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3D-Tech News Around The Web / NVIDIA NVFlash 5.166
« Last post by Stefan on July 16, 2014, 04:14:36 PM »
NVFlash 5.166 in all OS versions

I removed an HP OEM BIOS, so that nobody accidentially flashes that on another GPU.

Supports some "big Maxwells", but not yet Pascal.

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3D-Tech News Around The Web / AMD Catalyst 14.7 RC Driver for Windows
« Last post by Stefan on July 10, 2014, 11:01:23 PM »
Feature Highlights of the AMD Catalyst 14.7 RC Driver for Windows
  • Includes all improvements found in the AMD Catalyst 14.6 RC driver
  • AMD ​CrossFire and AMD Radeon Dual Graphics profile update for Plants vs. Zombies​​
  • Assassin's Creed IV - improved CrossFire scaling (3840x2160 High Settings) up to 93%
  • Collaboration with AOC has identified non-standard display timings as the root cause of 60Hz SST flickering exhibited by the AOC  U2868PQU panel on certain AMD Radeon™ graphics cards. A software workaround has been implemented in AMD Catalyst 14.7 RC driver to resolve the display timing issues with this display. 
    • Users are further encouraged to obtain newer display firmware from AOC that will resolve flickering at its origin.
    • Users are additionally advised to utilize DisplayPort-certified cables to ensure the integrity of the DisplayPort data connection.​​
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3D-Tech News Around The Web / NVIDIA FlameWorks -- GTC Fire Demo - GameWorks
« Last post by Stefan on July 10, 2014, 08:39:22 PM »
NVIDIA FlameWorks is a system for generating cinematic fire, smoke and explosion effects for games. It combines a state-of-the art grid-based fluid simulator with an efficient volume rendering
engine.
 
The simulator uses a highly optimized solver which enables the simulation of high resolution grids in real-time. It supports collisions with standard primitives and includes a combustion
model for generating flame effects. The system is highly customizable and supports user defined emitters,forcefields and collision objects.
 
The GTC 2014 fire demo demonstrates the cinematic quality of fire/smoke together with ray marched reflections on the ground as well as interaction with a sphere. The demo uses a 512x256x256 voxel grid, meaning that 32M voxels are updated every frame and runs at more than 30fps on a GeForce 780TI.
 
For actual game use cases the voxel grid size is scalable and can be used with lower resolutions as well.
 
No Particles were used in the making of the demo.

Visit us at http://developer.nvidia.com/flameworks
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3D-Tech News Around The Web / Re: EVGA OC Scanner X 3.5.1.0 Released
« Last post by Stefan on July 10, 2014, 08:32:46 PM »
 Version 3.5.1.0 Release: 07/03/2014
 
  • Fixed a bug in the display of artifact counters
  • Fixed a bug in artifact counting in memory burner demos
  • Added support for latest GeForce cards
  • Updated GL experiments
  • Updated 3D framework
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3D-Tech News Around The Web / NVIDIA Quadro Driver 340.52 WHQL
« Last post by Stefan on July 10, 2014, 04:09:44 PM »
ODE Driver
 New in Release 340.52:
 
  • OpenGL hardware acceleration on Windows Remote Desktop
  • CUDA 6.5
  • Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.
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CUDA 6.5 RC download page - registration required

comes also with PhysX_9.14.0610_SystemSoftware
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3D-Tech News Around The Web / NVIDIA Drivers 340.24 for Linux, Solaris and FreeBSD
« Last post by Stefan on July 08, 2014, 04:15:22 PM »
NVIDIA UN*X driver portal


  • Fixed a bug that prevented 3D Vision stereo and ultra low motion blur modes from working on G-SYNC capable monitors in some cases.
  • Fixed a bug that caused the "Allow G-SYNC" checkbox to be displayed in nvidia-settings even if the GPUs in the system are not capable of G-SYNC.
  • Fixed a kernel crash when running some applications with IOMMU functionality enabled.
  • Fixed a floating point exception in the OpenGL driver when running "Risk of Rain" under Wine.
  • Made various improvements and corrections to the information reported to GL applications via the KHR_debug and ARB_debug_output extensions.
  • Fixed a bug that caused GLX applications which simultaneously create drawables on multiple X servers to crash when swapping buffers.
  • Updated nvidia-settings to report all valid names for each target when querying target types, e.g. `nvidia-settings -q gpus`.
  • Added support for controlling the availability of Fast Approximate Antialiasing (FXAA) on a per-application basis via the new __GL_ALLOW_FXAA_USAGE environment variable and the corresponding GLAllowFXAAUsage application profile key. See the README for details.
  • Fixed a bug where indirect rendering could become corrupted on system configurations that disallow writing to executable memory.
  • Updated the nvidia-settings Makefiles to allow nvidia-settings to be dynamically linked against the host system's libjansson. This option can be enabled by setting the NV_USE_BUNDLED_LIBJANSSON Makefile variable to 0.Please note that nvidia-settings requires libjansson version 2.2 or later.
  • Removed the runlevel check from nvidia-installer: the installation problems formerly associated with runlevel 1 no longer apply.
  • Added initial support for G-SYNC monitors.Additional details and system requirements can be found at:http://www.geforce.com/hardware/technology/g-sync
  • Improved support for running the NVIDIA driver in configurations where writing to executable memory is disallowed.Driver optimizations that require writing to executable memory can be forcefully disabled using the new __GL_WRITE_TEXT_SECTION environment variable.See the README for more details.
  • Fixed an X driver bug that caused gamma ramp updates of the green channel at depth 15, on some recent GPUs, to be ignored.
  • Fixed a regression, introduced in the 340.17 public beta release, that caused the NVIDIA X driver to access freed memory when exiting a GLX application that used either of the GLX_NV_video_out or GLX_NV_present_video extensions.
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3D-Tech News Around The Web / High-performance physics in Unity 5
« Last post by Stefan on July 08, 2014, 04:08:12 PM »
Quote
We?d like to highlight some of the 3D physics changes you can look forward to in Unity 5.0.

We?ve been using PhysX 2.8.3 for a while now. We?ve not just used the plain stock PhysX, but extended it with numerous patches made by Unity engineers over the years. It?s been so long, and we say thanks to PhysX 2 for all the fish. As announced at GDC?14, Unity 5.0 features an upgrade to PhysX 3.3. Let?s give it a closer look...
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3D-Tech News Around The Web / Metal, a new graphics API for iOS 8
« Last post by JeGX on July 03, 2014, 04:32:38 PM »
Quote
At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that’s low-overhead, high efficient, and designed specifically for the A7 chip. It provides a way for game makers to take full advantage of iOS hardware and achieve far greater realism, detail, and interactivity in their games than ever before.

We’ll be adding support for Metal soon, but in advance, wanted to take you through the new technology and explain why it is such a big deal.

Link: http://blogs.unity3d.com/2014/07/03/metal-a-new-graphics-api-for-ios-8/
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3D-Tech News Around The Web / NVIDIA OpenGL Graphics and Compute Samples 1.2
« Last post by Stefan on July 02, 2014, 07:14:09 PM »
The 1.2 release of the samples is a feature release.  New samples that demonstrate compute shader-graphics interoperability, low-overhead rendering and profiling are included.  See the release notes for details of these changes.

  New samples in 1.2:
  • Compute Particles Sample
  • Compute Water Surface Sample
  • FXAA Sample
  • HDR Sample
  • Multi-Draw Indirect Sample
  • Optimization Sample
  • Soft Shadows Sample
 
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