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Topics - JeGX

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3D-Tech News Around The Web / Reflections Demo Released (RTX + DXR)
« on: April 11, 2019, 06:00:09 PM »
Peek into the future of real-time computer graphics with “Reflections,”  the first demonstration of real-time raytracing in Unreal Engine 4 using Microsoft’s new DXR framework and NVIDIA RTX technology. The Reflections demo illustrates the next-gen experimental lighting and rendering techniques in Unreal Engine, developed in collaboration with NVIDIA and ILMxLAB.

- OS: Windows 10 1809 (Windows 10 October 2018 Update)
- NVIDIA GPU with DXR support
- NVIDIA Driver 416.25 or newer (GTX 10-series and GTX 16-series requires 425.26 or newer)

This 1.3GB demo can be downloaded from this link:

More information:

Youtube video:
- Reflections Real-Time Ray Tracing Demo

Reflections Demo (RTX + DXR)

3D-Tech News Around The Web / Justice RTX Tech Demo Released
« on: April 11, 2019, 05:43:43 PM »
Justice is one of China’s most popular MMOs, and now you can download a tech demo that demonstrates how NVIDIA RTX Ray-Traced Reflections, Shadows, and Caustics can enhance to the game’s graphics, and how NVIDIA DLSS accelerates performance.

Download link:

More information:

Youtube Video:
- Justice – CES 2019 RTX Tech Demo

Justice RTX Tech Demo

Justice RTX Tech Demo

3D-Tech News Around The Web / Atomic Heart RTX Demo Released
« on: April 11, 2019, 05:35:47 PM »
The Atomic Heart RTX tech-demo showcases DirectX Raytracing reflections and shadows, as well as NVIDIA DLSS. This demo is based on Unreal Engine.

Atomic Heart is a visually-arresting Unreal Engine 4-powered action game, in development at Mundfish, blending USSR-era design with robotics, creepy mannequins, and a whole load of weirdness.

This is all enhanced by advanced NVIDIA RTX Ray-Traced, Reflections and Shadows, all running at high-fidelity and accelerated with NVIDIA DLSS, creating effects and scenes that were previously impossible to render.

Ray traced reflections in Atomic Heart adds realistic effects to its shiny labs, water, and many other game elements. The implementation of ray traced shadows enables the casting of more accurate and complex shadows that are rendered based on the properties of the scene. These realistic lighting effects bring you a deeper immersion into the alternate universe of Atomic Heart.

The 4GB demo can be downloaded from this direct link or by visiting the following page: ATOMIC HEART RTX TECH DEMO.

More info:

Video on Youtube:
- Atomic Heart RTX Trailer NVIDIA 4k

Atomic Heart RTX Demo

New features and changes:
Game Ready
- Provides the optimal gaming experience for Anno 1800

Gaming Technology
- Includes support for DirectX Raytracing (DXR) on GeForce GTX 1060 6GB (and higher) and GeForce GTX 1660 (and higher) GPUs.

Fixed Issues
- [SLI][Adobe]: With SLI enabled, artifacts may appear in Adobe applications. [2533911]
- [ARK Survival Evolved]: Fixed random crashes on GeForce RTX 20 series GPUs. [2453173]
- [Tom Clancy’s Ghost Recon Wildlands]: The game crashes when accessing the inventory menu. [2404783]
- [The Witcher 3]: Blue-screen crash occurs randomly with Bad Pool error during gameplay. [2449346]
- [The Evil Within 2]: Artifacts appear when Texture Filtering is set to High Quality in the NVIDIA Control Panel. [2526817]
- [Fabfilter plugins]: Applications crash when using the Fabfilter plugin. [2532725]
- [ASUS ROG Strix GL702VS notebooks]: Fixed corrupted graphics in games on ASUS ROG Strix GL702VS notebooks. [2535373]
- [Titan X][GTA V][Stereo]: With Stereo enabled, OUT of Memory message appears when launching the application. [200317778]

- GeForce 425.31 @ Geeks3D
- 425.31 win10 64-bit @ NVIDIA
- 425.31 win7 64-bit @ NVIDIA

GRD 425.31 exposes  OpenGL 4.6 (419 extensions) and Vulkan 1.1.95 for a GeForce RTX 2080, like previous drivers.

