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NVIDIA has released a new graphics driver that provides increased performance and the optimal gaming experience for the Call of Duty: Modern Warfare PC Open Beta, Gears 5, and Borderlands 3.

This driver adds support for six new G-SYNC compatible monitors.

Fixed issues
- [Fortnite][CS:Go]: Eliminated cases of stutter when Ultra low latency mode was enabled. [2682105]
- [Forza Motorsport 6/7]: The game may crash during gameplay. [2686338]
- [World of Warcraft]: The game may flicker at the character-selection screen. [2684628]
- [Notebook][GeForce GTX 970M]: The GPU clock speed on some notebooks is stuck at the base clock speed and does not boost. [2683147]
- [GeForce RTX 20 series][Forza Horizon 4][Gears of War 4][Gears 5]: Colored corruption may appear on some surfaces throughout the game. [200544234]
- [Firefox][G-SYNC]: When G-SYNC is enabled, flickering occurs with YouTube full-screen video playback on FireFox when hovering over the timeline. [200544130]
- [Control][DirectX 12][Pascal GPUs]: Blue-screen crash occurs pointing to nvlddmkm.sys when in-game software Ray Tracing is enabled. [200543646]

More information can found here:


- latest GeForce driver for win10 64-bit @ Geeks3D
- latest GeForce driver for win7 64-bit @ Geeks3D

- 436.30 win10 64-bit @ NVIDIA
- 436.30 win7 64-bit @ NVIDIA

This driver exposes same OpenGL 4.6 and Vulkan 1.1.109 than 436.02.

NVIDIA GeForce 436.30 + RTX 2080 + GPU Caps Viewer

We made a simple game using #PixarUSD and #python scripting in Omniverse Kit. You can get python 3 bindings for the entire USD library from


What Is Universal Scene Description?

Universal Scene Description (USD) is an easily extensible, open-source 3D scene description and file format developed by Pixar for content creation and interchange among different tools. As a result of its power and versatility, it’s being widely adopted, not only in the visual effects community, but also in architecture, design, robotics, manufacturing, and other disciplines.

3D-Tech News Around The Web / Ogl - Minimal WebGL framework
« on: September 05, 2019, 10:04:55 AM »
O-GL is a small, effective WebGL framework aimed at developers who like minimal layers of abstraction, and are comfortable creating their own shaders.

With zero dependencies, the API shares many similarities with ThreeJS, however it is tightly coupled with WebGL and comes with much fewer features.

In its design, the framework does the minimum abstraction necessary, so devs should still feel comfortable using it in conjunction with native WebGL commands.

Keeping the level of abstraction low helps to make the framework easier to understand and extend, and also makes it more practical as a WebGL learning resource.


GGL webgl framework

3D-Tech News Around The Web / Unreal Engine 4.23 released
« on: September 05, 2019, 09:57:34 AM »
Unreal Engine 4.23 has been released with real-time ray tracing improvements, with Chaos which is Unreal Engine's new high-performance physics and destruction system and more...

Thanks to our next-gen virtual production tools and enhanced real-time ray tracing, film and TV production is transformed. Now you can achieve final shots live on set, with LED walls powered by nDisplay that not only place real-world actors and props within UE4 environments, but also light and cast reflections onto them (Beta). We've also added VR scouting tools (Beta), enhanced Live Link real-time data streaming, and the ability to remotely control UE4 from an iPad or other device (Beta). Ray tracing has received numerous enhancements to improve stability and performance, and to support additional material and geometry types—including landscape geometry, instanced static meshes, procedural meshes, and Niagara sprite particles.

Unreal Engine lets you build realistic worlds without bounds. Fracture, shatter, and demolish massive-scale scenes at cinematic quality with unprecedented levels of artistic control using the new Chaos physics and destruction system. Paint stunning vistas for users to experience using runtime Virtual Texturing, non-destructive Landscape editing, and interactive Actor placement using the Foliage tool.

We have optimized systems, provided new tools, and added features to help you do more for less. Virtual Texturing reduces texture memory overhead for light maps and detailed artist-created textures, and improves rendering performance for procedural or layered materials respectively. Animation streaming enables more animations to be used by limiting the runtime memory impact to only those currently in use. Use Unreal Insights to collect, analyze, and visualize data on UE4 behavior for profiling, helping you understand engine performance from either live or pre-recorded sessions.

