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3D-Tech News Around The Web / Optical Illusion: black dots
« Last post by JeGX on September 12, 2016, 03:24:28 PM »
There are 12 black dots at intersections on this image but your brain won't let you see them all at once.

3D-Tech News Around The Web / Oh shit, git!
« Last post by JeGX on September 09, 2016, 06:35:03 PM »
Git is hard: screwing up is easy, and figuring out how to fix your mistakes is fucking impossible. Git documentation has this chicken and egg problem where you can't search for how to get yourself out of a mess, unless you already know the name of the thing you need to know about in order to fix your problem.

So here are some bad situations I've gotten myself into, and how I eventually got myself out of them in plain english.

Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.31.0 released
« Last post by JeGX on September 09, 2016, 06:14:35 PM »
How to use the new command line option (/exp_full_filename) to export a report file in a specific folder:

Code: [Select]
GpuCapsViewer.exe /exp_txt_report /exp_full_filename="C:/tmp/gpucapsviewer_report.txt"


Code: [Select]
GpuCapsViewer.exe /exp_xml_report /exp_full_filename="C:/tmp/gpucapsviewer_report.xml"
3D-Tech News Around The Web / How a Frame is Rendered in DOOM (2016)
« Last post by JeGX on September 09, 2016, 04:08:00 PM »
The new DOOM is a perfect addition to the franchise, using the new id Tech 6 engine where ex-Crytek Tiago Sousa now assumes the role of lead renderer programmer after John Carmack’s departure.
Historically id Software is known for open-sourcing their engines after a few years, which often leads to nice remakes and breakdowns. Whether this will stand true with id Tech 6 remains to be seen but we don’t necessarily need the source code to appreciate the nice graphics techniques implemented in the engine.


Unlike most Windows games released these days, DOOM doesn’t use Direct3D but offers an OpenGL and Vulkan backend.
Vulkan being the new hot thing and Baldur Karlsson having recently added support for it in RenderDoc, it was hard resisting picking into DOOM internals. The following observations are based on the game running with Vulkan on a GTX 980 with all the settings on Ultra, some are guesses others are taken from the Siggraph presentation by Tiago Sousa and Jean Geffroy.

- DOOM (2016) - Graphics Study
- idTech6 - SIGGRAPH 2016
Geeks3D's GPU Tools / GPU Caps Viewer released
« Last post by JeGX on September 09, 2016, 11:28:09 AM »
Geeks3D's GPU Tools / GPU Shark released
« Last post by JeGX on September 09, 2016, 11:26:59 AM »
3D-Tech News Around The Web / NVIDIA GeForce driver 370.28 for Linux, FreeBSD and Solaris
« Last post by Stefan on September 08, 2016, 11:52:45 PM »
NVIDIA Unix Driver Archive

  • Fixed undefined symbol references in
  • Fixed a potential hang in Vulkan applications such as vkQuake and DOTA2 that use vkFences for present synchronization.
  • Fixed a bug that caused the driver to not set HDMI YUV 420 4K modes correctly on some TVs, such as the VIZIO D40u-D1.
  • Updated CurrentMetaMode reporting via the NV-CONTROL API to reflect whether ForceCompositionPipeline or ForceFullCompositionPipeline are set in the current MetaMode.
  • Added the ability to over- and under-clock certain GeForce GPUs in the GeForce GTX 1000 series and later.  For GPUs that allow it, an offset can be applied to clock values in some clock domains of all performance levels.  This clock manipulation is done at the user's own risk. See the README documentation of the "CoolBits" X configuration option for more details.
  • Implemented initial support for PRIME Synchronization to synchronize flipping between an NVIDIA PRIME display source and a separate PRIME display sink. This support is experimental and currently requires a prerelease X server.
  • Fixed a bug that prevented Vulkan applications from presenting from multiple queues to the same X11 swapchain.
  • Added the "PixelShiftMode" MetaMode option, enabling support for 4K and 8K pixel shift displays.  See the README for details.
3D-Tech News Around The Web / Analysis of Zepto Ransomware
« Last post by JeGX on September 08, 2016, 08:08:45 PM »
Zepto ransomware is a relatively new player in the ransomware scene, and it’s closely related to the infamous Locky ransomware. Taking a closer look at Zepto’s code, we found that the code is pretty much the same as Locky’s code, but it has been slightly modified. The malware authors behind Zepto use the same methods used to spread Locky, and even the infection vector and the TOR payment page are the same, which makes us think that the people behind Locky are now spreading Zepto. The only difference between Locky and Zepto is the ransom demand. Zepto’s demand is much higher than Locky’s, 3 Bicoins (approximately $1,850).

One of the interesting things is the use of a priority file list to determine the order of file encryption according to the type of file. Each file has a weight ranging from 7 to -1. 7 being the highest priority. "*.doc" and "*.odt" have a weight of 5. "wallet.dat" has a weight of 7. "*.3ds" and "*.max" have a weight of 4...

Complete analysis:
3D-Tech News Around The Web / Tabs vs Spaces
« Last post by JeGX on September 08, 2016, 07:27:55 PM »
400,000 GitHub repositories parsed (1 billion files, 14 terabytes of code): Spaces or Tabs?

Spaces are preferred in the majority of languages except in C where both are used and in Go where only tabs are used.

3D-Tech News Around The Web / Vulkan SDK 1.024 released
« Last post by Stefan on September 08, 2016, 05:06:52 PM »
>download now<

This update nukes all older Vulkan apps!

Vulkan SDK Release Notes  Version for Windows  September 1, 2016 This SDK supports Vulkan API revision 1.0.24.  The prior SDK supported Vulkan API revision 1.0.21.
NOTE: Please see the Known Driver Issues section in this document for information about a compatibility issue between glslang and Nvidia drivers.
Device layers are now deprecated! Any device layers must be converted to a layer that is queried and enabled at vkCreateInstance. vkEnumerateDeviceLayerProperties is deprecated.
  Overview of new features in SDK
  • The LunarG Samples Progression now includes a Narrative Tutorial to accompany the sample program code
  • SPIRV-tools updated to v2016.3
  • Object Tracker layer updated and improved
  • Vulkan-Hpp Open-Source Vulkan C++ API header now included
  • Microsoft Visual Studio Vulkan project templates -- see the Windows Getting Started Guide for details
  • Parameter Validation now covers WSI extensions
  • Improved coverage and utility in layer validation tests
  • Vulkan Loader has been updated to remedy CTS out-of-memory test failures
  • Scores of bugfixes, new validation checks, and feature additions
This version of the SDK components are based on the following specifications and source code repositories:
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