GPU Caps Viewer + RTX 2080

In the next update to Windows, codenamed 19H1, the DirectX12 debug layer adds support for GPU-based validation (GBV) of shader model 6.x (DXIL) as well as the previously supported shader model 5.x (DXBC).

GBV is a GPU timeline validation that modifies and injects validation instructions directly into application shaders. It can provide more detailed validation than is possible using CPU validation alone. In previous Windows releases, GBV modified DXBC shaders to provide validations such as resource state tracking, out-of-bound buffer accesses, uninitialized resource and descriptor bindings, and resource promotion/decay validation. With the 19H1 release, the debug layer provides all these validations for DXIL based shaders as well.

This support is available today in the latest 19H1 builds accessible through the Windows Insider Program.


3D-Tech News Around The Web / Unreal Engine 4.22 released
« on: April 03, 2019, 04:54:27 PM »
What's new:

- New: Real-Time Ray Tracing and Path Tracing (Early Access)
  With this release, we're excited to announce early access support for Ray Tracing and Path Tracing using Windows 10 RS5
  update that takes full advantage of the DirectX 12 and DirectX Raytracing (DXR) with NVIDIA RTX series cards.

- New: High-Level Rendering Refactor
  In this release, we have completely rewritten mesh drawing in Unreal Engine to have better drawing performance and
  support for Real-Time Ray Tracing. In the future, we'll continue to move additional rendering work to the GPU.

- New: C++ Iteration Time Improvements
  We've licensed Molecular Matters' Live++ for all developers to use on their Unreal Engine projects, and we've integrated it
  as the new Live Coding feature. With Live coding, you can make C++ code changes in your development environment
  and compile and patch it into a running editor or standalone game within seconds.

- New: HoloLens Remote Streaming Support

- New: Support for long filenames (Experimental)

- New: Skeletal Mesh LOD Reduction

- New: Per Platform Properties Improvements

- New: Visual Studio 2019 Support

- New: Material Analyzer


Complete release notes are available here:

unreal engine 4.22 realtime raytracing

Since version 7.6.5 of Notepad++, the distributive packages are signed with digital signature by using GnuPG (GNU Privacy Guard). This allows users to reliably validate authenticity and integrity of Notepad++ packages.

On Windows you can use native GnuPG ( which works under the command line, or use Gpg4win ( which is based on GnuPG and has a nice GUI. Of course you can also use PGP Desktop, which now days is provided by Symantec. Most Linux distributions ship with GnuPG installed by default. If you don't have it then install it using package management system present in your distribution.

Release Key
Notepad++ packages and GitHub commits are signed using the Release Key, which has the following characteristics:
Signer: Notepad++
Key ID: 0x8D84F46E
Key fingerprint: 14BC E436 2749 B2B5 1F8C 7122 6C42 9F1D 8D84 F46E
Key type: RSA 4096/4096
Created: 2019-03-11
Expiries: 2021-03-10

Obtaining and validating Release Key
To make signature verification possible, you need to obtain a copy of our Release Key:

Then get the key ID from here:

You should compare it against other copies downloaded from keyserver to minimize the risk of obtaining the malicious key. To do this, use the key ID to find the key in one of the following key servers:

Full release notes:

- @ Geeks3D
- @

Notepad++ v7.6.5 new features and bug-fixes:

