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Topics - JeGX

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3D-Tech News Around The Web / Multisample Anti-Aliasing
« on: June 17, 2009, 08:39:29 PM »

Utilizing the Multisample Anti-Aliasing (MSAA) functionality of graphics hardware for deferred lighting can be challenging. Nicolas Thibieroz wrote an excellent article about MSAA published in ShaderX7 with the title "Deferred Shading with Multisampling Anti-Aliasing in DirectX10".


PPT, PDF and videos about Crytek technologies used in Far Cry or Crysis.

- EVGA GeForce GTX 275 1792MB review:

- Sparkle intros GeForce GTX 275 with 1792MB of memory


If you caught our recent coverage of Nvidia’s CUDA platform, then you’re up to speed on the state of GPGPU processing, or GPU computing, or whatever you want to call it these days, and you know that ATI Stream stands alongside CUDA as one of the two most prevalent GPU computing platforms available today.
The burning question, of course, is how does Stream stack up? Was it worth the wait? We’ve got some preliminary answers and more besides, but first, let’s step back for some perspective...

3D-Tech News Around The Web / CUDA GPU Memtest
« on: June 15, 2009, 05:21:26 PM »

A memory test utility for NVIDIA GPU memory using well established patterns from memtest86/memtest86+ as well as additional stress tests. The tests are designed to find hardware and soft errors. The code is written in CUDA.

Can't found the binary...  :(

3D-Tech News Around The Web / Direct3D Improvements In Windows 7
« on: June 13, 2009, 03:33:24 PM »

We recently got our hands on more internal documents on DirectX improvements in Windows 7, or rather how Windows 7 takes better advantage of Direct3D. Although Microsoft has publicly revealed some details on what's improved, this document reveals the details on what's improved, as well as the new Direct2D and Direct3D 11 APIs.

3D-Tech News Around The Web / Galaxy GeForce GTX 275 OC 896MB Review
« on: June 12, 2009, 06:26:08 PM »

Today we are looking at a new Galaxy model that offers a custom cooler and overclocked specs to offer better than average performance, for a price.

3D-Tech News Around The Web / GeForce GTX 295 single PCB review
« on: June 12, 2009, 06:25:09 PM »

Summed up in one line, the big difference in-between the old and new model GTX 295 is that instead of using two GPUs on two PCBs, this new card has the two GPUs placed onto one PCB, lowering part count (BOM) and thus overall production costs.


It was written to run under DOS, but the code you'll find here was modified to use SDL and modern operating systems.

This program is dedicated to everybody who knows what a single pixel is. Its layout is not very different from the famous Deluxe Paint or Brilliance, so it will be quite easy to handle it if you know at least one of these programs.

3D-Tech News Around The Web / Radeon HD 4730 now available
« on: June 12, 2009, 05:22:25 PM »

PowerColor's stopgap Radeon HD 4730, based on the 55nm RV770LE core is now available in Germany, for just €72.

3D-Tech News Around The Web / Ocean Fog Using Direct3D 10
« on: June 11, 2009, 07:10:56 PM »
A trio of Intel engineers showcase an experiment to create an ocean and complex fog effects using Direct3D 10 and Shader Model 4.0, complete with freely available source code and executable demo.


3D-Tech News Around The Web / OpenGl vs. Direct3D @ CodeGuru Forums
« on: June 10, 2009, 11:14:57 PM »

Now lets be civilised, I know this cat has been skinned before. The issue is fully analyzed right? Well, I thought so too until I happened upon this article,,2019.html

This article assigns victory to Direct3D flat out. It has won over OpenGL. OpenGL is hopelessly behind and will stay there.

I know OpenGL is lagging and that Microsoft is calling the shots forcing OpenGL to move. But OpenGL still has one advantage, the portability.

The question I'm asking is this: How much is portability worth? Is portability really such a great quality in itself that you'd always seek it, even before a technically much better proprietary alternative, like Direct3D? Where do you draw the line?

And maybe the article is a lie. OpenGL will soon catch up with Direct3D and then surpass it in functionality and speed. How likely is that?

3D-Tech News Around The Web / TortoiseSVN Review
« on: June 10, 2009, 11:05:34 PM »

One of the most used version control systems is Subversion, which is also known as SVN. Subversion is historically based upon CVS, an older version control which is still used by many developers.

Since SVN is just a server, the client side depends on developers like you and me. TortoiseSVN is one of such applications which are Open Source and widely spread. I'm sure that you already heard the name before.

The version used for this review is 1.6.2 which supports the current Subversion 1.6.2 distribution.

... it will be a big new architectural change :



Nvidia can't be too happy over the fact that AMD was showing off working silicon of its DirectX 11 hardware at Computex, especially as we heard a lot of rumours during the show that Nvidia won't have its own DirectX 11 products ready until sometime in the first half of next year

3D-Tech News Around The Web / Stereoscopic 3D Monitor From iZ3D
« on: June 08, 2009, 12:45:04 PM »
Link: Stereoscopic 3D Monitor From iZ3D: Passive Glasses and Polarized Screens

At GDC we had the opportunity to check out the latest from iZ3D, a company that has been making stereoscopic drivers for quite a while now. Their drivers can enable stereo viewing on any PC through anaglyph (the red and blue tinted images we are all familiar with) in addition to working with other technologies. Most recently, iZ3D has introduced a stereoscopic viewing system that makes use of an actively polarized monitor and passive glasses in order to bring simple and easy to use stereoscopic viewing to the masses without the color distortion associated with anaglyph.

General Discussion / Geeks3D is not dead!
« on: June 07, 2009, 01:15:47 PM »
Hi all,
as you can see, dear readers, the number of news has somewhat dropped these last weeks. This is due to my recent move and come back in Switerland. But the real reason is that I still don't have a serious internet connexion thanks to Sunrise (one of the few ISP in Switzerland) that needs, when there's no problem, more than one month to set up a high speed connexion (seems they have to dig a trench for the line for each new subscriber...). But when there're problems (?), the delay to have internet at home jumps up to 2 months! Sunrise really sucks! What a shame!

Anyway don't panic, Geeks3D is not dead. The news will start again very very soon. Thanks to Stefan, there are fresh news
in the forum. And a new geek, called Satyr, has just join Geeks3D squad. Satyr will cover Blender's world: news, articles and tutorials.
Yes, Geeks3D will start tutorials about Blender and real time 3D!

The version 1.7.0 of FurMark will be released shortly, followed by the version 1.8.0 of GPU Caps Viewer. And currently I'm working on GeeXLab's documentation...

See you soon my friends!


In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Kalra examines ways to render realistic grass in your game, utilizing DirectX 10 and vertex shaders.

Because of the geometric complexity, rendering realistic grass in real-time is difficult, especially on consumer graphics hardware. This article introduces the concept of geometry instancing with Direct3D 10 APIs and shows how it can be used to implement realistic grass on consumer graphics hardware.

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