AMD HD6900 Mecha HK-2207 tech demo

Started by Stefan, December 16, 2010, 05:14:39 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Stefan

AMD released a new tech demo, get it from developer zone

Runs fine with NVIDIA Fermi  :)

Quote
December 15, 2010  v1.0
The HK-2207 real-time demo features a number of post processing effects (depth-of-field, lens flare, ghosting, aerial perspective/atmospheric, LUT, emissive and reflection) provided as an easy approach for developers and artists to adopt Microsoft® DirectX® 11 programming. Each effect can be toggled on or off during the demo. And when LUT is enabled, various look up tables (LUTs) can be cycled through. This demo also uses a current trend in game engines utilizing deferred lighting and deferred shading allowing many more lights and rapid  prototyping.  A newly developed GPU accelerated physics particle system is introduced utilizing DX11 DirectCompute. Bullet Physics is used with a new fracture/destruction approach that also features procedurally generated unique debris leveraging DX11 tessellation. 
Deferred shading does not permit the use of traditional anti-aliasing. AMD introduced a new Morphological AA based on DirectCompute in the latest Cayman drivers that can only currently be enabled via Catalyst Control Center as described below.

*************************************************                                                           *
* Morphological Anti-Aliasing is not enabled by
* default. 
*                                                           
* To enable this feature and enhance the
* appearance of this demo, follow the instructions
* below.               
*
*************************************************

Step 1. Open the ATI Catalyst(TM) Control Center and

Either:  Right-click on an open area of the desktop, and select Catalyst Control Center from the pop-up menu;

Or:  Click Start > Control Panel > Display >
Change Display Settings > Advanced; Choose the Catalyst Control Center tab, and select the ATI Catalyst Control Center button.

Step 2.  In the upper-left corner select
Graphics > 3D > AA.

Step 3.  Check the "Morphological filtering" checkbox

Step 4. Click the "OK" button.
*************************************************

Currently supported hot keys:

F1: displays the available hot keys

8 : Aerial perspective/atmospheric
M : Audio
1 : Bullet Physics debug
2 : Bullet physics collision
C : Camera toggles unlocking from fixed camera path. Move    with left mouse button pressed, zoom with mouse wheel
D : Depth-of-field
E : Emissive
Esc : Exit
G : Ghosting
F : Lens flare
K : LUT
L : Lights
, : (comma) cycle through various LUTs when LUT is enabled
P : Pause
9 : Reflection
] : jump forward to next shot
[ : jump backward to previous shot
R : Restart
T : Switch render target forward  (color, normal, ambient occlusion, emissive, standard)
Y : Switch render target backward
W : Wireframe
^ : Console







nuninho1980

#1
My GTX480 got 35fps (99% gpu usage) at same resolution :D :P when this demo was beginning. My GTX480 VRAM got max 1360MB. :) Your GTX465 can't exceed to 1024MB due to max 1GB. :P But I recommend that you drop resolution to 1024x640 to improve performance. ;)

You like max high-end videocard of generation (your old 8800GTX) but your GTX465 isn't max high-end of generation. Why??

nuninho1980


Stefan

Actually i bought the 8800GTX cheaply after 9800GTX release.
Also the real high-end card was the "8800 Ultra" at the time (before 9800 series).

nuninho1980

aah! Max high-end of generation 8xxx series was the "8800 Ultra". sorry for I mistaked. ;)

Did your old 8800GTX die?

My old GF 6800 Ultra (dec 2004 ~ nov 2006) is dead and was scrapped. GF 8800GTS640 (nov 2006* ~ before new year 2009) was dead but I baked 8800GTS in oven on dec 2009 and this card can back life until now. loool :D but I don't bake yet 6800ultra (that reason). :(

*- My -> since july 2007 only.

Stefan

Quote from: nuninho1980 on December 20, 2010, 01:32:19 AM

Did your old 8800GTX die?

No, but it became quickly outdated from a technical p.o.v., especially the lack of atomic operations (compute caps 1.0) for CUDA applications and then the evolving D3D11/CS5.