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GeeXLab - english forum / GeeXLab released
« Last post by JeGX on November 01, 2017, 03:04:04 PM »
GeeXLab is a small update for Windows platforms.

Version - 2017.10.30
+ added is_luajit() in gh_utils lib (lua only).
+ added text_wrapped(), columns(), column_next(),
  group_begin() and group_end() to gh_imgui lib (lua/ python).
* bugfix: in texture unit management of ImGui OpenGL renderer.

Version - 2017.10.28
+ color_picker_rgba(), radio_button(), get_window_pos_size(),
  set_tooltip() and image_button() to gh_imgui lib (lua / python).
+ added is_luajit() gh_utils lib (lua only).
+ added set_vertex_position_color() to gh_polyline lib (lua / python).
! [WINDOWS] improved mouse cursor management...
+ added exe_script_v3() and set_thread_affinity_mask() to gh_utils lib (lua / python).
  set_thread_affinity_mask() works on Windows only.
* bugfix: gh_utils.shared_variable_create_array().

Geeks3D's GPU Tools / GPU Caps Viewer 1.37.0 released
« Last post by JeGX on October 31, 2017, 01:35:11 PM »
GPU Caps Viewer is available.

Release highlights and downloads:

Geeks3D's GPU Tools / FurMark 1.19.1 released
« Last post by JeGX on October 31, 2017, 10:40:53 AM »
A new update of FurMark is available:

Version - 2017-10-30
+ added support of NVIDIA GeForce GTX 1070 Ti.
+ added support of AMD Radeon RX Vega 64 and Vega 56.
+ added support of AMD Radeon Vega Frontier Edition.
! updated: GPU Shark and GPU-Z 2.40
! updated: ZoomGPU 1.21.2 (GPU monitoring library)
Geeks3D's GPU Tools / GPU Shark released
« Last post by JeGX on October 31, 2017, 09:52:23 AM »
A new update of GPU shark is available:

Version – 2017.10.30
+ added support of NVIDIA GeForce GTX 1070 Ti.
! updated: ZoomGPU 1.21.2 (GPU monitoring library).
3D-Tech News Around The Web / NVIDIA Blast SDK 1.1.1
« Last post by Stefan on October 31, 2017, 08:48:44 AM »
Blast is a new NVIDIA GameWorks destruction library developed to replace the APEX Destruction module.

Blast(tm) SDK 1.1.1 (10-Oct-2017)

* NvBlastProgramParams moved to NvBlastExtDamageShaders
* Materials removed from NvBlastTk

New Features
* Damage shader acceleration structure
* Extended support structures via new asset merge functions in NvBlastExtAssetUtils
* Ability to scale asset components when merging assets with NvBlastExtAssetUtilsMergeAssets
* NvBlastExtAuthoring
** Option to fit multiple convex hulls to a chunk (uses VHACD)
** deleteAllChildrenOfChunk and uniteChunks APIs
* Triangle damage shader for swept segments
* Impact damage spread shaders

Bug fixes
* Linux build fixes
* NvBlastExtAuthoring
** Fracturing tools chunk index fix
** VoronoiSitesGeneratorImpl::generateInSphere fix
** More consistent use of NVBLAST_ALLOC and NVBLAST_FREE
** Boolean tool bug fix

Known Issues
* Damage shaders in extensions can miss bonds if the damage volume is too small.
* Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.


  • Added support for the following GPU:
    • GTX 1070Ti
  • Fixed a regression that could cause driver errors when setting modes that include DisplayPort Multi-Stream Transport devices.
  • Added an nvidia.ko kernel module parameter, NVreg_EnableBacklightHandler, which can be used to enable experimental handling of laptop backlight brightness through /sys/class/backlight/. This handler overrides the ACPI-based one provided by the video.ko kernel module.