0.  Security enhancement: GPG Signature is provided for Notepad++ release.
1.  Fix a long waiting issue about file auto change detection: enhance "File status Auto-Detection" to avoid switching editing tab off behaviour.
2.  Fix encoding (language) detection regressions since v7.6.
3.  Fix a regression: double-clicking on a "find all in current document" result for an unsaved doc prompts to save it.
4.  Added close all unchanged tabs command.
5.  Restore deleted "Launch in browser" customized shortcuts in EU-FOSSA bounty program by implementing them in more secure way: Add "View Current File in Browser" for Firefox, Chrome, IE & Edge.
6.  Retain read only setting state in session.
7.  Enhancement: after file reload user can still undo.
8.  Fix a bug in command "Remove Consecutive Duplicate Lines" and make it work with old Macintosh EOL.
9.  Fix UDL language marker bullet position, if UDL Name exceeds 14 characters, extend UDL names to max 64 characters.
10. Enhance external call code to avoid eventual arbitrary commands execution. (EURO-FOSSA)
11. Fix crash issue by command "On Selection->Open File" while the number of selected characters is exceed 2048. (EURO-FOSSA)
12. Fix crash issue of User Define dialog while deleting a unallocated entry. (EURO-FOSSA)
13. Fix crash issue on shortcut command while its length exceed 260. (EURO-FOSSA)
14. Add an enhancement on "Open..." command to prevent from the eventual crash. (EURO-FOSSA)
15. Fix stack Buffer Overflow in Command::extractArgs. (EURO-FOSSA)

3D-Tech News Around The Web / NVIDIA Image Inpainting
« on: March 25, 2019, 07:45:35 PM »
Image Inpainting lets you edit images with a smart retouching brush. Use the power of NVIDIA GPUs and deep learning algorithms to replace any portion of the image.

NVIDIA Image Inpainting

The Taiwan-based tech giant ASUS is believed to have pushed the malware to hundreds of thousands of customers through its trusted automatic software update tool after attackers compromised the company’s server and used it to push the malware to machines.


CCleaner hack was one of the largest supply chain attacks that infected more than 2.3 million users with a backdoored version of the software in September 2017.

Security researchers today revealed another massive supply chain attack that compromised over 1 million computers manufactured by Taiwan-based tech giant ASUS.

A group of state-sponsored hackers last year managed to hijack ASUS Live automatic software update server between June and November 2018 and pushed malicious updates to install backdoors on over one million Windows computers worldwide.

According to cybersecurity researchers from Russian firm Kaspersky Lab, who discovered the attack and dubbed it Operation ShadowHammer, Asus was informed about the ongoing supply chain attack on Jan 31, 2019.


3D-Tech News Around The Web / Variable Rate Shading in Direct3D 12
« on: March 25, 2019, 07:13:55 PM »
This document describes Direct3D 12 exposure of graphics hardware functionality.

Due to performance constraints, graphics renderers cannot always afford to deliver the same quality level on every part of their output image. Variable rate shading, or coarse pixel shading, is a mechanism to enable allocation of rendering performance/power at varying rates across the rendered image.

Visually, there are cases where shading rate can be reduced with little or no reduction in perceptible output quality, leading to “free” performance.


Geeks3D's GPU Tools / GPU Caps Viewer 1.42.0 released
« on: March 22, 2019, 06:50:16 PM »
GPU Caps Viewer has been released.

Release notes and download links:

Version - 2019.03.22
+ added alpha version of GPU temperature and core usage reading
  on Radeon VII (Vega20 / Vega12 GPUs) - Not tested.
+ added support of AMD Radeon VII.
+ added support of NVIDIA GeForce GTX 1660 Ti and
  GeForce GTX 1660.
+ added support of Intel UHD 630 (0x3e98).
! updated Vulkan Tessellation v2 demo (improved GPU utilization and
  recompilation of GLSL shaders to SPIRV).
* fixed a bug in the pixel shader of the Vulkan Seascape
  demo that caused visual artifacts on Intel GPUs.
* fixed saving of bench_result.csv used for for OpenGL and
  OpenCL demos (see HERE).
! updated with latest GeeXLab SDK libs.
! updated: GPU Shark
! updated: ZoomGPU 1.23.0 (GPU monitoring library).

GPU Caps Viewer + GeForce GTX 1080

Geeks3D's GPU Tools / GPU Shark released
« on: March 22, 2019, 06:42:57 PM »
A new update of GPU Shark is available.

Download and release notes:

GPU Shark

3D-Tech News Around The Web / NVIDIA PhysX SDK 4.1 released
« on: March 21, 2019, 04:10:30 PM »
Release Notes - NVIDIA® PhysX® SDK 4.1.0


    Immediate mode support for reduced-coordinates articulations and the temporal Gauss Seidel solver.
    GPU acceleration for reduced-coordinates articulations.


