technology Conference.

Built around two Kepler GPUs and 12GB of dedicated frame buffer memory, TITAN Z is engineered for next-generation 5K and multi-monitor gaming.

With two GK110 chips, TITAN Z is powered by a total of 5,760 processing cores, or 2,880 cores per GPU.

“If you’re in desperate need of a supercomputer  that you need to fit under your desk, we have just the card for you,” Jen-Hsun said.

Unlike traditional dual-GPU cards, Titan Z’s twin GPUs are tuned to run at the same clock speed, and with dynamic power balancing. So neither GPU creates a performance bottleneck.

And that performance is delivered in a card that is cool and quiet, rather than hot and loud. Low-profile components and ducted baseplate channels minimize turbulence and improves acoustic quality.

So if you want to build the ultimate ultra-high definition gaming rig that can harness the power of quad GPUs working in tandem, TITAN Z is the perfect graphics card.
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3D-Tech News Around The Web / NVIDIA NVLink, Pascal and Stacked Memory
« Last post by Stefan on March 25, 2014, 05:49:46 PM »
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NVLink, Pascal and Stacked Memory: Feeding the Appetite for Big Data

Today at the 2014 GPU Technology Conference, NVIDIA announced a new interconnect called NVLink which enables the next step in harnessing the full potential of the accelerator, and the Pascal GPU architecture with stacked memory, slated for 2016.

see also
NVIDIA Updates GPU Roadmap; Announces Pascal
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3D-Tech News Around The Web / (Demoscene) Tokyo Demo Fest 2014
« Last post by Stefan on March 23, 2014, 11:40:59 AM »
Downloads via pouet
I pass on the japanese description  ::)

"Uranus flowers" has been designed for Raspberry Pi (screenshot from Windows version)

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3D-Tech News Around The Web / OpenGL Extensions Viewer 4.24 for Mac OS X
« Last post by Stefan on March 22, 2014, 03:20:59 PM »
Updated: Mar 04, 2014

What's New in Version 4.2.4

In this version

- Updated database with latest renderers,
- Fixed some entries in OpenGL 4.3 core.
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3D-Tech News Around The Web / Re: Intel HD Graphics Beta Driver 15.33.0.3496
« Last post by Stefan on March 22, 2014, 10:04:05 AM »
v3496 status changed from beta to "officially launched"
https://communities.intel.com/thread/49681
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3D-Tech News Around The Web / Microsoft DirectX 12 FAQ and early access program
« Last post by Stefan on March 22, 2014, 09:45:40 AM »
DirectX 12 announced: Get the deets here

DirectX 12 - What's the big deal?

DirectX 12 early access program

AMD Press Release - DirectX 12

NVIDIA Blog - DirectX 12

Quote
FAQ

Q: Should I wait to buy a new PC or GPU?
A: No – if you buy a PC with supported graphics hardware (over 80% of gamer PCs currently being sold), you’ll be able to enjoy all the power of DirectX 12 games as soon as they are available.

Q: Does DirectX 12 include anything besides Direct3D 12?
A: Also new is a set of cutting-edge graphics tools for developers.  Since this is a preview of DirectX 12 focused on Direct3D 12, other technologies may be previewed at a later date.
 
Q: When will I be able to get my hands on DirectX 12?
A: We are targeting Holiday 2015 games.

Q: What hardware will support Direct3D 12 / will my existing hardware support Direct3D 12?
A: We will link to our hardware partners’ websites as they announce their hardware support for Direct3D 12.
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