    NVreg_EnableBacklightHandler is disabled by default.
  • Added G-SYNC to all supported Vulkan swapchains for Maxwell and up. G-SYNC is enabled by default when using G-SYNC-ready monitors.  For direct-to-display swapchains, an application profile with "GLGSYNCAllowed" setting set to 'false' can be used to disable this feature:   

    { "rules" : [
    { "pattern" : [], "profile" : [ "GLGSYNCAllowed", false ] }
  • Fixed a regression that caused some display connectors on some GPUs to not report a connected HDMI or DisplayPort audio device even if the connected monitor supports audio.
  • Fixed a bug that sometimes prevented the "Reset Default Configuration" button in the nvidia-settings "ECC Settings" page from being available when the ECC configuration is set to a non-default state.
  • Fixed a bug that caused nvidia-settings to enforce overly aggressive limits on display positions in the "X Server Display Configuration" page under some circumstances.
  • Fixed a bug that could cause the "Enable Base Mosaic (Surround)" checkbox in nvidia-settings to disappear when an X screen, rather than a display, is selected in the "X Server Display Configuration" page.
  • Fixed a race condition that could lead to crashes when OpenGL programs manipulated vertex buffer objects from multiple threads simultaneously.
  • Fixed a bug that caused the nvidia-settings control panel to retain some settings that had been applied, but not confirmed. This resulted in unwanted settings being applied to subsequent settings changes.
  • Improved performance of fullscreen Vulkan applications using X11 swapchains.  This optimization will cause more events that trigger an out-of-date swapchain, such as when entering or leaving fullscreen mode.  (This is commonly encountered when using the alt-tab key combination, for example.)   Applications that do not properly respond to the VK_ERROR_OUT_OF_DATE_KHR return code may not function properly when these events occur.  See section 30.8 of the Vulkan specification.
  • Added support for YUV 4:2:0 compression for monitors connected via DisplayPort in configurations where either the display or GPU is incapable of driving the current mode in RGB 4:4:4.  See the description in the "Programming Modes" appendix for details.
  • Added framebuffer console hot plug handling to nvidia-modeset.

    Note that hot plugging is only handled when nvidia-modeset is initialized; for example, when Xorg or nvidia-persistenced is running or when nvidia-drm is loaded with the "modeset=1" parameter.
  • Added an "AllowGSYNC" MetaMode attribute that can be used to disable G-SYNC completely. This can be use to allow enabling features that are incompatible with G-SYNC, such as Ultra Low Motion Blur or Frame Lock.
  • Fixed several problems that prevented the "cc_version_check" sanity test from running correctly when building the NVIDIA kernel modules. As these problems would have masked mismatches between the compiler versions used to build the kernel and the NVIDIA kernel modules for an extended period of time, nvidia-installer has been updated to ignore CC version mismatches by default when they are detected.
  • Updated nvidia-installer to use the init_module syscall directly to test load kernel modules instead of libkmod/insmod. This removes libkmod as a build dependency of nvidia-installer, and insmod as a run-time dependency.
  • Tiled monitors formerly resulted in a separate Xinerama screen being reported for each tile. They will now, by default, be combined into a single large Xinerama screen.
  • The individual panels in a tiled monitor will now be arranged based on the layout information provided in the monitor's EDID. This can be overridden by either manually specifying offsets or using the "MetaModeOrientation" option.
  • Disabled interlaced modes over DisplayPort by default due to incomplete support in the GPU. Added "AllowDpInterlaced" mode validation token to override this default behavior and allow interlaced modes over DisplayPort protocol anyway.
  • Fixed a bug that could cause some eDP G-SYNC displays to flicker at low refresh rates.
  • Fixed a bug that could cause OpenGL applications to crash after a prolonged DPMS sleep state on a monitor driven with PRIME Sync.
  • Fixed a bug that artificially limited the maximum pixel clock to 300 MHz when using certain more capable DisplayPort to HDMI adapters.
  • Fixed a bug that prevented the NVIDIA kernel modules from building for non-SMP Linux kernels.
  • Updated the output of `nvidia-smi nvlink --status` to include reporting NVLink speed.
  • Fixed a bug that caused incorrect PCI topology reporting in nvidia-smi on Intel Skylake systems.

3D-Tech News Around The Web / NVIDIA GeForce Game Ready driver 388.13
« Last post by Stefan on October 30, 2017, 02:33:03 PM »
 Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.

Game Ready
 Provides the optimal gaming experience for Call of Duty: WWII, Wolfenstein II: The New Colossus, and Need for Speed Payback

Release Notes:
3D-Tech News Around The Web / Samsung built a bitcoin mining rig with 40 old Galaxy S5
« Last post by JeGX on October 28, 2017, 06:29:20 PM »
Smartphones are ubiquitous, but smartphone habits are as diverse as the people using them. I like to buy a flagship device, such as an iPhone X or Pixel 2, and use it for four or five years. Others buy into upgrade plans with their carrier that lets them change out their phone every year. But lots of people still buy a phone, keep it for a year or two, and then buy a new one; their old phone ends up in a closet, shoebox, or nightstand.

