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Messages - JeGX

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3D-Tech News Around The Web / NVIDIA PhysX SDK 4.1.1 released
« on: August 14, 2019, 01:52:31 PM »

        Support for Visual Studio 2019 has been added, cmake 3.14 is required.
        Android binary output directory name contains Android ABI string.


        PxVehicleWheelsSimFlags and corresponding set/get methods have been added to PxVehicleWheelsSimData. The flag eLIMIT_SUSPENSION_EXPANSION_VELOCITY can be used to avoid suspension forces being applied if the suspension can not expand fast enough to push the wheel onto the ground in a simulation step. This helps to reduce artifacts like the vehicle sticking to the ground if extreme damping ratios are chosen.
        The PxVehicleDrive::setToRestState() was not clearing all cached data, which could sometimes make vehicles misbehave after calls to this function.


        Added error message when not at least four valid vertices exist after vertices cleanup.


        Binary serialization of kinematic rigid dynamic actors was failing unless they were part of a scene.

Rigid body

        Out of shared memory failure with GPU articulations.
        Inconsistent results when setting joint drive targets with GPU articulations compared to CPU articulations.
        Assert when simulating a scene with > 64k rigid bodies and joints.
        Error in PxActor::getConnectors() method when there are multiple connector types.
        Setting joint positions on articulations did not update world-space link poses and velocities.
        Improved TGS articulation joint drive solver.
        Improved robustness of articulation spherical joints.
        Joint forces/positions/velocities set through the PxArticulationCache are correctly applied when using GPU articulations.
        Fixed rare crash in MBP when the system contains out-of-bounds objects.

- Release notes
- PhysX 4 @ github

Just compiled and tested this new SDK with GeeXLab and it looks good.

NVIDIA PhysX logo

3D-Tech News Around The Web / GPU-Z 2.24 released
« on: August 13, 2019, 05:37:49 PM »
    Fixed digital signature error on startup on Windows Vista
    Added support for NVIDIA GeForce 305M, Quadro P620
    Added support for Intel HD Graphics (Xeon E3-1265L V2)
    Fixed some typos in Advanced -> Vulkan
    Added Dataland PCI Vendor ID

- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU

GPU-Z 2.24.0 + GeForce RTX 2070

3D-Tech News Around The Web / Vulkan API specifications 1.1.119 released
« on: August 13, 2019, 04:08:03 PM »
Change log for August 11, 2019 Vulkan 1.1.119 spec update:

  * Update release number to 119.
  * A new extension was accidentally left out of the 1.1.118 spec update.
    This update corrects that oversight.

New Extensions:

  * `<<VK_KHR_pipeline_executable_properties>>`


New extension:

Junction Temperature: Enhanced Thermal Monitoring

In the past, the GPU core temperature was read by a single sensor that was placed in the vicinity of the legacy thermal diode. This singular sensor was used to make all power-performance optimization decisions across the entire GPU. However, depending on the game being run, the type of GPU cooling and other related metrics, different parts of the GPU might have been at different levels of utilization. As a result, ramping up or throttling down the entire GPU based on this single measurement was inefficient, often leaving significant thermal headroom – and resulting performance – on the table.

With the AMD Radeon VII GPU we introduced enhanced thermal monitoring to further optimize GPU performance. We built upon that foundation with the Radeon RX 5700 series GPUs, and now utilize an extensive network of thermal sensors distributed across the entire GPU die to intelligently monitor and tune performance in response to granular GPU activity in real time.

Paired with this array of sensors is the ability to identify the ‘hotspot’ across the GPU die. Instead of setting a conservative, ‘worst case’ throttling temperature for the entire die, the Radeon RX 5700 series GPUs will continue to opportunistically and aggressively ramp clocks until any one of the many available sensors hits the ‘hotspot’ or ‘Junction’ temperature of 110 degrees Celsius. Operating at up to 110C Junction Temperature during typical gaming usage is expected and within spec. This enables the Radeon RX 5700 series GPUs to offer much higher performance and clocks out of the box, while maintaining acoustic and reliability targets.

We provide users with both measurements – the average GPU Temperature and Junction Temperature – so that they have the best and most complete visibility into the operation of their Radeon RX 5700 series GPUs.


Installed on Windows 10 v1809 64-bit + Radeon RX Vega 56.

- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13570 Compatibility Profile/Debug Context 19.8.1 26.20.13001.29010
- OpenGL Extensions: 324 extensions (GL=300 and WGL=24, complete list is available here)

 [Vulkan device 0]: Radeon RX Vega ------------------
    - API version: 1.1.113
    - vendorID: 4098
    - deviceID: 26751
    - driver version: 8388707
    - extensions: 84 (see here)

AMD Radeon Software Adrenalin Edition 19.8.1

AMD Radeon Software Adrenalin Edition 19.8.1

3D-Tech News Around The Web / Vulkan API specifications 1.1.118 released
« on: August 13, 2019, 09:44:11 AM »
Change log for August 11, 2019 Vulkan 1.1.118 spec update:

  * Update release number to 118.

