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51
3D-Tech News Around The Web / Shameful minimum requirements
« Last post by nuninho1980 on October 24, 2017, 12:33:12 PM »
This game requires 4GB VRAM as too high!?? Serious!? WTF? If Bethesda or developer says "yes", what a SHAME and we criticize hardly him. Because people SHOULD upgrade every videocard addicted (= every less than 2 years) and most PC's cannot run this game.
52
3D-Tech News Around The Web / Modern JavaScript Explained For Dinosaurs
« Last post by JeGX on October 24, 2017, 11:56:09 AM »
Quote
Learning modern JavaScript is tough if you haven’t been there since the beginning. The ecosystem is growing and changing so rapidly that it’s hard to understand the problems that different tools are trying to solve.

The goal of this article is to provide a historical context of how JavaScript tools have evolved to what they are today in 2017. We’ll start from the beginning and build an example website like the dinosaurs did — no tools, just plain HTML and JavaScript. Then we’ll introduce different tools incrementally to see the problems that they solve one at a time. With this historical context, you’ll be better able to learn and adapt to the ever-changing JavaScript landscape going forward. Let’s get started!

Link:
https://medium.com/@peterxjang/modern-javascript-explained-for-dinosaurs-f695e9747b70
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3D-Tech News Around The Web / Wolfenstein II: The New Colossus – PC Specs and Features
« Last post by JeGX on October 24, 2017, 11:12:50 AM »
Quote
PC ADVANCED SETTINGS AND FEATURES

Uncapped Framerate
We at MachineGames are huge PC players, and all of id Software’s games have very strong PC DNA. So it’s important for us to make sure the PC version of the game is as solid as any console version. That’s why we built the game on idTech 6, which also allows for uncapped framerate – one of the features we’re most excited about.


Vulkan
When we started development of Wolfenstein II, the choice of graphics API for PC was a simple one. DOOM had already set the stage for what could be done with Vulkan and we wanted to take it to the next level.

Using Vulkan when developing has allowed us to utilize the power of AMD's VEGA graphics chips in ways that were not possible before, giving us fine grained control over the performance and feature set of the GPU without having to sacrifice artistic intent. Combined with the flexibility of AMD's hardware, Vulkan gives us the artistic freedom to deliver Wolfenstein without compromise.


Complete article:
https://bethesda.net/en/article/3safL3QIYgG6e0SAiocMmq/wolfenstein-ii-the-new-colossus-pc-specs-and-features



54
3D-Tech News Around The Web / Flow Fields Explained
« Last post by JeGX on October 24, 2017, 10:49:12 AM »
Quote
Maybe you’ve heard the term “flow field” and maybe you’ve seen some neat pictures or animations with the term attached. In this article, I’ll cover what a flow field is, show how to create one, and give a few examples of experimenting with them. Flow fields are also known as vector fields. https://en.wikipedia.org/wiki/Vector_field

I’ll be using HTML5, JavaScript and Canvas for this article, but the concepts will apply to Processing, p5js, WebGL, or just about any other graphics programming platform. That being the case, I’m going to try to focus less on the canvas specific stuff and more on the core concepts.

Link:
https://medium.com/@bit101/flow-fields-part-i-3ebebc688fd8


55
3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.10.2
« Last post by Stefan on October 24, 2017, 03:29:00 AM »
Radeon Software Crimson ReLive Edition 17.10.2 Highlights

Support For
    • Windows®10 Fall Creators Update
      • This release provides initial support for the Windows®10 Fall Creators Update. For more information please visit here.
    • Wolfenstein™ II: The New Colossus
      • Up to 8% faster performance on Radeon™ RX Vega56 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440. (RS-188)
      • Up to 4% faster performance on Radeon RX 580 (8GB) graphics card than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440. (RS-189)
    • Destiny 2™
      • Up to 43% faster performance on Radeon™ RX Vega56 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440.(RS-184)
      • Up to 50% faster performance on Radeon RX 580 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440.(RS-185)
    • Assassin's Creed™: Origins
      • Up to 16% faster performance on Radeon™ RX Vega56 (8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 2560x1440.(RS-186)
      • Up to 13% faster performance on Radeon RX 580(8GB) graphics than with Radeon Software Crimson ReLive Edition 17.10.1 at 1920x1080. (RS-187)
    • GPU Workload
      • A new toggle in Radeon Settings that can be found under the "Gaming", "Global Settings" options. This toggle will allow you to switch optimization between graphics or compute workloads on select Radeon RX 500, Radeon RX 400, Radeon R9 390, Radeon R9 380, Radeon R9 290 and Radeon R9 285 series graphics products.
    • Compute Support
      • Radeon Software now supports compute workloads for up to 12 installed Radeon RX 400, Radeon RX 500 or Radeon RX Vega series graphics products on Windows®10 system configurations.
Fixed Issues
    • Radeon Software may not appear in the uninstall options under "Apps and Features" on Windows® operating systems after a Radeon Software upgrade.
    • Minor corruption may appear in PLAYERUNKNOWN'S BATTLEGROUNDS™ in some game locations when using Ultra graphics settings in game.
    • Radeon Wattman may fail to apply user adjusted voltage values on certain configurations.
    • AMD XConnect™ Technology enabled system configurations may not be detected when plugged in or connected to a system after being previously unplugged during system sleep or hibernation.
    • Hearts of Iron™ IV may experience a crash or system hang during some scenario gameplay.
    • Radeon Settings gaming tab may not automatically populate games detected on the users system.
56
3D-Tech News Around The Web / AMD GPUOpen Game Engine Integrations
« Last post by Stefan on October 22, 2017, 07:00:40 PM »
AMD will be providing example integrations of various GPUOpen technologies into game engines.
These example integrations can help jumpstart your own integration of these features into your game or VR title.
57
3D-Tech News Around The Web / Vulkan API specifications 1.0.64 released
« Last post by Stefan on October 21, 2017, 10:03:46 AM »
Quote
Change log for October 20, 2017 Vulkan 1.0.64 spec update:

  * Bump API patch number and header version number to 64 for this update.

