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Messages - JeGX

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1
Quick test on Win10 x64 v1903 + RTX 2070.


NVIDIA GeForce 431.18 HF driver + GeForce RTX 2070


OpenGL
- GL_VENDOR: NVIDIA Corporation
- GL_RENDERER: GeForce RTX 2070/PCIe/SSE2
- GL_VERSION: 4.6.0 NVIDIA 431.18
- GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
- OpenGL Extensions: 419 extensions (GL=388 and WGL=31)


Vulkan
- device 0: GeForce RTX 2070
    - API version: 1.1.99
    - vendorID: 4318
    - deviceID: 7938
    - driver version: 1808039936
    - NVIDIA driver version: 431.18
    - driver properties (VK_KHR_driver_properties):
      -> driver name: NVIDIA
      -> driver ID: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR (4)
      -> driver conformance version: 1.1.0.3:
      -> driver info: 431.18
  - # of extensions => 89
  - 001/ VK_KHR_8bit_storage
  - 002/ VK_KHR_16bit_storage
  - 003/ VK_KHR_bind_memory2
  - 004/ VK_KHR_create_renderpass2
  - 005/ VK_KHR_dedicated_allocation
  - 006/ VK_KHR_depth_stencil_resolve
  - 007/ VK_KHR_descriptor_update_template
  - 008/ VK_KHR_device_group
  - 009/ VK_KHR_draw_indirect_count
  - 010/ VK_KHR_driver_properties
  - 011/ VK_KHR_external_fence
  - 012/ VK_KHR_external_fence_win32
  - 013/ VK_KHR_external_memory
  - 014/ VK_KHR_external_memory_win32
  - 015/ VK_KHR_external_semaphore
  - 016/ VK_KHR_external_semaphore_win32
  - 017/ VK_KHR_get_memory_requirements2
  - 018/ VK_KHR_image_format_list
  - 019/ VK_KHR_maintenance1
  - 020/ VK_KHR_maintenance2
  - 021/ VK_KHR_maintenance3
  - 022/ VK_KHR_multiview
  - 023/ VK_KHR_push_descriptor
  - 024/ VK_KHR_relaxed_block_layout
  - 025/ VK_KHR_sampler_mirror_clamp_to_edge
  - 026/ VK_KHR_sampler_ycbcr_conversion
  - 027/ VK_KHR_shader_atomic_int64
  - 028/ VK_KHR_shader_draw_parameters
  - 029/ VK_KHR_shader_float16_int8
  - 030/ VK_KHR_shader_float_controls
  - 031/ VK_KHR_storage_buffer_storage_class
  - 032/ VK_KHR_swapchain
  - 033/ VK_KHR_swapchain_mutable_format
  - 034/ VK_KHR_variable_pointers
  - 035/ VK_KHR_vulkan_memory_model
  - 036/ VK_KHR_win32_keyed_mutex
  - 037/ VK_EXT_blend_operation_advanced
  - 038/ VK_EXT_buffer_device_address
  - 039/ VK_EXT_conditional_rendering
  - 040/ VK_EXT_conservative_rasterization
  - 041/ VK_EXT_depth_clip_enable
  - 042/ VK_EXT_depth_range_unrestricted
  - 043/ VK_EXT_descriptor_indexing
  - 044/ VK_EXT_discard_rectangles
  - 045/ VK_EXT_external_memory_host
  - 046/ VK_EXT_hdr_metadata
  - 047/ VK_EXT_host_query_reset
  - 048/ VK_EXT_inline_uniform_block
  - 049/ VK_EXT_memory_budget
  - 050/ VK_EXT_memory_priority
  - 051/ VK_EXT_pci_bus_info
  - 052/ VK_EXT_post_depth_coverage
  - 053/ VK_EXT_sample_locations
  - 054/ VK_EXT_sampler_filter_minmax
  - 055/ VK_EXT_scalar_block_layout
  - 056/ VK_EXT_shader_subgroup_ballot
  - 057/ VK_EXT_shader_subgroup_vote
  - 058/ VK_EXT_shader_viewport_index_layer
  - 059/ VK_EXT_transform_feedback
  - 060/ VK_EXT_vertex_attribute_divisor
  - 061/ VK_NV_clip_space_w_scaling
  - 062/ VK_NV_compute_shader_derivatives
  - 063/ VK_NV_cooperative_matrix
  - 064/ VK_NV_corner_sampled_image
  - 065/ VK_NV_dedicated_allocation
  - 066/ VK_NV_dedicated_allocation_image_aliasing
  - 067/ VK_NV_device_diagnostic_checkpoints
  - 068/ VK_NV_external_memory
  - 069/ VK_NV_external_memory_win32
  - 070/ VK_NV_fill_rectangle
  - 071/ VK_NV_fragment_coverage_to_color
  - 072/ VK_NV_fragment_shader_barycentric
  - 073/ VK_NV_framebuffer_mixed_samples
  - 074/ VK_NV_geometry_shader_passthrough
  - 075/ VK_NV_mesh_shader
  - 076/ VK_NV_sample_mask_override_coverage
  - 077/ VK_NV_representative_fragment_test
  - 078/ VK_NV_scissor_exclusive
  - 079/ VK_NV_shader_image_footprint
  - 080/ VK_NV_shader_subgroup_partitioned
  - 081/ VK_NV_shading_rate_image
  - 082/ VK_NV_viewport_array2
  - 083/ VK_NV_viewport_swizzle
  - 084/ VK_NV_win32_keyed_mutex
  - 085/ VK_NVX_binary_import
  - 086/ VK_NVX_device_generated_commands
  - 087/ VK_NVX_image_view_handle
  - 088/ VK_NVX_multiview_per_view_attributes
  - 089/ VK_NV_ray_tracing