Github Issues:

  * Update `BUILD.adoc` to specifically require asciidoctor 1.5.8, and make
    that change to the gitlab CI script (public issue 968).
  * Remove redundant slink:VkSubpassDependency and
    slink:VkSubpassDependency2KHR valid usage statements
    (public pull request 995).
  * Clarify the <<vkGetInstanceProcAddr behavior>> and <<vkGetDeviceProcAddr
    behavior>> tables (public pull request 1004).
  * Fix use of nonexistent
    (public pull request 1010).
  * Use compatible pathlib for python2 (public pull request 1012).

Internal Issues:

  * Mark the <<VK_KHR_vulkan_memory_model>> extension as no longer
    provisional in `vk.xml` (internal issue 1369).
  * Clarify that use-defined code:Input and code:Output variables cannot be
    code:Boolean in the <<interfaces-iointerfaces-user, User-defined
    Variable Interface>> section (internal issue 1663).
  * Fix naming inconsistencies in
    slink:VkQueryPoolPerformanceCreateInfoKHR, and associated enumerants
    (internal issue 1746).
  * Use ACM reference style for normative references (internal merge request
  * Explicitly list the features changed in Vulkan 1.1 in the
    <<features-requirements, Feature Requirements>> section and the
    <<versions, Core Revisions (Informative)>> appendix (internal merge
    request 3274).
  * Add the slink:VkPhysicalDeviceSubgroupSizeControlFeaturesEXT structure
    to the <<VK_EXT_subgroup_size_control>> extension, which was
    accidentally omitted in the initial release of the extension (internal
    merge request 3287).
  * Add missing slink:VkImageUsageFlag description for
    request 3292).
  * Add valid usage statements to slink:VkAccelerationStructureInfoNV and
    flink:vkGetAccelerationStructureHandleNV to clarify usage of
    acceleration structure handle and geometries (internal merge request

New Extensions:

  * `<<VK_AMD_shader_core_properties2>>`
  * `<<VK_AMD_pipeline_compiler_control>>`


New extensions:
- VK_AMD_shader_core_properties2
- VK_AMD_pipeline_compiler_control

3D-Tech News Around The Web / Nmap 7.80 released
« on: August 12, 2019, 02:41:15 PM »
Fellow hackers,

I'm here in Las Vegas for Defcon and delighted to release Nmap 7.80.  It's
the first formal Nmap release in more than a year, and I hope you find it
worth the wait!

The main reason for the delay is that we've been working so hard on our
Npcap Windows packet capturing driver.  As many of you know, Windows Nmap
traditionally depended on Winpcap for packet capture.  That is great
software, but it has been discontinued and has seen no updates since 2013.
It doesn't always work on Windows 10, and it depends on long-deprecated
Windows API's that Microsoft could remove at any time.  So we've spent the
last few years building our own Npcap raw packet capturing/sending driver,
starting with Winpcap as the base.  It uses modern APIs and is more
performant as well as more secure and more featureful.  We've had 15 Npcap
releases since Nmap 7.70 and we're really happy with where it is now.  Even
Wireshark switched to Npcap recently.  More details on Npcap can be found

But Windows users aren't the only ones benefiting from this new Nmap
release.  It includes 80+ cross-platform improvements you can read about
below, including 11 new NSE scripts, a bunch of new libraries, bug fixes
and performance improvements.



3D-Tech News Around The Web / Frostbite Hair Rendering and Simulation
« on: August 12, 2019, 02:34:39 PM »
One of the guiding principles of Frostbite is to be at the forefront of real-time technology. We try to constantly push the limits of what current hardware is capable of. As an example of this, we'll be sharing an in-depth view into one area of our research: hair rendering and simulation.

Our purpose is to produce a step change in real-time hair and reach results close to movie and offline rendering. Starting last year, a small group of frostbite physics and rendering engineers have been working on pushing this technology forward, and, while we still have quite a lot of work ahead of us, we're proud of what we achieved. This wouldn't have been possible without the help of a few amazing Criterion content creators whose assets and constant feedback drove us forward.

This series of blog posts will share some internal details about this new hair technology, and offer a glimpse into how future Frostbite-powered games will look like.

- part 1:
- part 2:

Frostbite Hair Rendering and Simulation

We propose a compute shader based point cloud rasterizer with upto 10 times higher performance than classic point-based renderingwith the GL_POINT primitive. In addition to that, our rasterizeroffers 5 byte depth-buffer precision with uniform or customizabledistribution, and we show that it is possible to implement a high-quality splatting method that blends together overlapping frag-ments while still maintaining higher frame-rates than the tradi-tional approach.