Github Issues:

  * Add chapter name to the PDF page footer (public pull request 458).
  * Fix several mistaken references to the nonexistent etext:VK_DEVICE_LOST
    status to etext:VK_ERROR_DEVICE_LOST (public pull request 502).
  * Fix description of the tlink:PFN_vkDebugReportCallbackEXT debug report
    callback function pointer to match the validation layer behavior (public
    issue 534).
  * Document experimental KHX extensions and alternate vendor author IDs
    also ending in X in more detail in the <<extensions, Layers &
    Extensions>> appendix, the extensions section of the style guide, and
    the registry schema description document (public issues 536, 580).
  * Fix references to ptext:pDepthStencil to properly refer to
    pname:pDepthStencilState or pname:pRasterizationState as appropriate in
    the slink:VkGraphicsPipelineCreateInfo description (public issue 542).
  * Fix wrong parameter name in slink:VkPipelineMultisampleStateCreateInfo
    valid usage (public pull request 571).

Internal Issues:

  * Update the style guide to describe how to write LaTeX math expressions
    in table cells (internal issue 908).
  * Define how framebuffer-local dependencies work between subpasses with
    the same or different numbers of samples, in the
    slink:VkSubpassDescription and <<synchronization-framebuffer-regions,
    Framebuffer Region Dependencies>> sections. This clarifies which samples
    in an input attachment you are allowed to access after a
    framebuffer-local dependency (internal issue 915).
  * Specify which storage classes can have an initializer in the
    <<spirvenv-module-validation, Validation Rules within a Module>> section
    (internal issue 1023).
  * Use "LOD" consistently for "level-of-detail", to eliminate spelling
    inconsistencies. The term is already standardized in the Glossary
    (internal issue 1027).

Other Issues:

  * Fix false positives in Makefile dependencies when rules fail, by
    deleting partially-made targets.

New Extensions:

  * `VK_AMD_shader_info`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/5436521608c40f324b397693f5bb758d666e3f55
58
3D-Tech News Around The Web / NVIDIA NVCloth 1.1.3
« Last post by Stefan on October 20, 2017, 04:30:24 PM »
NvCloth Release notes.

***************************
Release Notes
***************************

1.1.3
===========================================================================================
Supported platforms:

* Windows (CPU, CUDA, DX11)
* Mac (beta, tested on Sierra)
* Linux (beta, tested on Ubuntu 16.04.1 LTS x64)
* PlayStation 4 (beta) with PS4 SDK 4.5
* Xbox one (CPU, DX11, beta)
* Android (arm64-v8a, API >= 21), tested on Shield TV

Note: beta platforms are not yet optimized.

Supported compilers (via cmake 3.7)

* Windows: Visual Studio 12, 14 (2013, 2015)
* Linux: gcc 5.4 (only x64)
* Mac: xcode
* PlayStation 4: Visual studio 14 (2015)
* Xbox one: Visual studio 14 (2015)
* Android: NDK r12b and above


Fixed:

- Incorrect assertion in ClothImpl::setFluidDensity.
- Make the simulation with MultithreadedSolverHelper work when no cloth present in the solver.
- Correct number of simulation chunks calculation for DX11/CUDA solvers when no cloths were added to the solver.
- Cuda wind simulation crashed on older hardware.
- Internal simd library now lives inside the nv::cloth namespace to avoid issues when statically linked with PhysX.


New:

- Introduce addCloths() method for all the solvers, which allows to perform a fast batch addition of multiple cloths.
- Cuda support on linux (experimental)
- Android support


Known issues:
- DirectX 11 solver has issues with ccd sphere/capsule collision.
59
GeeXLab - english forum / Re: simple Lua framework over GeeXLab Lua API
« Last post by Alex on October 19, 2017, 08:44:13 PM »
Hi JeGX,

Any news about high level framework ?

Thanks,
Alex
60
3D-Tech News Around The Web / NVIDIA HairWorks 1.4 beta
« Last post by Stefan on October 19, 2017, 08:07:56 PM »
Quote
NVIDIA HairWorks is a library for simulating and rendering dynamic hair and fur.
 What's New in 1.4 beta
  • Supports morph target animation (in beta only supported in DirectX11)
  • Change to math types - stops clashes with other modules
  • Miscellaneous bug fixes and improvements
The change in math types means that to upgrade code to use 1.4 you will need to change the gfsdk_ prefixed math types in the following ways
 
  • gfsdk_float2 -> NvHair::Vec2
  • gfsdk_float3 -> NvHair::Vec3
  • gfsdk_float4 -> NvHair::Vec4
  • gfsdk_float4x -> NvHair::Mat4x4
  • gfsdk_quaternion -> NvHair::Quaternion
  • gfsdk_dualquaternion -> NvHair::DualQuaternion
The maths types alias to simple struct types defined in Nv/Common/Math/NvCoMathTypes.h
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