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English forum / GLSL Hacker Blog
« Last post by JeGX on November 14, 2014, 07:49:58 PM »
3D-Tech News Around The Web / GPUPI - OpenCL GPU (CPU option)
« Last post by nuninho1980 on November 12, 2014, 10:17:21 PM »
About two months ago our beloved Turrican passed away in a horrible car accident. He was a big part of our community and is still Austrias only overclocking lengend! Out of my sadness and anger I started to work on this project as a virtual monument, something to honour him in our scene. It's an homage to SuperPI, that Turrican benched on every possible platform, an application that calculates pi completely parallelized on a graphics card. So let's get our gear going and do exactly what our Karl showed us in all his years: Bench the hell out of it!

More info


I got running i5-2500K@4.5GHz and GTX 580@reference-stock 3GB-344.60WHQL:
At 32 millions-digit:
-> GPU

result: 0.681s

-> CPU

result: 17.313s

GPU is 25.4x faster than CPU! :D

GPU - 1 billion-digit: :D

result: 57.095s
3D-Tech News Around The Web / Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« Last post by JeGX on November 12, 2014, 12:09:15 PM »
This requires a GM204 GPU (GTX 980/970) due to the use of the following features: Viewport Multicast, Conservative Raster and Tiled Resources.

In traditional computer graphics, a light contributes diffuse and specular illumination to any surface that has an unobstructed ray to that light.  The images resulting from this technique are characteristically black in unlit regions because this over-simplification fails to account for light reflected from other surfaces in the scene.

To improve visuals, most games describe indirect illumination by pre-computing lighting and storing the result statically in vertex data or textures.  The results can look very realistic if the scene remains static, but we want to be able to open doors, move lights, and tear down walls.  Clearly games would benefit greatly if we could create a "global illumination" solution that computes direct and indirect lighting in real time.

NVIDIA's VXGI computes indirect light by rendering the scene's lit geometry into a 3D voxel grid, then using that grid as an acceleration structure for computing indirect diffuse light and reflections.  Indirect diffuse light is calculated by tracing broad cones through the voxel grid in the direction of the surface normal and accumulating the light from those voxels.  Reflections are likewise calculated by tracing through the voxel grid in the direction of the reflection vector.

This new technique is made possible from several new features of GeForce GTX 980 including:

"Viewport Multicast" :
  Accelerates the rendering of each triangle into the voxel structure(s)
  by broadcasting it to the 6 directional render targets rather than
  duplicating data.

"Conservative Raster" :
  Ensures that each triangle in a voxel's space can contribute to that
  voxel even if the triangle does not cross that voxel's sample point.

"Tiled Resources" :
  Permits us to create a high resolution 3D Texture but only allocate
  memory for those regions that are occupied by voxels.

NVIDIA can now employ Voxelized Global Illumination on Geforce GTX 980 to test the validity of the alleged moon landing media.
3D-Tech News Around The Web / Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« Last post by oldcrow on November 12, 2014, 03:33:12 AM »
I tried to run it with my EVGA GTX 750 Ti, and a message box was displayed saying that no "Maxwell GPU" could be found in my system....
3D-Tech News Around The Web / Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« Last post by nuninho1980 on November 11, 2014, 10:58:40 PM »
Can GTX 750 series run this demo after Fermi and Kepler failed?
3D-Tech News Around The Web / NVIDIA Apollo 11 Demo for Maxwell GPUs
« Last post by JeGX on November 11, 2014, 05:55:37 PM »
It was the peak of the Cold War, and President John F Kennedy responded to years of Russian dominance in space by committing that we would take a man to the moon and back again. With the Apollo 11 mission, that oath was fullfilled.

Or was it?

There are conspiracy theorists who believe that the photos are forgeries because of inconsistencies in the lighting. Why can Buzz Aldrin be seen when he is in a shadow? Why aren’t there any stars? Did we just see a studio light?

Powered by NVIDIA Maxwell™ GPU architecture and Epic’s UE4 and using NVIDIA’s Voxel Global Illumination (or VXGI) we explore the Apollo 11 landing site and put the landmark photo of Buzz Aldrin descending to the moon’s surface to the test.

3D-Tech News Around The Web / NVIDIA R344.65 WHQL for Assassin’s Creed: Unity
« Last post by JeGX on November 11, 2014, 08:51:04 AM »
The new GeForce Game Ready driver, release 344.65 WHQL, includes improvements which allows GeForce owners to continue to have the ultimate gaming platform. In addition, this Game Ready WHQL driver ensures you'll have the best possible gaming experience for Assassin’s Creed: Unity

- Assassin's Creed Unity GeForce Game Ready Driver Available Now

- R344.65 Win7/Win8 64-bit
- R344.65 Win7/Win8 32-bit

- R344.65 Win7/Win8 64-bit
- R344.65 Win7/Win8 32-bit
Big Pictures / MSI Radeon R9 290X Gaming 4G (Ultra Quick Review)
« Last post by JeGX on November 10, 2014, 03:06:06 PM »
Better late than never, I received this nice card: the MSI's Radeon R9 290X Gaming 4G. This Radeon is powered by the Hawaii GPU (XT version) and comes with 4GB of GDDR5 and the Twin Frozr IV VGA cooler (I must say that the Twin Frozr IV is absolutely quiet at idle).


GPU Data:

AMD Catalyst 14.9 WHQL:

GPU Caps Viewer:


3D-Tech News Around The Web / State of Linux Gaming
« Last post by JeGX on November 10, 2014, 02:43:13 PM »
Sadly, it's pretty clear that if you run these games on Linux your experience isn't going to be as good, and you'll be getting less "gaming value" vs. Windows. We're not talking about a bunch of little indy titles, these are big releases: Borderlands: The Pre-Sequel, Borderlands 2, Tropico 5, XCOM: Enemy Unknown, Sid Meier's Civilization V. My take is the devs doing these ports just aren't doing their best to optimize these releases for Linux and/or OpenGL.

A nice little tidbit from this report: "Unfortunately, Aspyr are currently still unable to provide support for non-Nvidia graphics cards, as with Borderlands 2. This doesn't mean the game won't work if you have an AMD or Intel GPU, but just that you're not guaranteed to receive help from the developer - the current driver situation for non-Nvidia cards may lead to degraded performance." Huh? This is not a good situation.

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