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Topics - 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

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.


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

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 / 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

3D-Tech News Around The Web / NVIDIA Nsight Graphics 2019.4 available
« on: July 30, 2019, 11:56:19 AM »
NVIDIA Nsight Graphics is a standalone developer tool that enables you to debug, profile, and export frames built with Direct3D (11, 12, DXR), Vulkan (1.1, NV Vulkan Ray Tracing Extension), OpenGL, OpenVR, and the Oculus SDK.

NVIDIA announces Nsight Graphics 2019.4! In this release, we added support for profiling OpenGL applications on Turing based GPUs with the Range Profiler, added Resource Barrier visualization in GPU Trace, and ported the Acceleration Structure Viewer to Linux.

For full details on the new capabilities of Nsight Graphics 2019.4, see the full release notes.

- NVIDIA Announces Nsight Graphics 2019.4!
- Nsight Graphics 2019.4 release notes
- Nsight Graphics 2019.4 homepage
- Nsight Graphics 2019.4 @ youtube

NVIDIA Nsight Graphics 2019.4


Fixed Issues

    Grand Theft Auto™ V may experience an application crash or hang on Radeon RX 5700 series graphics products.

More information and downloads: Radeon Software Adrenalin 2019 Edition 19.7.4 Release Notes

AMD Adrenalin information

AMD Adrenalin information - GPU Caps Viewer

Adrenalin exposes OpenGL 4.6 (324 extensions) + Vulkan 1.1.113 (84 device extensions)

Vulkan device extensions for a Radeon RX Vega 56:

    - VK_KHR_sampler_mirror_clamp_to_edge (version: 1)
    - VK_KHR_shader_draw_parameters (version: 1)
    - VK_KHR_swapchain (version: 70)
    - VK_KHR_maintenance1 (version: 2)
    - VK_KHR_maintenance2 (version: 1)
    - VK_KHR_maintenance3 (version: 1)
    - VK_KHR_relaxed_block_layout (version: 1)
    - VK_KHR_dedicated_allocation (version: 3)
    - VK_KHR_descriptor_update_template (version: 1)
    - VK_KHR_external_memory (version: 1)
    - VK_KHR_external_memory_win32 (version: 1)
    - VK_KHR_device_group (version: 3)
    - VK_AMD_calibrated_timestamps (version: 1)
    - VK_KHR_bind_memory2 (version: 1)
    - VK_KHR_external_semaphore (version: 1)
    - VK_KHR_external_semaphore_win32 (version: 1)
    - VK_AMD_rasterization_order (version: 1)
    - VK_AMD_shader_ballot (version: 1)
    - VK_AMD_shader_core_properties2 (version: 1)
    - VK_AMD_shader_trinary_minmax (version: 1)
    - VK_AMD_shader_explicit_vertex_parameter (version: 1)
    - VK_AMD_gcn_shader (version: 1)
    - VK_AMD_draw_indirect_count (version: 1)
    - VK_KHR_draw_indirect_count (version: 1)
    - VK_AMD_negative_viewport_height (version: 1)
    - VK_AMD_gpu_shader_half_float (version: 2)
    - VK_AMD_shader_info (version: 1)
    - VK_EXT_sampler_filter_minmax (version: 1)
    - VK_AMD_shader_fragment_mask (version: 1)
    - VK_EXT_hdr_metadata (version: 1)
    - VK_AMD_wave_limits (version: 1)
    - VK_AMD_texture_gather_bias_lod (version: 1)
    - VK_AMD_mixed_attachment_samples (version: 1)
    - VK_EXT_sample_locations (version: 1)
    - VK_AMD_gpu_shader_int16 (version: 2)
    - VK_EXT_shader_subgroup_vote (version: 1)
    - VK_KHR_16bit_storage (version: 1)
    - VK_KHR_storage_buffer_storage_class (version: 1)
    - VK_AMD_gpa_interface (version: 1)
    - VK_KHR_depth_stencil_resolve (version: 1)
    - VK_EXT_shader_subgroup_ballot (version: 1)
    - VK_EXT_shader_stencil_export (version: 1)
    - VK_EXT_shader_viewport_index_layer (version: 1)
    - VK_KHR_get_memory_requirements2 (version: 1)
    - VK_KHR_image_format_list (version: 1)
    - VK_KHR_swapchain_mutable_format (version: 1)
    - VK_EXT_inline_uniform_block (version: 1)
    - VK_KHR_shader_atomic_int64 (version: 1)
    - VK_KHR_driver_properties (version: 1)
    - VK_KHR_create_renderpass2 (version: 1)
    - VK_KHR_8bit_storage (version: 1)
    - VK_KHR_multiview (version: 1)
    - VK_KHR_shader_float16_int8 (version: 1)
    - VK_KHR_external_fence (version: 1)
    - VK_KHR_external_fence_win32 (version: 1)
    - VK_KHR_win32_keyed_mutex (version: 1)
    - VK_EXT_global_priority (version: 2)
    - VK_AMD_buffer_marker (version: 1)
    - VK_AMD_shader_image_load_store_lod (version: 1)
    - VK_EXT_external_memory_host (version: 1)
    - VK_EXT_depth_clip_enable (version: 1)
    - VK_EXT_depth_range_unrestricted (version: 1)
    - VK_AMD_shader_core_properties (version: 1)
    - VK_EXT_queue_family_foreign (version: 1)
    - VK_EXT_descriptor_indexing (version: 2)
    - VK_KHR_variable_pointers (version: 1)
    - VK_EXT_vertex_attribute_divisor (version: 3)
    - VK_EXT_conservative_rasterization (version: 1)
    - VK_AMD_pipeline_compiler_control (version: 1)
    - VK_GOOGLE_hlsl_functionality1 (version: 1)
    - VK_GOOGLE_decorate_string (version: 1)
    - VK_EXT_scalar_block_layout (version: 1)
    - VK_AMD_memory_overallocation_behavior (version: 1)
    - VK_EXT_transform_feedback (version: 1)
    - VK_EXT_separate_stencil_usage (version: 1)
    - VK_KHR_vulkan_memory_model (version: 3)
    - VK_EXT_memory_priority (version: 1)
    - VK_AMD_display_native_hdr (version: 1)
    - VK_EXT_full_screen_exclusive (version: 3)
    - VK_EXT_memory_budget (version: 1)
    - VK_EXT_host_query_reset (version: 1)
    - VK_KHR_uniform_buffer_standard_layout (version: 1)
    - VK_EXT_subgroup_size_control (version: 1)
    - VK_KHR_imageless_framebuffer (version: 1)

