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61
3D-Tech News Around The Web / AMD hopes to put a little Mantle in OpenGL Next
« Last post by JeGX on August 15, 2014, 04:32:09 PM »
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Announced earlier this week, the next-gen version of OpenGL is a complete, from-the-ground-up rewrite aimed at slashing overhead and giving developers more control over the hardware. In that sense, the upcoming API, which Huddy calls "OpenGL Next," will follow in the footsteps of Mantle and DirectX 12.

Huddy told us AMD has done a "great deal of work" with the Khronos Group, the stewards of the OpenGL spec, on OpenGL Next. AMD has given the organization unfettered access to Mantle and told them, in so many words, "This is how we do it. If you want to take the same approach, go ahead." Khronos is free to take as many pages as it wants out of the Mantle playbook, and AMD will impose no restrictions, nor will it charge any licensing fees.

Link: http://techreport.com/news/26922/amd-hopes-to-put-a-little-mantle-in-opengl-next
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3D-Tech News Around The Web / SIGGRAPH 2014: DirectX 12 on Intel
« Last post by JeGX on August 15, 2014, 04:27:12 PM »
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This week at SIGGRAPH 2014 Intel is showing a technology demo using Microsoft's upcoming DirectX 12 API that highlights the strong relationship between performance and power.

In the demo we render a scene of 50,000 fully dynamic and unique asteroids in one of two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX 12 APIs at the tap of a button. We are showing the demo in our SIGGRAPH booth running live on a Microsoft Surface Pro 3 tablet with an Intel® 4th Generation Core™ processor.

All of the results here were captured when the tablet was running in a steady, thermally-constrained state. This represents the experience of playing a demanding game for more than 10-15 minutes.

Links:
- https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel

- http://blogs.msdn.com/b/directx/archive/2014/08/13/directx-12-high-performance-and-high-power-savings.aspx
64
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Image blur filters are commonly used in computer graphics – whether it is an integral part of a Depth of Field or HDR Bloom, or another post process effect, blur filters are present in most 3D game engines and often in multiple places. Blurring an image is a fairly trivial thing to do: just collect neighboring pixels, average them and you get your new value, right?

Well, yes, but there are different ways of doing it with different visual results, quality and performance.

In this article I’ll focus primarily on performance (and quality trade-offs), as the difference in cost between a naïve and a more optimal solution can sometimes be an order of magnitude, but also different algorithms can be more optimal on different hardware.

Link: https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
65
GpuTest / Re: Failed to complete a test - What does it mean?
« Last post by Jonas MN on August 12, 2014, 06:02:44 PM »
So that means that there is something wrong with my graphics card since it can not run PixMark Julia FP32 or lower?

I am experiencing flashing screen when I work with my computer now and then, but it does not seem to be connected to any specific program or kind of screen output, that is why I try to figure out where the problem lies.
66
GpuTest / Re: Failed to complete a test - What does it mean?
« Last post by nuninho1980 on August 12, 2014, 05:37:14 PM »
G8x (your videocard as 8600M GT) has up to OpenGL 2.x/3.x support but OpenGL 4.x requires Fermi (GF 400- or 500-series) or newer card. lool
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3D-Tech News Around The Web / TechPowerUp GPU-Z v0.7.9
« Last post by Stefan on August 11, 2014, 06:37:41 PM »
GPU-Z is a lightweight utility designed to give you all information about your video card and GPU. Version History0.7.9
  • Added preliminary support for NVIDIA GM204
  • Added preliminary support for AMD Tonga
  • Added support for AMD Radeon R9 M275X, FirePro W5100, W9100
  • Added support NVIDIA GeForce GTX 780 6 GB, GTX 860M, GTX 780M, GT 830M, GT 740, GT 730, GT 720, Quadro NVS 510, FX 380M, GRID K520, Tesla K40c
  • Added release date for R9 290
  • More robust PhysX detection
  • Fixed fan speed monitoring on some recent AMD cards
  • Fix for sensor graph over/underflow
  • Performance improvements to sensor graph drawing
  • Fix for French translation
68
GpuTest / Re: Failed to complete a test - What does it mean?
« Last post by Jonas MN on August 11, 2014, 05:41:05 PM »
Hi,

I run Mavericks.

I have tried running all alternatives of PixMark Julia and they all flicker. With FP64 the entire screen flickers, with the other versions only the window that runs the test flickers.


Regards
Jonas
69
GpuTest / Re: Failed to complete a test - What does it mean?
« Last post by JeGX on August 11, 2014, 03:44:36 PM »
Hi Jonas,

the PixMark Julia OpenGL 4.0 requires the support of FP64 in the GLSL. And I think the 8600M GT does not support OpenGL 4 FP64.
Can you run the PixMark Julia FP32 (OpenGL 2.1 / 3.2) ? What is your OSX version?
70
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OpenGL 4.5 Specification Released

Khronos publicly released the OpenGL 4.5 specification today, bringing the very latest functionality to the industry’s most advanced 3D graphics API while maintaining full backwards compatibility, enabling applications to incrementally use new features. The full specification and reference materials are available for immediate download from the OpenGL Registry. New functionality in the core OpenGL 4.5 specification includes:

  • Direct State Access (DSA) – object accessors enable state to be queried and modified without binding objects to contexts, for increased application and middleware efficiency and flexibility;
  • Flush Control - applications can control flushing of pending commands before context switching – enabling high-performance multithreaded applications;
  • Robustness - providing a secure platform for applications such as WebGL browsers, including preventing a GPU reset affecting any other running applications;
  • OpenGL ES 3.1 API and shader compatibility – to enable the easy development and execution of the latest OpenGL ES applications on desktop systems;
  • DX11 emulation features – for easier porting of applications between OpenGL and Direct3D.

Complete press release: https://www.khronos.org/news/press/khronos-group-announces-key-advances-in-opengl-ecosystem


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