2
Quote
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)

Links:
- DOWNLOADS: https://github.com/Eugeny/terminus/releases/tag/v1.0.82
- https://eugeny.github.io/terminus/
- https://github.com/Eugeny/terminus/

Terminus - terminal app

Terminus - terminal app

3
Quote
On Monday 17th of June we released new version of our graphics driver – 19.6.2. With it we added support for 5 new Vulkan® extensions. Here is a brief description of what they do and how to use them.

Link: https://gpuopen.com/new-vulkan-extensions-driver-19-6-2/ 

4
Direct Download: latest Intel graphics driver for win10 64-bit @ Geeks3D

Installed on a i8-8700K with an UHD 630:

OpenGL:
- GL_VENDOR: Intel
- GL_RENDERER: Intel(R) UHD Graphics 630
- GL_VERSION: 4.6.0 - Build 26.20.100.6912
- GL_SHADING_LANGUAGE_VERSION: 4.60 - Build 26.20.100.6912
- OpenGL Extensions: 250 extensions (GL=230 and WGL=20)

Vulkan:
  - device: Intel(R) UHD Graphics 630 ------------------
   - API version: 1.1.103
   - vendorID: 32902
   - deviceID: 16018
   - driver version: 1645312
   - extensions: 48

Same GL/VK extensions than v6861.

Intel HD graphics driver v6912

6
Quote
This is a proof of concept hair renderer that's based on a novel hybrid approach. It's capable of rendering strand-based hair geometry in real-time, even for fully simulated hair styles with over 100,000 strands. Our hybrid rendering pipeline scales in the performance/quality domain by using a rasterizer for closeup shots and a raymarcher for level of detail minification. We can render multiple hair styles at once with this hybrid technique, which has a smooth transition between the two solutions.

...

It is written 100% from scratch in Vulkan and simulates light scattering, self-shadowing and transparency in real-time with GLSL shaders and compute. We handle anti-aliasing by using a fast line coverage method. Our volumetric approximation is derived from the original geometry with a fast voxelization scheme that is used for raymarching and "direct" shading on an isosurface. We also use this volume for ambient occlusion and for more precise self-shadowing, even in the rasterized case.

Link:
- https://github.com/CaffeineViking/vkhr

Real-Time Hybrid Hair Renderer in Vulkan

7
THREE.js-PathTracing-Renderer is a real-time path tracer with global illumination and progressive rendering, all on top of the Three.js WebGL framework.

Links:
- Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
- Github: https://github.com/erichlof/THREE.js-PathTracing-Renderer


THREE.js-PathTracing-Renderer real-time path tracer demo

8
Quote
Today we released PIX 1906.14, available for download here.  This release adds GPU timings to the New Timing Capture preview and further improvements to DXIL shader debugging.