OpenXR is a royalty-free, open standard that provides high-performance access to Augmented Reality (AR) and Virtual Reality (VR)—collectively known as XR—platforms and devices.

July 29, 2019 – 6:00 AM PT – SIGGRAPH, Los Angeles – Today, The Khronos® Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the ratification and public release of the OpenXR™ 1.0 specification together with publicly available implementations and substantial ecosystem momentum. OpenXR is a unifying, royalty-free, open standard that provides high-performance, cross-platform access to virtual reality (VR) and augmented reality (AR)— collectively known as XR—platforms and devices. The new specification can be found on the Khronos website and via GitHub.

“The working group is excited to launch the 1.0 version of the OpenXR specification, and the feedback from the community on the provisional specification released in March has been invaluable to getting us to this significant milestone,” said Brent Insko, OpenXR working group chair and lead XR architect at Intel. “Our work continues as we now finalize a comprehensive test suite, integrate key game engine support, and plan the next set of features to evolve a truly vibrant, cross-platform standard for XR platforms and devices. Now is the time for software developers to start putting OpenXR to work.”

After gathering feedback from the XR community during the public review of the provisional specification, improvements were made to the OpenXR input subsystem, game engine editor support, and loader. With this 1.0 release, the working group will evolve the standard while maintaining full backwards compatibility from this point onward, giving software developers and hardware vendors a solid foundation upon which to deliver incredible, portable, user experiences.

Together with the specification release, OpenXR is receiving continued ecosystem support from Khronos member companies. OpenXR implementations from members are shipping this week, including the ‘Monado’ OpenXR open source implementation from Collabora, the OpenXR runtime for Windows Mixed Reality headsets from Microsoft, an Oculus OpenXR implementation for Rift, as well as Oculus Quest support coming upon ratification of OpenXR 1.0. Epic Games also plans to release OpenXR 1.0 support in Unreal Engine.