        Added support for UWP, note that cmake 3.13.4 is required for uwp arm64.
        PhysXGpu DLLs are now standalone, so they will now work with both static and dynamic PhysX libraries.
        PhysX delay loading code is disabled for the static library configuration.
        Removed PxGpuDispatcher class. Instead of querying the GPU dispatcher with PxCudaContextManager::getGpuDispatcher() and providing it to the PxScene with PxSceneDesc::gpuDispatcher, please provide the CUDA context manager directly using PxSceneDesc::cudaContextManager.
        PxCreateCudaContextManager does have an additional parameter PxProfilerCallback, that is required in order to get profiling events from the GPU dll.
        FastXml project is now compiled as OBJECT on win platforms and is linked into PhysXExtensions library.
        Removed PxArticulationBase::getType(), PxArticulationBase::eReducedCoordinate, PxArticulationBase::eMaximumCoordinate and added PxConcreteType::eARTICULATION_REDUCED_COORDINATE, PxConcreteType::eARTICULATION_JOINT_REDUCED_COORDINATE.

Rigid Bodies

        Immediate mode API for reduced-coordinates articulations.
        Immediate mode API for the temporal Gauss Seidel (TGS) solver .
        Compute dense Jacobian matrix for the reduced-coordinates articulations.
        GPU acceleration for reduced-coordinates articulations with PGS solver.
        GPU acceleration for reduced-coordinates articulations with TGS solver (experimental).
        PxSimulationStatistics::nbDynamicBodies does not include kinematics any longer. Instead they are covered in new nbKinematicBodies counter.
        Fixed speculative CCD optimization with sleeping bodies.
        Fixed the overlap termination condition in the GJK code for sphere primitive.
        Fixed a bug in the face selection algorithm for paper thin box overlapped with capsule.
        Fixed a contact recycling issue with PCM contact gen.
        Fixed an issue with articulation when removing and adding links to the articulation.


        PxSerialization::serializeCollectionToBinaryDeterministic, convenience function to post-process binary output with PxBinaryConverter for determinism. For achieving determinism, the checked build needs to be used.
        Support for binary and xml serialization for PxArticulationReducedCoordinate.
        PxBinaryConverter can now produce deterministic output, independent of the runtime environment the objects have been serialized in. For achieving determinism, the checked build needs to be used for serializing collections.
        PX_BINARY_SERIAL_VERSION has been changed to a global unique identifier string. PX_PHYSICS_VERSION is no longer part of binary data versioning.


3D-Tech News Around The Web / NVIDIA - Ray Tracing Best Practices
« on: March 21, 2019, 03:20:14 PM »
This post presents best practices for implementing ray tracing in games and other real-time graphics applications. We present these as briefly as possible to help you quickly find key ideas. This is based on a presentation made at the 2019 GDC by NVIDIA engineers.


Real Time Ray Tracing

NVIDIA has released a new family of graphics drivers called Creator Ready Drivers (CRD).

NVIDIA RTX GPUs have given video editors, 3D animators, broadcasters, graphic designers and photographers around the world a major boost in productivity with hardware-accelerated ray tracing, AI-enhanced creative workflows and advanced video processing.

But as demands increase on creators to generate higher volume of quality content, it’s more important than ever to ensure the apps and hardware that creators depend on never miss a beat. So NVIDIA has introduced a Creator Ready Driver program to provide artists, creators and game developers the best performance and reliability when working with creative applications.

To achieve the highest level of reliability, Creator Ready Drivers undergo extensive testing against multiple revisions of the top creative applications. Whether you just updated to the latest release of your favorite creative app or are still on the prior version, Creator Ready Drivers are fully tested.

