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English forum / (WIP) Vulkan plugin for GeeXLab: true type fonts
« Last post by JeGX on March 30, 2016, 04:36:46 PM »
A very cool feature available in the next update of GeeXLab: a built-in support of True Type Fonts (no plugin required as in the case of the ftgl plugin) that works with all versions of OpenGL (GL2 / GL3+) and, of course, Vulkan.

  • Added support for the following GPUs:
    • GeForce 920MX
      GeForce 930MX
      Quadro M6000 24GB
  • Limited the default concurrency level in nvidia-settings to 32, to avoid hitting the maximum tasks limit on systems with many CPUs.
  • Fixed a regression that caused GPU exceptions and incorrect rendering when using pbuffers with EGLDevice.
  • Fixed a bug that caused nvidia-settings to crash when pairing glasses with the 3D Vision Pro transmitter on some systems.
  • Fixed a bug that caused installer manifest entries for some 32-bit compatibility libraries to be duplicated in the installer package.
  • Fixed a regression that caused the HSync and VSync mode timing polarity flags to be inverted.
Linux Display Driver - x86 NVIDIA Certified361.42March 30, 2016
Solaris Display Driver – x64/x86 NVIDIA Certified361.42March 30, 2016
FreeBSD Display Driver – x86 NVIDIA Certified361.42March 30, 2016
Linux 32-bit ARM Display Driver NVIDIA Certified361.42March 30, 2016
FreeBSD Display Driver – x64 NVIDIA Certified361.42March 30, 2016
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified361.42March 30, 2016
English forum / (WIP) Vulkan plugin for GeeXLab: texture 2d array
« Last post by JeGX on March 30, 2016, 04:14:03 PM »
An array of 2D textures is a simple way to use many textures (all with same dim). Here, a 8-texture array and a single quad rendered 8 times:

3D-Tech News Around The Web / GeForce GTX 1080 Cooler Shroud... and Screws
« Last post by JeGX on March 30, 2016, 03:59:17 PM »
This is allegedly the cooler shroud of the new GTX 1080 (codename not confirmed):



And better than GeForce GTX 1080 cooler shroud, here are the shroud screws, essential components to tie the shroud to the VGA cooler!

3D-Tech News Around The Web / Download Zone - Latest Updates (2016.03.28)
« Last post by JeGX on March 28, 2016, 03:25:46 PM »
3D-Tech News Around The Web / NVIDIA GeForce Game Ready driver 364.72 for OculusVR
« Last post by Stefan on March 28, 2016, 02:55:55 PM »
Oculus Rift Is Now Available. Grab Our GeForce Game Ready VR Driver & Game On

A new era in gaming begins today with the launch of Oculus Rift, the first high-end Virtual Reality headset built from the ground-up for gaming. Since its beginnings as a Kickstarter project in 2012, NVIDIA has worked closely with Oculus and Virtual Reality game developers to optimize and improve the Virtual Reality experience. We’ve developed technology and features for our graphics card users, shared insight and techniques with developers, and demoed the Oculus Rift at gaming shows around the world on VR-Ready systems.
3D-Tech News Around The Web / Vulkan API specifications 1.0.7 released
« Last post by Stefan on March 27, 2016, 07:15:03 AM »
Change log for March 25, 2016 Vulkan 1.0.7 spec update:

  * Bump API patch number and header version number to 7 for this

Github Issues:

  * Fix slink:VkSpecializationMapEntry example to avoid C/C++ strict
    aliasing issues (public issue 14).

  * Clarify the meaning of "matching" in flink:vkCmdBindDescriptorSets
    validity language (public issue 33).

  * Add stub reference pages so xrefs to not-yet-written pages don't
    generate 404 errors. However, the actual content of these pages
    still needs to be filled in as time allows (public issue 44, but
    does not close that issue out).

  * Remove incorrect validity statement for
    flink:vkGetImageSparseMemoryRequirements (public issue 85).

  * Reword the
    feature in terms of "aliasing", and clarify that it applies to
    bindings in the same memory object (public issue 90).

  * Clarify the relationship of the slink:VkPhysicalDeviceLimits
    pname:maxViewportDimensions and pname:viewportBoundsRange limits
    (public issue 92).

  * Specify sparse unbound texture replacement in the
    <<textures-texel-replacement,Texel Replacement>> section
    independently of robust buffer access language (public issue 100).

  * Add the <<fundamentals-architecture-model,Architecture Model>>
    section to explain architecture constraints Vulkan has chosen to
    accept in order to enable portable and performant code (public issue

  * State that an object must not be destroyed until *all* (not *any*)
    uses of that object have completed (public issue 123).

