FurMark, GPU stress test
FurMark 1.14.0
 
(Test) Particle Rendering: Point Sprites vs Geometry Shaders Sprites
TEST: Point Sprites vs
Geometry Shaders
GPU Caps Viewer
GPU Caps Viewer 1.21.0
 
GPU Shark
GPU Shark 0.9.0
 
Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)

Posts Tagged ‘api’


WWDC 2014: Apple Introduces Metal, a new 3D API Faster than OpenGL

15 comments - What do you think?  Posted by JeGX - 2014/06/02 at 21:57

Categories: Game Development, Programming   Tags: , , , , , , , ,

Apple Metal 3D API


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AMD Catalyst 14.1 Beta Driver for Windows and Linux, New OpenGL Extensions and Mantle API Functions List

Be the first to comment - What do you think?  Posted by JeGX - 2014/02/03 at 10:55

Categories: Catalyst   Tags: , , , , , , , , ,

GLSL Hacker, AMD Catalyst 14.1, OPenGL Viewer

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AMD Mantle: Low-level High Performance Graphics API for PC (Radeon GPUs)

16 comments - What do you think?  Posted by JeGX - 2013/09/26 at 23:02

Categories: Game Development   Tags: , , , , , , , , ,

AMD Mantle - Low-level High Performance Graphics API for PC


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GLIntercept 1.0.1 Released

1 comment - What do you think?  Posted by JeGX - 2011/09/29 at 09:40

Categories: OpenGL, Programming   Tags: , , , , , ,

GLIntercept logo


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[GPU Tool] GPU Caps Viewer 1.8.9 with OpenGL 4.1 and Better OpenCL Support

12 comments - What do you think?  Posted by JeGX - 2010/07/29 at 11:51

Categories: GPU Caps Viewer, GPU Tools, NVIDIA CUDA, OpenCL, OpenGL   Tags: , , , , , , , ,

OpenCL logo

OpenGL logo

GPU Caps Viewer 1.8.9 + GTX 480 + OpenGL 4.1


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[GPU Tool] GPU Caps Viewer 1.8.8 Available

10 comments - What do you think?  Posted by JeGX - 2010/07/23 at 14:53

Categories: GPU Caps Viewer, GPU Tools, NVIDIA CUDA, OpenCL, OpenGL   Tags: , , , , , , ,

GPU Caps Viewer 1.8.8


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OpenAL Summer 2009 Update!

Be the first to comment - What do you think?  Posted by JeGX - 2009/07/09 at 14:17

Categories: Game Development, Industry News, SDK   Tags: , , , , ,

OpenAL


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OpenGL 3 And DirectX 11: API War will Not Take Place

1 comment - What do you think?  Posted by JeGX - 2008/09/08 at 10:25

Categories: Microsoft DirectX, OpenGL   Tags: , , , , , , , , , ,


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Ray-tracing the way to go for game developers?

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/08 at 09:36

Categories: Game Development   Tags: , , , , , , , , ,

TG Daily has interviewed Daniel Pohl, an engineer who is making some impressive progress in ray-tracing research, about Intel’s ray-tracing efforts.

Q: What is Larrabee from your perspective. What is the underlying architecture and the programming model?
A: Larrabee was primarily built as a rasterizering processor. Therefore you have support for DirectX and OpenGL. But it will also be a freely programmable x86-architecture. That means you could, for example, write your own rasterizer with your own API, a ray tracer, a voxel renderer or combinations of those. You could also use it for non-graphical applications that benefit from parallelization.

Q: What API is Intel using to showcase ray tracing demos?
A: We wrote our own API. The shading system uses a HLSL-like syntax that allows you also to shoot new rays within a shader. Using that API the programmer has no need to manually multi-thread the rendering and does not need to optimize the shading with SSE as this is done by the shading compiler automatically.

Read the complete interview here: Intel graphics update: Ray-tracing the way to go for game developers?

More news about Larrabee: Larrabee @ Geeks3D


[English]PhysX on GeForce using CUDA[/English][French]PhysX sur GeForce avec CUDA[/French]

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/14 at 14:29

Categories: NVIDIA CUDA, NVIDIA PhysX   Tags: , , , , , ,

[English]
The implementation of PhysX has been done using CUDA. Thanks to CUDA, NVIDIA driver team has quickly converted Ageia’s PhysX functions. All GeForce 8, 9 and GTX200 will be PhysX compliant. However, one thing won’t be GPU-accelerated: rigid bodies. According to Manju Hedge, former Ageia’s CEO, GeForce 8/9/GTX200 are more powerful and faster than the current PhysX PPU.

Read the complete article HERE (french).
[/English]
[French]
L’implémentation a été faite grâce à CUDA (extension du C pour exploiter le GPU comme unité de calcul) qui a permis une conversion rapide de l’API qui devient ainsi compatible avec toutes les GeForce 8 et 9 ainsi qu’avec les futures GeForce GTX 200. D’entrée de jeu, les GeForce GTX 260 et 280, et leurs prédécesseurs, devraient donc être compatibles avec le subset de l’API PhysX global, comme l’est le PPU, avec une différence cependant: le portage des rigid bodies n’a pas encore été effectué et cette fonctionnalité ne pourra donc pas, pour le moment du moins, être accélérée par le GPU. Selon Manju Hedge, ancien CEO d’Ageia, les GeForce 8 et 9 haut de gamme (et bien évidemment les futures GeForce GTX 200) sont nettement plus véloces que le processeur PhysX.

Lire l’article complet ICI.
[/French]