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3D-Tech News Around The Web / Yu Suzuki On Board For Shenmue 3 Kickstarter
« Last post by Stefan on June 16, 2015, 03:54:40 PM »
Yu Suzuki On Board For Shenmue 3 Kickstarter

Last night ... Sony invited Shenmue director Yu Suzuki onstage to announce that they would be funding and publishing Shenmue III on PS4 he would be Kickstarting the sequel and releasing it on PC and PS4. The campaign has already raised almost $1.8m of a $2m target.

...the final (?) installment of Shenmue is one of gaming’s Holy Grails...

All four 10000$ slots are already sold :P

3D-Tech News Around The Web / Apple Metal Performance
 Optimization Techniques
« Last post by Stefan on June 15, 2015, 05:03:40 PM »

Metal System Trace offers a new insight into Metal app performance

• Use in conjunction with Xcode to profile early and often

Follow Metal best practices to maximize app performance

• Create expensive objects upfront and reuse

• Buffer dynamic shared resources

• Acquire the drawable at the latest opportunity

• Don't waste render command encoders

• Consider multithreading if still CPU-bound

Download whitepaper
Comparing OpenGL ES To Metal On iOS Devices With GFXBench Metal

In the past couple of years we've seen the creation of a number of new low level graphics APIs. Arguably the first major initiative was AMD's Mantle API, which promised to improve performance on any GPUs that used their Graphics Core Next (GCN) architecture. Microsoft followed suit in March of 2014, with the announcement of DirectX 12 at the 2014 Game Developers Conference. While both of these APIs promise to give developers more direct access to graphics hardware in the PC space, there was still no low level graphics API for mobile devices, with the exception of future Windows tablets. That changed in the middle of 2014 at WWDC, where Apple surprised a number of people by revealing a new low level graphics and compute API that developers could use on iOS. That API is called Metal.

 GFXBench 3.0 Metal available on the App Store
Linux Display Driver - x86 NVIDIA Certified352.21June 15, 2015
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified352.21June 15, 2015
Solaris Display Driver – x64/x86 NVIDIA Certified352.21June 15, 2015
Linux 32-bit ARM Display Driver NVIDIA Certified352.21June 15, 2015
FreeBSD Display Driver – x86 NVIDIA Certified352.21June 15, 2015
FreeBSD Display Driver – x64 NVIDIA Certified352.21June 15, 2015

  • Added support for the following GPUs:
    • GeForce 720A
      GeForce 920A
      GeForce 930A
      GeForce 940A
      GeForce GTX 950A
      GeForce GTX 980 Ti
  • Fixed a bug that caused the Display Configuration page of the nvidia-settings control panel to automatically generate layouts with multiple displays occupying the same position when enabling or disabling Base Mosaic.
  • Updated nvidia-settings to allow the use of the standard Display Configuration page when SLI Mosaic is enabled.
  • Fixed a bug that caused the kernel to report errors when unmapping DMA allocations on kernels with CONFIG_DEBUG_DMA_API enabled.
  • Added GLX Protocol support for the following OpenGL extensions:
    • GL_ARB_copy_buffer
  • Fixed a bug that caused a kernel crash if SLI Mosaic and G-SYNC were used at the same time on a configuration with more display devices connected to one GPU than another.
  • Added the ability to configure the swapping behavior for quad-buffered stereo visuals. The driver can be configured to independently swap each eye as it becomes ready, to wait for both eyes to complete rendering before swapping, or to allow applications to specify which of these two behaviors is preferred by setting the swap interval. This setting can be adjusted in the nvidia-settings control panel, or via the NV-CONTROL API.
  • Fixed a regression which caused the GPU fan status display to disappear from the nvidia-settings control panel.
  • Added reporting of ECC error counts to the nvidia-settings control panel.
  • Fixed a bug that sometimes prevented OpenGL sampler objects from being properly deallocated when destroying OpenGL contexts.
  • Fixed a bug that caused GLX_EXT_framebuffer_sRGB to incorrectly report sRGB support in 30 bit-per-pixel framebuffer configurations.
  • Added support for G-SYNC with sync-to-vblank disabled. This allows applications to use G-SYNC to eliminate tearing for frame rates below the monitor's maximum refresh rate but allow tearing above the maximum refresh rate in order to minimize latency.