This release includes 192 improvements submitted by the incredible community of Unreal Engine developers on GitHub!

- Unreal Engine 4.23 release notes
- Chaos High-Performance Physics and Destruction System Real-Time Tech Demo | GDC 2019 | Unreal Engine
- Get Improved Real-Time Ray Tracing Results with Unreal Engine 4.23, Available Now

Unreal engine Chaos physics and destruction system


Simple raytracing test using DirectX 12 Raytracing. Requires Windows 10 May 2019 or newer and GPU with DXR support.


Simple raytracing DXR test


Raytracing test that shows how primary rays are dispatched on the GPU.


Simple raytracing DXR test

3D-Tech News Around The Web / D3D12 Memory Allocator 1.0.0
« on: September 03, 2019, 11:33:42 AM »
In July 2017 we released first public version of Vulkan Memory Allocator. Since then the library is in ongoing development, got few major releases, one general redesign, and currently at version 2.2.0 it supports many useful features. During that time it has been successfully used in many Vulkan® projects, from amateur and educational experiments to AAA game titles, from Windows® PC through Linux®, MacOS, to mobile platforms like Android.

Direct3D 12 is another explicit graphics API that offers similar set of features and performance as Vulkan. A recommendation to allocate large memory blocks and sub-allocate parts of them for your textures and buffers holds there as well. That’s why today we want to present our new project: D3D12 Memory Allocator. It is another C++ library intended to be a D3D12-equivalent of VMA. The style of its API is adjusted to be similar to DirectX® rather than Vulkan, so it’s easy to learn and integrate into your project.

The initial version 1.0.0 we present here is just the beginning of its development. It provides minimum set of features, but it’s already useful for D3D12 applications and has been successfully integrated in one large game project by a developer whom we already shared the code with. Future development is planned to reach feature-parity with VMA and beyond.


Variable-Rate Shading (VRS) is a new feature in DirectX 12 that allows developers to improve performance by selectively reducing the level of detail in parts of the frame where there will be little noticeable effect on image quality.

Our new 3DMark VRS feature test helps you compare differences in performance and image quality when using Tier 1 Variable-Rate Shading.

What is Variable-Rate Shading?

Shading rate refers to the number of pixel shader operations called for each pixel. Higher shading rates improve accuracy but are more demanding for the GPU. Lower shading rates improve performance at the cost of visual fidelity.

With Variable-Rate Shading, developers can vary the shading rate within a single frame. By using VRS to lower the shading rate for parts of the frame that are in deep shadow, far from the camera, or peripheral to the player's focus, for example, a game can run at a higher frame rate with little perceptible loss in visual quality.

3DMark VRS feature test

3DMark feature tests are special tests designed to highlight specific techniques, functions or capabilities. The 3DMark VRS feature test is designed to help you compare differences in performance and image quality when using Variable-Rate Shading.

The test runs in two passes. VRS is disabled on the first pass of the test to provide a baseline for comparison. Variable-Rate Shading is enabled for the second pass. The test then reports the average frame rate for each pass and calculates the performance gained with VRS.

With Variable-Rate Shading, a single pixel shader operation can be applied to a block of pixels, for example shading a 4x4 block of pixels with one operation rather than 16 separate operations.

In the 3DMark VRS feature test, the shading rate varies with camera distance when VRS is enabled: 4×4 for the furthest objects, (the blue areas in the image below), 2×2 for the middle-distance geometry (green areas), and 1×1 (red areas) for the closest foreground objects.

Explore VRS performance in real-time

The VRS feature test also offers an interactive mode that lets you change variable-rate shading settings on the fly to see how they affect the frame rate and image quality. The handy visualizer option—used to create the screenshot above—shows you where each shading rate is used.


To run this test, you will need Windows 10 version 1903 or later and a DirectX 12 GPU that supports Tier 1 VRS and the AdditionalShadingRatesSupported capability, such as an NVIDIA Turing-based GPU or an Intel Ice Lake CPU.

3DMark v2.10.6751 changelog

- Fixed a rare issue in the Night Raid test. Benchmark scores are not affected.
- Added VRS feature test for comparing performance and image quality when using Variable Rate Shading (Only in 3DMark Advanced Edition and 3DMark Professional Edition).