Highlights

    New Timing Capture Improvements
        Support for GPU timing data (see below)
        Many other usability improvements, performance improvements and bug fixes

    New pixtool features:
        New ‘launch’ options: –remote, –force11on12, –ignore11on12.  Run “pixtool –help launch” for more information.
        Added ‘take-new-timing-capture’ command.  Run “pixtool –help take-new-timing-capture” for more information.

    GPU Capture Improvements
        New event list control – can now pin columns, sort without losing hierarchy as well as general performance improvements
        Fixed issue with extremely slow capture-time performance when using reserved resources (previously this was worked around by copying dxcompiler into the same directory as the title)
        Fixed various shader debugging issues

    PIX has a new icon!

Links:
- https://devblogs.microsoft.com/pix/pix-1906-14/
- https://devblogs.microsoft.com/pix/download/

9
3D-Tech News Around The Web / NVIDIA Announces CUDA-X HPC
« on: June 17, 2019, 07:53:15 PM »
Quote
From fluid dynamics and weather simulation, to computational chemistry and bioinformatics, HPC applications span across many domains. Developing these applications requires a robust programming environment with highly optimized domain specific libraries.

Announced today, CUDA-X HPC is a collection of libraries, tools, compilers and APIs that helps developers solve the world’s most challenging problems. Similar to CUDA-X AI announced at GTC Silicon Valley 2019, CUDA-X HPC is built on top of CUDA, NVIDIA’s parallel computing platform and programming model. CUDA-X HPC includes highly tuned kernels essential for high-performance computing (HPC). GPU-accelerated libraries for linear algebra, parallel algorithms, signal and image processing lay the foundation for compute-intensive applications in areas such as computational physics, chemistry, molecular dynamics, and seismic exploration.

Link: https://news.developer.nvidia.com/nvidia-announces-cuda-x-hpc/

NVIDIA CUDA-X HPC

10
Light Tracer is an experimental engine for GPU accelerated, photorealistic client-side rendering inside a Web browser.

Quote
Client-side Web renderer

Light Tracer is the world's first solution for GPU accelerated, photorealistic client-side rendering inside a Web browser. At the moment, only Google Chrome and Mozilla Firefox are supported.


Physically-correct engine

It is based on a physically-correct unbiased ray tracing engine working on any graphics card – both discrete GPUs like NVIDIA/AMD and integrated GPUs like Intel (with a lower performance, of course).


Fast and efficient

Highly optimized GPU path tracing engine allows for instant feedback in the viewport while navigating 3D scenes. Interactive modifications made possible by partial acceleration structure rebuilds.


Links:
- http://lighttracer.org
- https://www.youtube.com/watch?v=JkGqisJw3Vc


Light Tracer: Experimental GPU Ray Tracer for Web

11
3D-Tech News Around The Web / The Tech Behind Successful Indie Games
« on: June 17, 2019, 07:34:35 PM »
Some interesting stats about the technology used (what kind of game engine) to create some successful or very popular indie games:

https://medium.com/@jeremie.stamand/the-tech-behind-successful-indie-games-b3f87b1b4d6

The Tech Behind Successful Indie Games

12
Geeks3D's GPU Tools / Re: OpenCL stress test? [Kombuster]
« on: June 14, 2019, 03:27:59 PM »
The OpenCL test has not been removed... it has not been added (yet).
Kombustor v4 is new (even if it's a one-year old product) and I didn't have the time to put all tests of Kombustor v3 in the v4. The Plasma test (particles) is planned in a future update and I will do my best to add the OpenCL test too.

13
3D-Tech News Around The Web / NVIDIA GeForce RTX 20 SUPER Series
« on: June 13, 2019, 03:11:11 PM »
NVIDIA plans to release shortly (July?) a new set of graphics cards, all more or less derived from the current RTX 20 series.