    When G-SYNC is active and sync-to-vblank is enabled, the frame rate is limited to the monitor's maximum refresh rate.
  • GLSL gl_Fog.scale is now +infinity when gl_Fog.end equals gl_Fog.start. Previously, the value 0 was used, but this broke certain applications such as the game XIII running on Wine (Wine bug #37068).
  • Enabled G-SYNC by default when Unified Back Buffer (UBB) is disabled.
  • Updated the NVIDIA GPU driver to avoid using video memory already in use by vesafb.
  • Fixed a bug in nvidia-settings that caused the application to crash when saving the EDID to a file.
  • Fixed a bug that prevented the "mkprecompiled" utility included in the driver package from reading files correctly.
  • Fixed a bug that could cause an Xid error when terminating a video playback application using the overlay presentation queue in VDPAU.
  • Updated nvidia-installer to avoid recursing too deeply into kernel source trees under /usr/lib/modules, mirroring an existing restriction on recursion under /lib/modules.
  • Fixed a rare deadlock condition when running applications that use OpenGL in multiple threads on a Quadro GPU.
  • Fixed a kernel memory leak that occurred when looping hardware- accelerated video decoding with VDPAU on Maxwell-based GPUs.
  • Fixed a bug that caused the X server to crash if a RandR 1.4 output provided by a Sink Output provider was selected as the primary output on X.Org xserver 1.17 and higher.
  • Fixed a bug that caused waiting on X Sync Fence objects in OpenGL to hang indefinitely in some cases.
  • Fixed a bug that prevented OpenGL from properly recovering from hardware errors or sync object waits that had timed out.
3D-Tech News Around The Web / Demoscene Statistics (1991 - 2014)
« Last post by JeGX on June 15, 2015, 01:55:47 PM »
Some statistics about the demoscene:

More stats and full story here:

3D-Tech News Around The Web / OS X Metal - Raw Notes
« Last post by JeGX on June 15, 2015, 10:24:29 AM »
Metal for desktop has instancing, sane constant buffers, texture barrier, occlusion query, and draw-indirect. It looks like it does not have transform feedback, geometry shaders or tessellation. (The docs do mention outputting vertices to a buffer with a nil fragment function, but I don't see a way to specify the output buffer for vertex transform. I also don't see any function attach points for geometry shaders or tessellation shaders.)

3D-Tech News Around The Web / AMD Radeon R9 Fury X latest news
« Last post by JeGX on June 15, 2015, 10:14:47 AM »
Latest news about AMD Radeon Fury (Fiji GPU).



The board has 2 x 8-pin power connectors that allows the card to draw up to 375W.


Scores at 3DMark FireStrike Extreme (P1440 ) and Ultra (P2160):
3D-Tech News Around The Web / Re: Unreal Engine 4.8 released
« Last post by Stefan on June 14, 2015, 06:07:08 AM »
They also released "The boy and the kite" demo to the public.

Target spec: 6 core CPU, GTX 980, 12 MB RAM
English forum / Re: 100 demos converted and counting...
« Last post by Stefan on June 14, 2015, 05:04:05 AM »
100 demos converted now.

Sort by date to catch the new ones.

For some reason Shadertoy demo "Volcanic" is screwed in GLSL Hacker.
English forum / Re: 80 demos converted and counting...
« Last post by Stefan on June 12, 2015, 04:17:34 PM »
Maybe you could manually merge all previous topics (one by one) with this one...

I merged the old topics without replies to avoid confusion.

Go here for the picture loader with "AMD R300 picture quality teaser" mentioned in the news: (42 MB)
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