- 3DMark homepage:
- Download at TPU:
- youtube:
- Microsoft devblog:

Support For
- Control
        Up to 10% performance improvement in Control running DirectX® 11 on Radeon Software Adrenalin 2019 Edition version 19.8.2 vs. 19.8.1.RS-309
- Man of Medan
- Radeon RX 5700 series graphics support for HDCP 2.3.

Fixed Issues
- Rocket League may experience an application hang on performing a task switch.
- League of Legends may experience slower than expected performance when performing a task switch.
- System instability may be experienced on Radeon RX 5700 series graphics products when performing memory overclocking while a 3D application is running.
- Minor stutter may be experienced during the first few minutes of Fortnite gameplay.

- Radeon Adrenalin 19.8.2 @ AMD

- latest Radeon driver for win10 64-bit @ Geeks3D
- latest Radeon driver for win7 64-bit @ Geeks3D

This driver exposes same OpenGL and Vulkan features than previous Adrenalin 19.8.1.

And a bug related to OpenGL + window resizing has been fixed...

- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13571 Compatibility Profile/Debug Context 19.8.2 26.20.13001.40003
- OpenGL Extensions: 326 extensions (GL=302 and WGL=24)

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

Radeon Adrenalin 19.8.2 information

Radeon Adrenalin 19.8.2 - GPU Caps Viewer - Radeon RX Vega 56

NVIDIA has released a new graphics driver that provides increased performance and the optimal gaming experience for Control.

Fixed issues
- [Forza Motorsport 7]: There is corruption on the tracks in the game. [2682129]
- System crash occurs while installing the drivers on a system with GPUs from mixed architectures; for example, Fermi and Pascal. [2676468]


- latest GeForce driver for win10 64-bit @ Geeks3D
- latest GeForce driver for win7 64-bit @ Geeks3D

- 436.15 win10 64-bit @ NVIDIA
- 436.15 win7 64-bit @ NVIDIA

This driver exposes same OpenGL 4.6 and Vulkan 1.1.109 than 436.02.

NVIDIA GeForce 436.15 + RTX 2080 + GPU Caps Viewer

3D-Tech News Around The Web / WebGL Fluid Simulation
« on: August 26, 2019, 06:39:54 PM »
Play with 2D fluids in your browser (works even on mobile).

- demo:
- code source:

WebGL Fluid Simulation

3D-Tech News Around The Web / Metaballs 2 (Mesh Shaders in Vulkan)
« on: August 26, 2019, 03:20:23 PM »
This is a demo exploring the use of the Mesh Shader pipeline, which is a new compute-like pipeline for rasterization, allowing flexible processing and amplification of meshes. This demo is all amplification as there's no input mesh at all, and the only data is a small constant buffer with ball positions and radii. The output geometry is procedurally generated using Marching Cubes. A task shader is used for culling out cubes that aren't intersected by the isosurface, and a mesh shader generates the geometry for intersected cubes. Given that most cubes are empty space or fully inside the isosurface, this optimization results in more than an order of magnitude improvement in performance over just using a mesh shader.

While a number of optimizations have been employed and performance is a couple of orders of magnitude above the first naive implementation, it's probably possible to squeeze more performance out of it. In particular, I suspect processing several cubes per mesh shader invocation could improve performance. While all lanes get used for the field function evaluation, the number triangles per invocation is small and the output phase of the shader goes narrow. It may also be beneficial to go wider for the task shader, although the current lane utilization is near optimal.

This demo will currently only run on NVIDIA RTX series (Turing) cards. I intend to add a fallback path using compute later, which should allow other GPUs to run it as well as well as offer some insights in relative performance.

- Description:
- Demo:
- Framework 4:

Quick test on a RTX 2070:

Metaballs 2 (Mesh Shaders + Vulkan)

3D-Tech News Around The Web / Super Mario 64 decompilation
« on: August 26, 2019, 03:12:40 PM »
Super Mario 64
This repo contains a full decompilation of Super Mario 64 (J) and (U). The source and data have been decompiled but complete naming and documentation all of the code and data is still a work in progress. Decompiling the (E) ROM is also an ongoing effort.


Geeks3D's GPU Tools / MSI Kombustor 4.1.0 released
« on: August 22, 2019, 04:09:38 PM »
A new version of MSI Kombustor is available.