Rendering Point Clouds with Compute Shaders

Geeks3D's GPU Tools / Re: FurMark 1.20.0 released
« on: August 12, 2019, 02:22:46 PM »
it error, my pc turn off when running :D ( Asus R9 290, Pwr : 550W )
It's likely a PSU issue. Try with a more powerful PSU.

GeeXLab - english forum / Re: D2D12 in GeeXLab?
« on: August 12, 2019, 02:20:30 PM »
I never used Direct2D. But GeeXLab supports some kind of user plugins. See this topic for more information. I see one issue with the current user plugin interface and D2D: the frame function (gh_utils.dylib_frame). This function is called by GeeXLab in the FRAME script and I think that the output of D2D won't be displayed because it will be erased at the end of the FRAME script. Maybe I should add an additional POST_FRAME script and a gh_utils.dylib_post_frame() function to solve this potential problem.

3D-Tech News Around The Web / Dual Quaternions for Mere Mortals
« on: August 06, 2019, 06:12:36 PM »
This article is written for people seeking intuition on dual quaternions (and perhaps even complex numbers and quaternions) beyond what is offered by traditional texts. The standard way a dual quaternion is defined is by introducing a dual unit ϵ which satisfies ϵϵ=0 and slapping a quaternion and a dual-scaled quaternion together. A whole ton of algebra follows and mechanically at least, everything checks out, as if by magic. At some point, the writer will point out how dual quaternions are isomorphic to Clifford algebras (or somesuch mumbo-jumbo pertaining to Lie algebras). If you’ve taken a course in abstract algebra and are intimately comfortable with the notion of homogeneous coordinate systems already, maybe such a treatise was more than adequate. Chances are though, the concept of dual quaternions (and likely quaternions as well) feels somewhat hollow, and you are left with a lingering suspicion that there is a better way of grasping matters. Geometric algebra is there (and I recommend you take a look), but personally, having an appreciation of both is still useful, and I don’t actually find quaternions or dual quaternions to be unduly difficult or an inferior formulation in any way. I can’t lay claim to having a perfect understanding of the subject, but I am documenting my understanding here in the hopes that it may point you, fellow mathematician (graphics programmer, AI researcher, masochist, or what have you), in the right direction.


3D-Tech News Around The Web / PIX 1908.02 released
« on: August 06, 2019, 06:10:10 PM »
Today we released PIX 1908.02, which can be downloaded here. This release fixes miscellaneous bugs that were reported to us by customers. It also adds new CPU features to New Timing Captures, and adds some final touches to the new DirectX Raytracing (DXR) Pipeline View in GPU Captures.

- downloads
- PIX 1908.02 – Fixes for customer issues, plus DXR and New Timing Capture improvements

This document describes the environment, organization and program state of AMD “RDNA” Generation devices. It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers.

The document specifies the instructions (include the format of each type of instruction) and the relevant program state (including how the program state interacts with the instructions). Some instruction fields are mutually dependent; not all possible settings for all fields are legal. This document specifies the valid combinations.

The document is intended for programmers writing application and system software, including operating systems, compilers, loaders, linkers, device drivers, and system utilities. It assumes that programmers are writing compute-intensive parallel applications (streaming applications) and assumes an understanding of requisite programming practices.


3D-Tech News Around The Web / Voxel Cone Tracing (Ogre3D)
« on: August 06, 2019, 06:03:59 PM »
Over the last couple months we have been working on Voxel Cone Tracing (VCT), a Global Illumination solution.

Voxel Cone Tracing could be seen as an approximated version of ray marching.

The scene is voxelized and three voxels are generated, containing albedo, normals and emissive properties. In other words, we build a Minecraft-looking representation of the world.


Voxel Cone Tracing with Ogre3D

3D-Tech News Around The Web / Re: TechPowerUp GPU-Z 2.23.0 Released
« on: August 06, 2019, 05:30:23 PM »

Installed on Windows 10 v1903 64-bit + Radeon RX Vega 56.

- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13570 Compatibility Profile/Debug Context 19.7.5 26.20.13001.25001
- OpenGL Extensions: 324 extensions (GL=300 and WGL=24)

  - [Vulkan device 0]: Radeon RX Vega ------------------
    - API version: 1.1.113
    - vendorID: 4098
    - deviceID: 26751
    - driver version: 8388707
    - extensions: 84 (see here)

AMD Adrenalin + Radeon RX Vega 56

AMD Adrenalin + Radeon RX Vega 56 + GPU Caps Viewer

3D-Tech News Around The Web / Re: Blender 2.80 released
« on: July 30, 2019, 07:13:21 PM »
The Blender website has been officially updated with Blender 2.80 announcement:

Full release notes are available here:

And of course the download page:

3D-Tech News Around The Web / Blender 2.80 released
« on: July 30, 2019, 01:24:39 PM »
Blender 2.80 final version is available here:

Blender 2.80

Related links:
- EEVEE: Blender 2.80 Realtime PBR Engine

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