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61
General Discussion / Re: Frequent TDRs with GTX 760
« Last post by JeGX on July 05, 2015, 05:32:13 PM »
Depending on the driver version, the app that shows me a lot of TDRs is MadShaders.  As Stefan says, try the latest hotfix R353.38.
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General Discussion / Re: Msi kombustor test3d= ID needed
« Last post by JeGX on July 05, 2015, 05:25:05 PM »
The ID of Triangle of Death demo is 2001.

There is no command line param for the number of particles in the fractal flame test. Maybe in a next release.

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3D-Tech News Around The Web / TWGL: A Tiny WebGL helper Library
« Last post by Stefan on July 05, 2015, 05:21:00 PM »
TWGL's is an attempt to make WebGL simpler by providing a few tiny helper functions that make it much less verbose and remove the tedium.
TWGL is NOT trying to help with the complexity of managing shaders and writing GLSL. Nor is it a 3D library like three.js. It's just trying to make WebGL less verbose.

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AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

The researchers [...] propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives.
The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs.
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Galactic Civilizations* 3 (GC3) is a turn-based 4X strategy game developed and published by Stardock Entertainment that released on May 14th, 2015. During the early access and beta periods, we profiled and analyzed the rendering performance of the game. One of the big performance improvements made was the removal of several CPU-GPU sync stalls that were responsible for losing some parallelism between the CPU and GPU. This article describes the issue and the fix and emphasizes the importance of using performance analysis tools during development, while keeping their strengths and limitations in mind.

...

Optimizing the rendering performance of a game is a complex beast. Frame and Trace capture-replay tools provide different and important views into a game’s performance.
This article focused on CPU-GPU synchronization stalls that required a trace tool like GPA Platform Analyzer or GPUView to locate.
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3D-Tech News Around The Web / NVIDIA HairWorks 1.1 Release
« Last post by Stefan on July 05, 2015, 11:06:17 AM »
Quote
NVIDIA HairWorks makes it easy to bring hair and fur to life—in real-time. It builds on the prior release, which focused on fur authoring, rendering, and simulation. With HairWorks version 1.1, NVIDIA has added support for authoring, rendering, and simulation of long-hair assets. The release contains a variety of sample assets that let artists create completely different types of hairstyles.

Check out also 500k hair video

The samples can be controlled with these buttons
(B)ones
(G)eometry
(H)air
(P)ause

AMD recommends to lower tessellation level
to gain performance.
Even without that fix rendering looks "a little bit" worse.

 


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General Discussion / Re: Frequent TDRs with GTX 760
« Last post by Stefan on July 05, 2015, 09:22:13 AM »
Looks like a wide-spreaded issue. The official GeForce forum is full of complaints.

Try NVIDIA GeForce Hotfix driver 353.38 or roll back to older drivers; R350.12 / R348.17 aint affected.
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General Discussion / Frequent TDRs with GTX 760
« Last post by Skylark on July 05, 2015, 03:24:53 AM »
Hello,

I've been getting pretty frequent TDRs lately. My GPU is a GTX 760 2GB, and I'm currently using driver 353.06 (I tend to stay up to date).

The symptoms are that once in a while, the game crashes with a "driver stopped responding and has been restarted" message, or the game just crashes (with a "debug / close" dialog) or the game/window just disappears. I have had this happen with many games, from Skyrim to Assassin's Creed IV / AC Unity to Witcher 3 to even Minecraft! It seems random, because sometimes it will crash within the first 5 minutes of playing, while other times it will happen after 45 minutes to an hour.

I have left MSI Afterburner's monitoring window in the background while playing (which is helpful because it graphs various data over the last few minutes) and I cannot correlate the TDRs to a spike in GPU utilization, temperature, memory use, voltage or anything like that. At high load, my GPU temp is around 72 degrees C, and the fan speed is at 75% tops.

I've been able to run a few of the MSI Kombustor 3 stress tests for a long time without problems (the GPU memory burner 2GB, the Lakes of Titan 32X, etc.)

One test that gave me TDRs twice is the PhysX GPU one. But it doesn't seem reliable, just happened twice out of maybe 5 attempts, the other 3 times the test ran for 10 minutes with no TDR. That seems pretty consistent with what I'm seeing from games. However, I set PhysX to only use the CPU in the nvidia control panel before, and it didn't have any impact on TDRs at all (in actual games). So I doubt it is PhysX itself that is the culprit.

Can someone suggest something I haven't already tried? Some troubleshooting I may have missed?

This video card is already the result of an RMA (the first GTX 760 I got crashed Windows even when nothing was running!) and it's out of warranty anyways. I am thinking I may borrow a video card from a friend (a known-good one) to see if TDRs go away before going out any buying another one, but if there was another way to confirm that it's my video card (and that changing it will fix these issues) then I'd like to try.

Thanks in advance,

Skylark
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General Discussion / Msi kombustor test3d= ID needed
« Last post by Shambles1980 on July 04, 2015, 07:14:33 PM »
heyo, i wont bore you with the whys.
Basically i need to know the numbered test3d id for triangle of death.
it is not listed in the start 3d test bat file.

An alternatave if you dont know would be does any one know how to set particle counts for  fractal flame via the command line?

the long and short of it is.
i cant run trianagle of death via a command line because there is no documentation of its test3d id number.
and the alteranative would be to run fractal flame via the command line. but i would want to manually set the particle count before it started. and there does not seem to be a paramiter to set that. but i do know the test3d id for that.

THANX IN ADVANCED.
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3D-Tech News Around The Web / Best E3 2015 AAA Titles Will Use Havok Tech
« Last post by JeGX on July 03, 2015, 05:29:51 PM »
Quote
Havok®, a leading provider of AAA game development technology, extends congratulations to all of the nominees of Game Critics Awards for “Best of E3 2015,” which includes several of Havok’s developer partners.  The nominees pushed the limits of realism to create remarkable AAA game experiences.  Some of these great titles range from Bethesda Softworks’ wildly ambitious and gigantic open-world role-playing game,  Fallout 4, to the deeply compelling narrative and intense adventure of Sony and Naughty Dog’s  Uncharted 4: A Thief’s End, to the visually spectacular and blistering firefights of  Star Wars Battlefront. Havok’s cross-platform suite of technology helps create some of the most ambitious AAA games that leverage the new hardware, and this same technology continues to service future projects that will become milestone titles for years to come.

Havok congratulates the following AAA projects powered by Havok technology that are among the titles nominated by the Best of E3 2015 awards:

·          Star Wars Battlefront - Electronic Arts

·          Dark Souls III – BANDAI NAMCO Entertainment

·          Fallout 4 - Bethesda Softworks

·          Halo 5: Guardians - Microsoft Studios

·          Horizon: Zero Dawn - Sony Computer Entertainment

·          Just Cause 3 - Square Enix

·          Need for Speed - Electronic Arts

·          No Man's Sky - Hello Games

·          The Last Guardian - Sony Computer Entertainment

·          Tom Clancy's Rainbow Six Siege - Ubisoft

·          Tom Clancy's The Division - Ubisoft

·          Uncharted 4: A Thief's End - Sony Computer Entertainment

·          DOOM – Bethesda Softworks

Links:
- gamasutra.com
- wccftech.com
- havok.com
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