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51
The DirectX HLSL (High Level Shading Language) compiler is now available as an open source project built on the Clang/LLVM framework.
Read more...
52
General Discussion / Unity3D graphics API selector (for Windows)
« Last post by Stefan on January 24, 2017, 11:11:19 PM »
As you might have already noticed Unity 5.6 supports now 7 different graphics APIs which you can build all together in one executable.
Unfortunately you can't select the API in the start window, so you have to use command line options.
Either manually or use following batch. Just replace name of executable.



@ECHO OFF
REM Courtesy of Stefan

SET game=Adventure_Sample_Game.exe

ECHO 1 - Vulkan
ECHO 2 - DX9
ECHO 3 - DX11
ECHO 4 - DX12
ECHO 5 - OpenGL
ECHO 6 - OpenGLES2
ECHO 7 - OpenGLES3

CHOICE /C:1234567

IF errorlevel 7 goto OpenGLES3
IF errorlevel 6 goto OpenGLES2
IF errorlevel 5 goto OpenGL
IF errorlevel 4 goto DX12
IF errorlevel 3 goto DX11
IF errorlevel 2 goto DX9
IF errorlevel 1 goto Vulkan

:Vulkan
ECHO Vulkan
%game% -force-vulkan
EXIT

:DX9
ECHO DX9
%game% -force-d3d9
EXIT

:DX11
ECHO DX11
%game% -force-d3d11
EXIT

:DX12
ECHO DX12
%game% -force-d3d12
EXIT

:OpenGL
ECHO OpenGL
%game% -force-opengl
EXIT

:OpenGLES2
ECHO OpenGLES2
%game% -force-gles20
EXIT

:OpenGLES3
ECHO OpenGLES3
%game% -force-gles30
EXIT






edit: code clean-up
53
3D-Tech News Around The Web / Vulkan SDK 1.039 released
« Last post by Stefan on January 24, 2017, 07:25:24 PM »
Vulkan SDK 1.0.39.0 Release Notes

 
  Important Note about loader: The release loader binary is built from different source than provided by the SDK package.  The source the loader is built from will be made publicly available at some point in the near future.  Because of this, the debug loader is still built from the publicly available source and will not exactly match the behavior of the release loader.
Glslang and Driver Issues: Please see the Known Driver Issues section in this document for information about a compatibility issue between glslang and Nvidia drivers.
  Overview of new features in SDK 1.0.39.0
  • Update loader, parameter validation, and docs to Vulkan version 1.0.39.  This includes the addition of following extensions:
    • VK_KHR_get_physical_device_properties2
    • VK_KHR_shader_draw_parameters
    • VK_EXT_direct_mode_display
    • VK_EXT_display_surface_counter
    • VK_EXT_display_control
  • Additional Vulkan loader changes:
    • Loader now handles dynamic device addition/removal
    • Expanded logging of loader behavior (using VK_LOADER_DEBUG)
    • vkEnumerateInstanceExtensionProperties now filters out unknown instance extensions, since the loader can not support them.
    • LoaderAndLayerInterface document has been updated and re-organized.
    • Latest loader and ICD interface changes
    • New loader and layer interface version negotiation
    • Information on how to support unknown physical device extensions (from a layer or ICD)
  • vktrace has been changed so that the --PMB option defaults to true.
  • The Runtime (RT) installer no longer removes valid layers from registry.
    • Prior to this, layers were only kept in the 'ExplicitLayers' registry key if the API version matched that of the Runtime.
    • Now they will continue to exist in the registry if the layer version is less than or equal to the installing Runtime version.
      • Additionally, if multiple SDKs are present, the Runtime installer will select the highest layer API version that is less than or equal to the highest RT API version.
    • For example, if you:
      • Installed SDKs 1.0.11.0, 1.0.26.0
      • Then installed the 1.0.39.0 RT
      • The 1.0.26.0 layers should continue to exist in the registry and be useable.
  • Improved coverage and utility in layer validation tests
  • Scores of bugfixes, new validation checks, and many feature additions
54
3D-Tech News Around The Web / Vulkan API specifications 1.0.39 released
« Last post by Stefan on January 24, 2017, 07:21:40 PM »
Quote
Change log for January 23, 2017 Vulkan 1.0.39 spec update:

  * Bump API patch number and header version number to 39 for this update.

Github Issues:

  * Clarified that only accesses via the specified buffer/image subresource
    ranges are included in the access scopes (public issue 306).
  * Add missing valid usage statements for flink:vkCreateComputePipelines
    and flink:vkCreateGraphicsPipelines (public issue 427).

