FX Composer 2.5 Available!

FX Composer 2.5, the latest version of NVIDIA’s powerful shader development environment, has been released.

FX Composer supports DirectX, OpenGL, HLSL, Collada FX, and CgFX, as well as the .fbx, .x, .3ds, .obj, and .dae file formats for importing geometry.

Version 2.5 adds:
* DirectX 10 support, including geometry shaders and stream out
* Particle Systems
* Visual Styles
* Major User Interface Improvements
* Remote Control over TCP/IP
* Support for the NVIDIA Shader Debugger
* New Sample Projects

You can download FXC HERE – exe (221Mb).

NVIDIA PerfHUD 6.0 Final Release Now Available!

NVIDIA PerfHUD is a powerful real-time performance analysis tool for Direct3D applications, and it is widely used by the world’s best game developers.

More info at NVIDIA PerfHUD homepage

PerfKit 6.0 New Feature Highlights:
* No longer requires an instrumented driver on Vista!
* Supports GeForce 8 and 9 GPUs
* SLI Support
* Texture Visualization and Overrides
* API Call List
* Dependency View
* New CPU/GPU Timing graph

Modernizing the Quake2 renderer

Jay Dolan recently blogged about some of the performance optimizations he made to his Quake2-based engine, Quake2World. He provides links to various points in the source code to give context around some of the topics he discusses.

Read the post HERE.

Quake2 was released in 1997. Hardware acceleration was only available on higher-end PC’s, and things like multitexture and vertex arrays which are commonplace today didn’t even exist then. So naturally, Quake2’s rendering techniques appear very dated in 2008. Multitexture was made a part of the OpenGL specification in version 1.2.1, and is available on most 2nd generation hardware (TNT or newer). I strongly recommend cleaning up the renderer and removing any non-multitexture rendering paths.

Texture binds (glBindTexture) are rather expensive too, and so to minimize these per frame, you should group the world surfaces by texture before iterating over them. Note that a simple grouping operation is significantly cheaper than a qsort — overall order is not important, we just want to minimize texture changes.


OpenGL demos taking advantage of Shader Model 4

Naixela released two demos “geometry shader painterly rendering” and “geometry shader tessellation” taking advantage of Shader Model 4 (inclusive source code).

Geometry Shader Painterly Rendering Demo
Renders a scene into color, position, and normal textures, and then outputs the scene as a large number of brush strokes covering the screen using the geometry shader.

Geometry Shader Tessellation Demo
Tessellates a heightfield based on distance to the viewer using the geometry shader.


Catalyst 8.6: OpenGL Extensions – Radeon HD 3870

Voici la liste des extensions OpenGL supportées par les pilotes Catalyst 8.6 pour la Radeon HD 3870 sous Windows XP SP2 32-bit.
Here is the list of OpenGL extensions supported by Catalyst 8.6 drivers for the Radeon HD 3870 under Windows XP SP2 32-bit.

Tiens une nouveauté: il y a une extension en moins:
– GL_ARB_half_float_pixel

Carte graphique utilisée: Radeon HD 3870

Ah ah, there is one extension in less in Cat8.6 in comparison of Cat8.5:
– GL_ARB_half_float_pixel

Graphics card used: Radeon HD 3870
– Operating System: Windows XP SP2 32-bit
– Drivers Version: 8.501.0.0 – Catalyst 08.6
– ATI Catalyst Version String: 08.6
– ATI Catalyst Release Version String: 8.501-080602a-064783C-ATI
– OpenGL Version: 2.1.7659 Release
– GLSL (OpenGL Shading Language) Version: 1.20

OpenGL Extensions: 102 extensions

Les extensions des anciens pilotes Catalyst se trouvent ICI.
Vous pouvez utiliser GPU Caps Viewer pour récupérer la liste des extensions de votre carte graphique.
The extensions exposed by the old Catalyst drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.

» Read more

NVIDIA ShaderPerf 2

NVIDIA ShaderPerf is a command-line shader profiling utility and C API that reports detailed shader performance metrics for a wide range of GPUs.

ShaderPerf wokrs with GLSL vertex and fragment programs, HLSL vertex and pixel shaders and Cg shaders.

ShaderPerf 2.0 includes several new features:
* GeForce 8 series support
* Pixel Shader Differencing
* Vertex Shader Analysis

ShaderPerf outputs the following for any shader that you analyze:
* Cycle count
* Register usage
* Driver-optimized shader instruction list
* Vertex and pixel throughput estimates

More information and download HERE.

» Read more

Deferred Rendering in Leadwerks Engine

Leadwerks Software has released a paper describing their experience implementing deferred lighting in the OpenGL-based Leadwerks Engine. The paper includes some GLSL code for reconstructing screen space positions without need for a position float buffer, as well as a few results surprising to the author.

This paper is available HERE – PDF


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