  * Minor editorial cleanup (public issues 129, 134, 146, 148).

  * Add validity language for layer and extension names to
    slink:VkDeviceCreateInfo matching that used for
    slink:VkInstanceCreateInfo (public issue 130).

  * Clean up terminology for the case when the bits set in one bitmask
    are a subset of the bits set in another bitmask (public issue 138).

  * Document that input attachments are UniformConstant not Input, in
    the <<interfaces-inputattachment,Fragment Input Attachment
    Interface>> section (public glslang bug 169).

Internal Issues:

  * Add max enum values to "flag bits" enums (internal issue #136).

  * Clarify language around the various uses of the term "block" in the
    <<appendix-compressedtex-bc,Block Compressed Image Formats>> section
    (internal issue #202).

  * Removed "expand" dependency from <enums> groups in vk.xml and added
    auto-generation code in the scripts to infer it instead, to ensure
    consistency. This caused renaming of sname:VkColorSpaceKHR and
    sname:VkPresentModeKHR etext:BEGIN_RANGE (etc.) tokens, but those
    tokens are metadata, not part of the API, and the Vulkan WG is OK
    with this change. This change adds ranges to two additional enums
    that were missing them due to not defining the "expand" attribute
    (internal issue 217).

  * Tweak makefile to generate ref page nroff (.3) files in the right
    output directory, working around an a2x limitation (internal issue

Other Commits:

  * Add validity requirements for flink:vkCmdCopyQueryPoolResults
    pname:dstBuffer parameter.

  * Fix ref page build to generate .3 targets in the right output

3D-Tech News Around The Web / NVIDIA Inspector
« Last post by Stefan on March 25, 2016, 11:47:51 PM »
>>>download now<<<


NVIDIA Inspector - Version (.NET Framework 2 or above)

- fixed image upload

NVIDIA Profile Inspector - Version (.NET Framework 4 or above)

- nvidiaProfileInspector is now open source and licensed under MIT license.

- there are also continues builds available outside of the update cycle of nvidiaInspector

- added option to include predefined settings to the exported nip file
- fixed when all string fields got persisted on apply changes even if no changes was made to them
- fixed when the import removes the predefined settings of a profile if they are not included in the nip file
- fixed clicking the refresh button may crash the application for some users

NVIDIA Inspector - Version (.NET Framework 2 or above)

- removed obsolete profile settings jump list entry
- fixed cuda lib error

NVIDIA Profile Inspector - Version (.NET Framework 4 or above)

- reverted back to default font
- fixed layout problems (hopefully)

NVIDIA Inspector - Version (.NET Framework 2 or above)

- replaced old ROP calculation with new API call, this schould fix ROP count for Maxwell 2 cards with reduced L2 Cache
- increased unlocked UI clock limit for non boost states to fix error with memory clocks beyond 4000MHz
- improved max boost clock estimation for maxwell
- completely removed settings profile editor from main application, it is now deployed as standalone application

NVIDIA Profile Inspector - Version (.NET Framework 4 or above)

- completely reworked settings engine backend
- removed update detection / autoupdate
- updated to latest available settings api R352
- added stereo setting name detection from driver lib (thx to DarkStarSword)
- default custom setting names are now embedded to the exe file, and can be extracted with command line switch "-createCSN"
- added some GSYNC settings to CSN
- profile export now exports only customized settings without the nvidia predefined settings
- profile import now resets the profile to current driver defaults before import
- changed framerate limiter value selection to predicted fps instead of the raw api value
- you can drag'n drop nip files or application shortcuts now

NB: screenshot upload seems to be broken, use TPU capture instead
English forum / Demo Pack Easter 2016
« Last post by Stefan on March 25, 2016, 09:08:11 AM »
>>>download now<<<

contains all demos from previous packages, sort by date to catch the new ones

copy missing textures etc. from MadShaders' data folder

demos tagged WIP don't work properly for misc. reasons, see comments in XML files

tex04, tex11 and tex12 from added; cube0x, tex08 fixed (bad JPEGs failed to load in GeeXLab)

misc. media files, all under Common Creative license

MadShaders 0.4.1 - "flaring" and "am i dreaming" fixed for INTEL

misc. old shaders from IQ rebuilt against GFX03.LUA, mouse support added

some entries from Tokyo Demo fest 2016 and whatever had japanese comments at GLSLSandbox at the time
mouse support injected in "Dragon" to control camera (originally triggered by ZOOM flag)
, will do that more often in future if it makes sense

lots of video and webcam effect demos

totally more than 200 new demos since February, Notepad++ makes conversions a cake walk

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