At SIGGRAPH 2019, OpenXR members Epic Games, Microsoft and Varjo will demonstrate XR applications targeting distinct VR and AR platforms, all while using the same OpenXR API, demonstrating how the standard reduces industry fragmentation through application portability. The demonstrations will take place during the OpenXR Birds of a Feather (BOF) presentation at 1:00 p.m. on July 31, as well as during the Khronos Networking Reception taking place at 5:30 p.m. on July 31. No passes are required for either event and all are welcome to attend.

Full press release is available HERE.

- OpenXR homepage
- OpenXR specifications
- OpenXR SDK @ github


The Radeon GPU Profiler (RGP) is a ground-breaking low-level optimization tool from AMD. It provides detailed timing information on Radeon Graphics using custom, built-in, hardware thread-tracing, allowing the developer deep inspection of GPU workloads.

This unique tool generates easy to understand visualizations of how your DirectX®12 and Vulkan® games interact with the GPU at the hardware level. Profiling a game is both a quick, and simple process using the Radeon Developer Panel and the public display driver.

RGP 1.6 changes:
With this latest incarnation of RGP, we have added support for AMD’s new Radeon RX 5700 and RX 5700 XT ‘Navi’ graphics cards. Since this is a new architecture, some of the UI elements have changed to display the hardware features but most of the UI is unchanged and will be familiar. There’s a new set of hardware shaders, and these can be seen in the side panel of the Wavefront Occupancy or Event Timing views.

Radeon GPU Profiler

    Support for RDNA hardware
    Ctrl+F search support for instructions in instruction timing pane
    Ctrl+G to jump to line in instruction timing pane
    Reduce memory consumption when loading profiles
    Only show profile filenames rather than whole path for recent profiles in the welcome pane
    Bug/stability fixes

Radeon Developer Panel

    Connection pane redesign with subtab and new Blacklist editor.

- Radeon GPU Profiler (RGP) V1.6
- Radeon-GPUProfiler @ github
- RGP announcement @ GPUOpen

Radeon GPU profiler 1.6

3D-Tech News Around The Web / Are we done with Ray Tracing?
« on: July 29, 2019, 05:04:13 PM »
Some presentations (SIGGRAPH 2019) about real time ray tracing:


3D-Tech News Around The Web / Python and Lua (lupa module)
« on: July 29, 2019, 05:01:07 PM »
Python is great, but pure Python code sometimes has one problem: It’s slow.

Fortunately there are several great solutions to improve the performance, like Numpy, Cython, Numba, Pypy.

All of the above solutions have different drawbacks:

Numpy and Numba are big modules. In addition Numpy is not always fast enough. Pypy is not 100% compatible and a heavy solution if it is used in addition to CPython. Cython is complex and you need a C-compiler. Recently I’ve found one more solution which maybe is not that well known: Lua integration in Python programs.

Python code can be accelerated with Lua using the lupa module (which comes with a Lua interpreter and a JIT compiler).  Here is an interesting test (Mandelbrot set) that shows the difference in speed between Python and Python+Lua:


Information about Gen12 GPUs is available in Intel's test driver v26.20.16.9999.
- iDG1LPDEV = "Intel(R) UHD Graphics, Gen12 LP DG1" "gfx-driver-ci-master-2624"
- iDG2HP512 = "Intel(R) UHD Graphics, Gen12 HP DG2" "gfx-driver-ci-master-2624"
- iDG2HP256 = "Intel(R) UHD Graphics, Gen12 HP DG2" "gfx-driver-ci-master-2624"
- iDG2HP128 = "Intel(R) UHD Graphics, Gen12 HP DG2" "gfx-driver-ci-master-2624"

where iDG = Intel Discrete Graphics, LP = Low Power and HP = High Power

One low power and three high power GPUs are listed. The number of execution units for the HP version is also present: 512 EUs, 256 EUs and 128 EUs.

Intel Gen12 slide


Geeks3D's GPU Tools / GPU Shark released
« on: July 04, 2019, 11:25:36 AM »
A new update of GPU Shark is available.

Download and release notes:

GPU Shark + GeForce RTX 2070

Terminus is a highly configurable terminal emulator for Windows, macOS and Linux

- Theming and color schemes
- Fully configurable shortcuts
- Split panes
- Remembers your tabs
- PowerShell (and PS Core), WSL, Git-Bash, Cygwin, Cmder and CMD support
- Integrated SSH client and connection manager
- Full Unicode support including double-width characters
- Doesn't choke on fast-flowing outputs
- Proper shell experience on Windows including tab completion (via Clink)


Terminus - terminal app

Terminus - terminal app

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