Release Notes:



Version - 2019.08.22
! added a simple GPU monitoring to the main GUI.
+ added a control panel to the MSI-01 in demo mode.
+ added a technical guide (PDF).
+ added PhysX4 CPU/GPU medium++ test that increases
  the number of rigid bodies (6000) and increases the
  PhysX solver interations.
+ added support of GeForce RTX 2080 SUPER and added
  new RTX 2060/2070 SUPER.
! improved the Vulkan renderer (bugfixes + minor changes).
! updated with latest GeeXLab SDK libs (v0.29.0.0)
  including PhysX SDK 4.1.1.

"MSI Kombustor 4"

3D-Tech News Around The Web / Spaceship Demo (Unity 2019.2)
« on: August 21, 2019, 07:06:31 PM »
Last year, at Unite LA, we released a video showcasing the brand-new Visual Effect Graph in action through a First-Person Game walkthrough, using Unity 2018.3. This demo was rendered using the High-Definition Render Pipeline and showcases High-Definition assets, lighting, and effects.

This year, Visual Effect Graph will come out of preview with Unity 2019.3. In order to explore how this project was made, we upgraded the effects to take full advantage of the latest features and released and documented the Spaceship demo project. You can already download, open and learn from it, starting today, using Unity 2019.2.

All effects from the Spaceship Demo are made using Visual Effect Graph, from simple environmental VFX to more complex Augmented Reality and Holographic UI, HUD, to a gorgeous Reactor Core effect.

- article:
- source code at github:

Spaceship Demo (Unity)

Spaceship Demo (Unity)

#unity #gamedev

Variable-rate shading (VRS) is a new feature of Microsoft DirectX* 12 and is supported on the 11th generation of Intel® graphics hardware. Get an overview and learn best practices, recommendations, and how to modify traditional 3D effects to take advantage of VRS.


3D-Tech News Around The Web / vkQuake 1.4.0 released
« on: August 21, 2019, 06:54:43 PM »
vkQuake is id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, MacOS).

Changelog for vkQuake 1.4.0 :
- single-pass rendering model has been replaced with 3 render passes: one for world rendering, one for world postprocessing, one for UI rendering
- implemented proper underwater vision warp effect with postprocessing, similar to software renderer
- slightly improved swapchain recreation when it becomes incompatible or out of date



Recently I decided to implement image based lighting in BGFX, since I had never done so before and it’s a great way to produce realistic renders with assets authored for PBR. As I started reading I realized that approaches had gotten a lot more involved than they had been even 10 years ago, and that it might be useful to others to have a reference for implementation from start to finish. I’ve documented the steps involved in implementation, starting with some background, then moving onto Karis’s 2014 paper explaining Unreal’s IBL implementation, and then finally new approaches from Fdez-Agüera and others to address the error present in existing models.

- article:
- source code:

PBR demo

PBR demo

#gamedev #pbr #bgfx

NVIDIA GeForce 436.02 WHQL graphics drivers released with new features: GPU integer scaling, ultra-low latency mode, new OpenGL extensions and Vulkan 1.1.109:

3D-Tech News Around The Web / NVIDIA RTX ray tracing lands in Minecraft
« on: August 19, 2019, 02:28:48 PM »
RTX Lands in ‘Minecraft,’ World’s Best-Selling Video Game

It’s official: with its inclusion in the beloved world-building game, real-time ray tracing is mainstream.

That was fast. Last year real-time ray tracing was the graphics industry’s science-fictiony future. Now it’s coming to Minecraft, the ubiquitous game where players of all ages and backgrounds come together to build amazing virtual worlds.

A game update will bring real-time ray tracing to the world’s best-selling video game — with over 176 million copies sold — NVIDIA and Microsoft announced Monday at Gamescom in Cologne.

A peek at the result is stunning. Soft shadows lend their magic to caves and nighttime environments. Reflections bring the game’s ubiquitous water to life. Refractions and scattering effects transform everything from glass to glittering diamonds.

The game’s blocky world — once Minecraft’s creative community gets its hands on this — will never be the same. And now the tens of millions who start out gaming in Minecraft will demand nothing less.

Together, NVIDIA and game developer Mojang are adding path tracing, an advanced form of ray tracing, to the Windows 10 version of the game. The technique simulates the way light moves throughout a scene.


Minecraft and NVIDIA RTX
Minecraft and NVIDIA RTX

Minecraft and NVIDIA RTX
Minecraft and NVIDIA RTX

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

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