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3D-Tech News Around The Web / (Android) OpenGL Extensions Viewer 1.3.0
« Last post by Stefan on March 08, 2015, 07:50:38 AM »
OpenGL Extensions Viewer for Android displays the vendor name, the version, the renderer name and the extensions for OpenGL ES 1.0 to ES 3.1



In this update
• Fixed Submit renderer on some device
• Display ASTC texture formats
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3D-Tech News Around The Web / OpenGL Extensions Viewer 4.3.2.2 for Windows
« Last post by Stefan on March 08, 2015, 07:47:55 AM »
New version of OpenGL Extensions Viewer is now available

 4.3.2.2 is available for Windows Was a while since the last update
 - Fixed bug when using unicode character in the device name and monitor
 - Updated database, soon 1,000 renderers !
 - UI tweaks and improvements
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New in Release 343.02.02f02:
  • Graphics driver updated for Mac OS X Yosemite 10.10.2 (14C109)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.
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3D-Tech News Around The Web / (Android) GFXBench GL Benchmark 3.1
« Last post by Stefan on March 08, 2015, 07:43:46 AM »
GFXBench 3.1 is a free, cross-platform and cross-API 3D graphics benchmark that measures graphics performance, long-term performance stability, render quality and power consumption with a single, easy-to-use application.
 
GFXBench 3.1 adds advanced OpenGL ES 3.1-features and new special tests to the popular GFXBench 3D graphics benchmark.
 
 
New features:
 
Manhattan 3.1 test: GPU-intensive OpenGL ES 3.1 test using advanced API-features for testing the latest high-end mobile devices (Features: Compute shaders, Indirect draw-calls, HDR, enhanced Depth-of-Field, etc.)
 
Enhanced low-level tests: ALU2, Texturing, Driver Overhead 2 – replacing the original low-level tests of GFXBench 3.0, these ES 3.0 tests better approximate the workload of the Manhattan test
 
Detail graphs: all test results are now augmented with temperature, CPU & GPU frequency, and frame time graphs to provide additional in-depth information. Just press and hold the score on the results tab to view them.
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3D-Tech News Around The Web / (Android) Basemark ES 3.1 Pro
« Last post by Stefan on March 08, 2015, 07:42:11 AM »
Quote
Basemark® ES 3.1 is the 4th generation of the world’s most popular OpenGL ES benchmark for measuring graphics performance of OpenGL ES 3.1 enabled devices. It is the only graphics benchmark in the market by far that enables users to toggle on or off different graphics features to easily detect device bottlenecks.
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3D-Tech News Around The Web / Mesa 10.5 Updates Open-Source Graphics Drivers
« Last post by gyg on March 07, 2015, 03:37:14 PM »
"Mesa 10.5 has been released to update the open-source Linux graphics driver stack. This quarterly update to Mesa has initial support for Intel's next-generation Skylake graphics, Qualcomm Adreno A4xx support, EGL support on the BeOS-inspired Haiku, the new NIR intermediate representation, and other changes. While new GL4 extensions were implemented, the Intel/Radeon/Nouveau drivers only have enough support right now to expose OpenGL 3.3, but GL4.2 is expected out of the open-source drivers by the end of the year."

http://www.phoronix.com/scan.php?page=news_item&px=Mesa-10.5-Released
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"Intel just wrapped up an event at a location adjacent to the Game Developers Conference where the company discussed some updates to its 5th Gen Core processor line-up, Intel graphics developments, the Intel Hardware SDK, and its various game developer tools.
...
Chris Silva, Director of Marketing for Premium Notebook and Client Graphics teams, disclosed a few details of a couple of upcoming pieces of hardware. A socketed, unlocked, 65W desktop processor based on Intel’s Broadwell architecture--featuring Iris graphics--is on the way and due to arrive sometime in mid-2015. It’s noteworthy because this will be Intel’s first desktop CPU with Iris Pro graphics and because it is unlocked. It will be interesting to see what Iris Pro can do with some overclocking."

http://hothardware.com/news/intel-reveals-unlocked-socketed-broadwell-cpu-and-core-i7-nuc-with-iris-graphics-at-gdc
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3D-Tech News Around The Web / NVIDIA GeForce Titan X Announced with 12GB VRAM
« Last post by JeGX on March 04, 2015, 08:26:38 PM »
Quote
During today's Epic Games event at the Game Developers Conference 2015, NVIDIA co-founder Jen-Hsun Huang rushed the stages like a professional wrestling hero to announce the Titan X, NVIDIA's latest GPU. Huang claims it is the most powerful GPU on the planet. With 12GB frame buffer and 8 billion transistors, it is — on paper — a significant step past NVIDIA's current hardware. NVIDIA's Titan used to be its most powerful hardware.

Links:
http://www.theverge.com/2015/3/4/8148999/nvidia-announces-titan-x-the-new-most-powerful-gpu-on-the-planet

- http://www.anandtech.com/show/9049/nvidia-announces-geforce-gtx-titan-x

- http://wccftech.com/nvidia-gtx-titan-x-revealed-gdc-2015/

- http://vr-zone.com/articles/nvidia-geforce-gtx-titan-x-rumored-to-retail-for-1349-with-12gb-vram/85900.html

- http://www.slashgear.com/nvidia-geforce-gtx-titan-x-revealed-handed-to-tim-sweeney-04372104/
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Quote
As there is no compatibility between OpenGL and the Vulkan API, many large GL code bases will not switch immediately. But older applications will still want to access new hardware features, so I believe that OpenGL is not dead yet, but will in fact live on for some more versions. I’m confident that we will see new hardware features exposed in OpenGL 5.0 (maybe at Siggraph this year?). Just as NVIDIA, AMD and Intel didn’t drop the Compatibility profile even in the latest OpenGL versions, I don’t expect them to drop support for new OpenGL versions any time soon. I guess it’s actually more likely that we will quite some OpenGL extensions which expose more Vulkan like features in OpenGL to help transitioning (e.g. the Vulkan shader “binaries” SPIR-V). Limited compatibility in the other direction at least for the shaders is planned by providing a GLSL to SPIR-V compiler.

Full story: http://renderingpipeline.com/2015/03/some-thoughts-about-the-vulkan-api-glnext-and-the-future-of-opengl/
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3D-Tech News Around The Web / Trying out the new Vulkan graphics API on PowerVR GPUs
« Last post by JeGX on March 03, 2015, 02:46:09 PM »
Quote
Imagination is a promoting member of the Khronos Group and has been working on developing a proof-of-concept driver for Vulkan for our PowerVR Rogue GPUs. Our PowerVR demo team has also spent the last two months porting one of our new OpenGL ES 3.0 demos to the new API and today we are able to show you a snapshot of our work.

...

For example, there are no glUniform*() equivalent entry points in Vulkan; instead, writing to GPU memory is the only way to pass data to shaders.

...

Command buffers can be created on a different thread to the thread they are submitted on. This means rendering commands could be created on all cores of a CPU.

...

When you call glTexStorage2D() in OpenGL, the driver has to allocate memory for a two-dimensional or one-dimensional array texture. The function and the memory allocation process represent a black box.

In Vulkan however, the memory allocation is done by the application. This means that the application knows more about what type of memory it is using and more importantly how much memory it is using, which should be useful for applications that are memory-bound.

- Complete story: http://blog.imgtec.com/powervr/trying-out-the-new-vulkan-graphics-api-on-powervr-gpus
- Library demo with Vulkan drivers: https://www.youtube.com/watch?v=KdnRI0nquKc
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