Complete story:

NVIDIA Creator Ready Drivers

- latest CRD win10 64-bit @ Geeks3D
- 419.67 win10 64-bit @ NVIDIA

Supported Graphics Cards


GeForce RTX 20 Series:
- GeForce RTX 2080 Ti, GeForce RTX 2080, GeForce RTX 2070, GeForce RTX 2060

GeForce 16 Series:
- GeForce GTX 1660 Ti, GeForce GTX 1660

GeForce 10 Series:
- GeForce GTX 1080 Ti, GeForce GTX 1080, GeForce GTX 1070 Ti, GeForce GTX 1070, GeForce GTX 1060, GeForce GTX 1050 Ti, GeForce GTX 1050

CRD 419.67 exposes  OpenGL 4.6 (419 extensions) and Vulkan 1.1.95 for a GeForce RTX 2080.

GPU Caps Viewer + GeForce RTX 2080

The C++ compiler in Visual Studio 2019 includes several new optimizations and improvements geared towards increasing the performance of games and making game developers more productive by reducing the compilation time of large projects. Although the focus of this blog post is on the game industry, these improvements apply to most C++ applications and C++ developers.


DXR support on GTX 10 / 16 Series not before April 2019.

When Microsoft first announced the DirectX Raytracing API just over a year ago, they set out a plan for essentially two tiers of hardware. The forward-looking plan (and long-term goal) was to get manufacturers to implement hardware features to accelerate raytracing. However in the shorter term, and owing to the fact that the API doesn't say how ray tracing should be implemented, DXR would also allow for software (compute shader) based solutions for GPUs that lack complete hardware acceleration. In fact, Microsoft had been using their own internally-developed fallback layer to allow them to develop the API and test against it internally, but past that they left it up to hardware vendors if they wanted to develop their own mechanisms for supporting DXR on pre-raytracing GPUs.

NVIDIA for their part has decided to go ahead with this, announcing that they will support DXR on many of their GeForce 10 (Pascal) and GeForce 16 (Turing GTX) series video cards. Specifically, the GeForce GTX 1060 6GB and higher, as well as the new GTX 1660 series video cards.

Now, as you might expect, raytracing performance on these cards is going to be much (much) slower than it is on NVIDIA's RTX series cards, all of which have hardware raytracing support via NVIDIA's RTX backend. NVIDIA's official numbers are that the RTX cards are 2-3x faster than the GTX cards, however this is going to be workload-dependent. Ultimately it's the game and the settings used that will determine just how much of an additional workload raytracing will place on a GTX card.

Complete story:

The Radeon GPU Analyzer (RGA) is an offline compiler and code analysis tool for DirectX shaders, OpenGL shaders, Vulkan shaders and OpenCL kernels.

Radeon GPU Analyzer is a compiler and code analysis tool for Vulkan, DirectX, OpenGL and OpenCL. Using this product, you can compile source code for a variety of AMD GPUs and APUs, independent from the GPU/APU that is physically installed on your system, and generate GCN ISA disassembly, intermediate language disassembly, performance statistics and static analysis reports for each target platform.

This product can be used to produce the following output:
- AMD GPU ISA disassembly for different GCN generations
- Intermediate langauge disassebly: AMDIL, HSAIL, DX ASM for DirectX shaders, LLVM IR for ROCm OpenCL, SPIR-V for Vulkan
- Compiled binaries
- Performance statistics
- Live register analysis (see for more info)
- Control-Flow graphs
- Build errors and warnings

The RGA package contains both a GUI app and a command-line exectuable.

The supported platforms by the GUI app are:
- Vulkan - GLSL/SPIR-V as input, together with the Vulkan pipeline state, through AMD's Vulkan driver
- OpenCL - AMD's LLVM-based Lightning Compiler for ROCm

The supported platforms by the command-line tool are:
- D3D11
- OpenCL - AMD's LLVM-based Lightning Compiler for ROCm (-s rocm-cl)
- OpenCL - Legacy compiler (-s cl)
- OpenGL
- Vulkan - Compilation of GLSL/SPIR-V together with the API's pipeline state, using AMD's Vulkan driver
- Offline Vulkan - Using a static compiler, accepts GLSL/SPIR-V as input. Note that the this mode is about to be removed from RGA. To ensure that the results that RGA provides are accurate and reflect the real-life case, please use the new Vulkan live driver mode (which is also supported in the GUI application).


Radeon GPU Analyzer

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