Internal Issues:

  * Add a Note to the <<invariance,Invariance>> appendix about a difference
    between OpenGL and Vulkan with regards to how primitives derived from
    offsets are handled (internal issue 355).
  * Add the +<<VK_KHR_get_physical_device_properties2>>+,
    +<<VK_KHR_maintenance1>>+, and +<<VK_KHR_shader_draw_parameters>>+
    extensions (internal issue 448).
  * Add the +<<VK_EXT_shader_subgroup_vote>>+ and
    +<<VK_EXT_shader_subgroup_ballot>>+ extensions (internal issue 449).
  * Update the texture level-of-detail equation in the
    <<textures-scale-factor,Scale Factor Operation>> section to better
    approximate the ellipse major and minor axes (internal issue 547).
  * Forbid non-explicitly allowed uses of interface decorations in the
    introduction to the <<interfaces,Shader Interfaces>> chapter (internal
    issue 607).
  * Replace use of MathJax with KaTeX, for improved load-time performance as
    well as avoiding the scrolling-and-scrolling behavior due to MathJax
    asynchronous rendering when loading at an anchor inside the spec. This
    change also requires moving to HTML5 output for the spec instead of
    XHTML, and there is a visible difference in that the chapter navigation
    index is now in a scrollable sidebar instead of at the top of the
    document. We may or may not retain the nav sidebar based on feedback
    (internal issue 613).
  * Improve consistency of markup and formatting in extension appendices
    (internal issue 631).

Other Issues:

  * Add explicit valid usage statements to slink:VkImageCopy requiring that
    the source and destination layer ranges be contained in their respective
    source and destination images.
  * Add valid usage language for swapchain of flink:vkAcquireNextImage. If
    the swapchain has been replaced, then it should not be passed to
    flink:vkAcquireNextImage.
  * Add a valid usage statement to flink:vkCreateImageView, that the image
    must have been created with an appropriate usage bit set.
  * Noted that slink:VkDisplayPresentInfoKHR is a valid extension of
    slink:VkPresentInfoKHR in the <<wsi_swapchain,WSI Swapchain>> section.
  * Update valid usage for flink:vkCmdSetViewport and flink:vkCmdSetScissor
    to account for the multiple viewport feature. If the feature is not
    enabled, the parameters for these functions have required values that
    are defined in the <<features-features-multiViewport,multiple
    viewports>> section of the spec but were not reflected in the valid
    usage text for these functions.
  * Add the +<<VK_EXT_swapchain_colorspace>>+ extension defining common
    color spaces.

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/ca4abe0d34ca8ed8410c65c177f8658da183576d
55
3D-Tech News Around The Web / NVIDIA GeForce Game Ready Driver 378.49
« Last post by Stefan on January 24, 2017, 05:04:06 PM »
Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.  Today we are releasing Game Ready Driver v378.49 providing optimal gaming experience for Resident Evil 7 Biohazard, Conan Exiles early access, and the For Honor closed beta:
 
 http://www.geforce.com/whats-new/articles/resident-evil-7-conan-exiles-game-ready-driver
56
Release Updates

January 23rd, 2017 - Linux 375.27.07, Windows 376.71
 
57
Cycles Turbocharged: how we made rendering 10x faster

 
 Here at Blender Institute we challenge ourselves to make industry quality films while improving and developing Blender and open source pipeline tools.
One of the artistic goals for Agent 327 Barbershop is to have high quality motion blur. Rendering with motion blur is known to be a technical challenge, and as result render times are usually very high. This is because we work with:
 
  • characters with advanced shaders
  • with hair
  • in indoor environments
  • with complex light setups
  • and lots of mirrors
58
General Discussion / Re: NVIDIA Pascal GPUs list
« Last post by nuninho1980 on January 20, 2017, 11:26:01 AM »
What is "Quadro GP100"?
It's top-end workstation card and will have HBM2 (like Tesla GP100 (GPGPU as CUDA, OpenCL... only but not GPU)). ;)
59
General Discussion / Re: NVIDIA Pascal GPUs list
« Last post by qword on January 20, 2017, 07:46:23 AM »
Quadro P400     
Quadro P600     
Quadro P1000   
Quadro P2000   
Quadro P3000
Quadro P4000   
Quadro P5000
Quadro P6000   
Quadro GP100

GeForce GTX 1050       
GeForce GTX 1050 Ti     
GeForce GTX 1060       
GeForce GTX 1060 6GB   
GeForce GTX 1060 3GB   
GeForce GTX 1070       
GeForce GTX 1080
TITAN X (Pascal)
 
Tesla P4 
Tesla P40
Tesla P100-DGXS-16GB
Tesla P100-SXM2-16GB   
Tesla P100-PCIE-16GB   
Tesla P100-PCIE-12GB
   
PH402 SKU 200

What is "Quadro GP100"?
60
PIX is a performance tuning and debugging tool for game developers.  It has a long and storied history spanning three generations of Xbox console.  Today we are pleased to announce that a beta release of PIX is now available for analyzing DirectX 12 games on Windows as well.
PIX on Windows provides five main modes of operation:
 
  • GPU captures for debugging and analyzing the performance of Direct3D 12 graphics rendering.
  • Timing captures for understanding the performance and threading of all CPU and GPU work carried out by your game.
  • Function Summary captures accumulate information about how long each function runs for and how often each is called.
  • Callgraph captures trace the execution of a single function.
  • Memory Allocation captures provide insight into the memory allocations made by your game.
Read more...
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