The following new graphics cards are planned:
- RTX 2080 Ti SUPER (based on a new GPU )
- RTX 2080 SUPER based on a TU104-450 with 3072 shader cores (+128 shader cores or one extra SM compared to current RTX 2080)
- RTX 2070 Ti SUPER (based on a new GPU )
- RTX 2070 SUPER based on a TU104-410 with 2560 shader cores (+256 shader cores or two extra SMs compared to current RTX 2070)
- RTX 2060 SUPER based on a TU106-410 with 2176 shader cores (+256 shader cores or two extra SMs compared to current RTX 2060)


Links:
- https://videocardz.com/81046/nvidia-geforce-rtx-20-super-series-to-launch-mid-july
- https://wccftech.com/exclusive-nvidias-super-gpus-unleashing-monsters/


NVIDIA RTX 20 SUPER Series
- https://www.youtube.com/watch?v=-NPIqSVrxgo

16
Downloads
- Latest Adrenalin driver win10 64-bit @ Geeks3D
- Latest Adrenalin driver win7/win8 64-bit @ Geeks3D


Adrenalin 19.6.1 exposes  OpenGL 4.6 (324 extensions - GL=300 and WGL=24) and Vulkan 1.1.106 for a Radeon RX Vega 56, like previous 19.5.1.


AMD Adrenalin software information panel + Radeon RX Vega 56

GPU Caps Viewer + Radeon RX Vega 56

17
3D-Tech News Around The Web / Vulkan Dos and Don’ts
« on: June 06, 2019, 08:38:29 PM »
After its popular DX12 Do's And Don'ts, NVIDIA publishes a new Dos/Donts, this time, for Vulkan:

Quote
The increased performance potential of modern graphics APIs is coupled with a dramatically increased level of developer responsibility. Optimal use of Vulkan is not a trivial concept, especially in the context of a large engine, and information about how to maximize performance is still somewhat sparse. The following document is a compilation of wisdom from some of the Vulkan experts at NVIDIA. It is not exhaustive, and is expected to be augmented over time, but should be a useful stepping stone for developers looking to utilize Vulkan to its full potential.

Link: https://devblogs.nvidia.com/vulkan-dos-donts/

18
3D-Tech News Around The Web / Google speed test
« on: June 06, 2019, 07:41:43 PM »
Google has published a speed test to check the quality of your internet connection with Stadia.

Quote
This speed test provides a general indication of the quality of your connection, but does not guarantee playability on Stadia. Your gaming experience is dependent on a variety of factors, such as your device, internet service provider, and other bandwidth-consuming activities like downloads, file shares, and streaming.

Speed test: https://projectstream.google.com/speedtest

I did a test:
- direct connection: I got 370Mbps
Quote
Your connection is great.
Based on your current download speed of 370.426 Mbps, we expect you’ll have a high-performance gaming experience on Stadia.

- connection via Opera's VPN: I got 17Mpbs
Quote
Your connection is good.
Based on your current download speed of 17.029 Mbps, we expect you’ll be able to play in high definition on Stadia, but you might not get 4K resolution.

19
Geeks3D's GPU Tools / FurMark 1.20.6 released
« on: June 06, 2019, 03:21:59 PM »
A new maintenance version of FurMark has been released:

https://www.geeks3d.com/20180123/furmark-1-20-0-gpu-stress-test-download/#20190606

Quote
Version 1.20.6.0 - 2019-06-06
* fixed GPU-Z sensors reading.
! updated: GPU Shark 0.13.1.0 and GPU-Z 2.21.0
! updated: ZoomGPU 1.23.1 (GPU monitoring library).

20
I did a quick test and set the temperature target to 66°C. I let the power target linked and it has been automatically set to 73 % TDP. I ran FurMark for 5min:

FurMark + MSI Afterburner + GeForce RTX 2070

Looks like NVIDIA driver properly limits the GPU temp.

FurMark does not set nor tweak nor play with driver settings. Never.  The only interaction with the driver is the reading of some sensors like GPU temp or usage. FurMark never updates drivers settings.  I currently have no explanation about your issue. FurMark is a 32-bit app. Did you notice this issue with another 32-bit app? Did you test on a non-LTSC Win10? Did you set the temperature target only or was-it also linked with the power target? I did a test with temp target=66°C and power target=100%TDP and in that case, the GPU temp during FurMark stress test has widely exceeded 66°C. FurMark does not care about temperature target or power target, it's the job of the driver to throttle back the GPU to respect user's settings.

Hope that helps  ;) 

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