Many people save these old phones in case of emergency, but the vast majority of them never get used again, and eventually become worthless. The phone-in-the-closet phenomenon has become a hidden store of e-waste; a two-year-old phone still has value and is still a powerful device. And so it's great news that Samsung is starting a new "Upcycling" initiative that is designed to turn old smartphones and turn them into something brand new.

Behold, for example, this bitcoin mining rig, made out of 40 old Galaxy S5 devices, which runs on a new operating system Samsung has developed for its upcycling initiative.


3D-Tech News Around The Web / Vulkan API specifications 1.0.65 released
« Last post by JeGX on October 28, 2017, 02:00:57 PM »
Change log for October 27, 2017 Vulkan 1.0.65 spec update:
  * Bump API patch number and header version number to 65 for this update.

Github Issues:

  * Replaced inaccurate "`pixel`" with "`texel`" or "`compressed texel
    block`" as appropriate in the <<sparsememory, Sparse Resources>> chapter
    (public issue 86).
  * Attempt to clarify security/integrity guarantees in the
    <<fundamentals-errors, Errors>> section (public issue 147).
  * Update the <<memory-device,Device Memory>> section with clarifications
    and markup fixes (public pull request 194).
  * Fix typo VkDeviceCreateInfo -> slink:VkDebugMarkerObjectNameInfoEXT in
    sample code for `VK_EXT_debug_marker` extension (public pull request
  * Clarified slink:VkFramebufferCreateInfo language regarding concurrent
    use of attachment resources during a render pass instance (public issue
  * Added overlap rules for destination regions in <<copies,copy commands>>.
    Also unified the sparse and non-sparse source-destination overlap rules,
    since the non-sparse rules were technically inaccurate in the face of
    aliasing in flink:vkBindMemory2 - the new rules are true regardless
    (public issue 317).
  * Clarified the <<features-features-samplerAnisotropy,
    pname:samplerAnisotropy feature>> to only affect the
    slink:VkSamplerCreateInfo::pname:anisotropyEnable value, and that
    pname:maxAnisotropy is ignored when pname:anisotropyEnable is VK_FALSE
    (public issue 503).
  * Clarify pointer valid usage statements to use "`valid pointer to valid
    _object_`" terminology and update the
    <<fundamentals-validusage-pointers,Valid Usage for Pointers>> section
    accordingly (public pull request 547).
  * Some operations that use integer coordinates can also accept a LOD to
    sample from. Add a description of that selection and the validity
    conditions in the new <<textures-integer-coordinate-operations, Integer
    Texel Coordinate Operations>> section (public issue 548).
  * Update stext:VkImageSubresource* valid usage statements (public pull
    request 550).
  * Added text tying ename:VK_OUT_OF_POOL_MEMORY error for
    flink:vkAllocateDescriptorSets to the number of descriptor types in the
    allocating pool. Removed redundant "`length`" text about number of
    descriptors returned (public issue 582).
  * Update slink:VkSwapchainCreateInfoKHR descriptions (public pull request
  * Update slink:VkPipelineViewportWScalingStateCreateInfoNV and related
    structures' valid usage statements (public pull request 587).
  * Change some dates to conform to ISO 8601 as specified in the style guide
    (public pull request 601).
  * Fix some math markup problems and be more consistent in use of asciidoc
    math markup (public pull request 602).

Internal Issues:

  * Clarified that attribute reads from incomplete vertex buffer elements
    are considered out of bounds accesses, in the
    slink:VkPhysicalDeviceFeatures and flink:vkCmdBindVertexBuffers.txt
    sections (internal issue 842).

Other Issues:

New Extensions:

3D-Tech News Around The Web / How Unreal Engine Renders a Frame
« Last post by JeGX on October 28, 2017, 08:52:27 AM »
I was looking around the Unreal source the other day and inspired by some excellent breakdowns of how popular games render a frame, I thought to try something similar with it as well, to study how it renders a frame (with the default settings/scene setup).

Since we have access to the source code, it is possible to study the renderer source to see what it does, although it is quite a beast and rendering paths depend a lot on the context so a clean, low-level API call list will be easier to follow (looking into the code to fill in any missing gaps).

I put together a simple scene with a few static and dynamic props, a few lights, volumetric fog, transparent objects and a particle effect to cover a large enough range of materials and rendering methods.

- part 1:
- part 2:
- part 3:
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