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Messages - JeGX

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1
Geeks3D's GPU Tools / FurMark 1.20.8 released
« on: Today at 10:34:18 AM »
A new maintenance version of FurMark has been released:

https://www.geeks3d.com/20180123/furmark-1-20-0-gpu-stress-test-download/#20190822

Quote
Version 1.20.8.0 - 2019-08-22
+ added support of NVIDIA GeForce RTX 2080 SUPER and
  variants of RTX 2060/2070 SUPER.
+ added partial support of AMD Radeon RX 5700 / 5700 XT.
! removed OpenGL extensions and caps in the score submission.
! updated: GPU Shark 0.14.1.0 and GPU-Z 2.24.0

2
Geeks3D's GPU Tools / GPU Shark 0.14.1.0 released
« on: Today at 10:33:03 AM »
A new update of GPU Shark is available.

Download and release notes:
https://www.geeks3d.com/20190704/gpu-shark-0-14-0-0-released/

Quote
Version 0.14.1.0 - 2019.08.22
+ added support of NVIDIA GeForce RTX 2080 SUPER and variants of
  RTX 2060/2070 SUPER.
+ added partial support of AMD Radeon RX 5700 and 5700 XT.
! updated: ZoomGPU 1.23.3 (GPU monitoring library).

3
3D-Tech News Around The Web / Spaceship Demo (Unity 2019.2)
« on: August 21, 2019, 07:06:31 PM »
Quote
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.

Links:
- article: https://blogs.unity3d.com/2019/08/19/now-available-the-spaceship-demo-project-using-vfx-graph-and-high-definition-render-pipeline/
- source code at github: https://github.com/Unity-Technologies/SpaceshipDemo/

Spaceship Demo (Unity)

Spaceship Demo (Unity)

#unity #gamedev

4
Quote
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.

Link: https://software.intel.com/en-us/videos/use-variable-rate-shading-vrs-to-improve-the-user-experience-in-real-time-game-engines

5
Quote
August 20th Update: To demonstrate the potential of Minecraft ray tracing, we’ve created some HD textures with realistic properties. For instance, in the video and images below you can see shiny walls realistically illuminated with multi-colored light from other blocks, wood and slate that react to light and shadow as they do in the real world, and water surfaces that accurately reflect their surroundings.

Trailer: https://www.youtube.com/watch?v=OnAAcJhaAAM
Article: https://www.nvidia.com/en-us/geforce/news/minecraft-rtx-trailer-screenshots-partnership/

Minecraft RTX

6
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 :
Quote
- 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


Links:
- https://github.com/kondrak/vkQuake2
- https://github.com/kondrak/vkQuake2/releases
- https://github.com/kondrak/vkQuake2/releases/download/1.4.0/vkquake2-1.4.0_win64.zip

vkQuake


7
Quote
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.

Links:
- article: https://bruop.github.io/ibl/
- source code: https://github.com/BruOp/bae

PBR demo

PBR demo

#gamedev #pbr #bgfx

8
3D-Tech News Around The Web / Vulkan API specifications 1.1.120 released
« on: August 21, 2019, 12:09:05 PM »
Quote
Change log for August 17, 2019 Vulkan 1.1.120 spec update:

  * Update release number to 120.

Github Issues:

  * Add slink:VkAccelerationStructureTypeNV explicitly to extension XML for
    `<<VK_NV_ray_tracing>>` (public issue 848).
  * Add missing valid usage statements for feature flags in
    slink:VkCommandBufferInheritanceInfo (public pull request 1017).

Internal Issues:

  * Clarify behavior of non-premultiplied destination colors for
    `<<VK_EXT_blend_operation_advanced>>` prior to the definition of
    slink:VkBlendOverlapEXT (internal issue 1766).
  * Fix the confusing phrasing "`no other queue must: be (doing something)`"
    for flink:vkQueuePresentKHR, flink:vkQueueSubmit, and
    flink:vkQueueBindSparse (internal issue 1774).
  * Add `<<VK_EXT_validation_features>>` flag to enable best practices
    checks, which will soon be available in the validation layer (internal
    issue 1779).
  * Specify allowed characters for VUID tag name components in the style
    guide (internal issue 1788).
  * Update links to SPIR-V extension specifications, and parameterize their
    markup in case the URLs change in the future (internal issue 1797).
  * Fix an off-by-one error in the valid usage statement for
    slink:VkPipelineExecutableInfoKHR (internal merge request 3303).
  * Clean up markup indentation not matching the style guide (internal merge
    request 3314).
  * Minor script updates to allow refpage aliases, generate a dynamic TOC
    for refpages, generate Apache rewrite rules for aliases, open external
    links from refpages in a new window, and synchronize with the OpenCL
    scripts. This will shortly enable a paned navigation setup for refpages,
    similar to the OpenCL 2.2 refpages (internal merge request 3322).
  * Script updates to add tests to the checker, refactor and reformat code,
    generate better text for some valid usage statements, use more Pythonic
    idioms, and synchronize with the OpenXR scripts (internal merge request
    3239).
  * Script updates and minor fixes in spec language to not raise checker
    errors for refpage markup of pages not existing in the API, such as
    VKAPI_NO_STDINT_H. Remove corresponding suppression of some
    check_spec_links.py tests from .gitlab-ci.yml and 'allchecks' target
    (internal merge request 3315).

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/521e98405f8587ce6506811125c001f1eda26314

9
Could you please give me more information: OS, graphics card + driver and the duration (long run is a bit vague). Log file?

10
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:

https://www.geeks3d.com/20190820/nvidia-geforce-436-02-whql-graphics-drivers-released-gpu-integer-scaling-ultra-low-latency-new-opengl-extensions-and-vulkan-1-1-109/


11
3D-Tech News Around The Web / NVIDIA RTX ray tracing lands in Minecraft
« on: August 19, 2019, 02:28:48 PM »
Quote
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.

Link: https://blogs.nvidia.com/blog/2019/08/19/rtx-minecraft/

Minecraft and NVIDIA RTX
Minecraft and NVIDIA RTX


Minecraft and NVIDIA RTX
Minecraft and NVIDIA RTX

12
3D-Tech News Around The Web / Light Tracer 1.0 released
« on: August 19, 2019, 02:19:19 PM »
The version 1.0 of Light Tracer has been released.

New features:
- Support of textures
- UI optimized for metalness workflow
- GLTF import (zipped or GLB)
- HDR Bloom effect, and more!


Links:
- Light Tracer APP
- Light Tracer homepage
- Light Tracer Render -- Texture maps and Metalness workflow

Light Tracer, GPU ray tracer for the web

13
3D-Tech News Around The Web / NVIDIA PhysX SDK 4.1.1 released
« on: August 14, 2019, 01:52:31 PM »
Quote
General

    Added:
        Support for Visual Studio 2019 has been added, cmake 3.14 is required.
    Changed:
        Android binary output directory name contains Android ABI string.

Vehicles

    Added:
        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.
    Fixed:
        The PxVehicleDrive::setToRestState() was not clearing all cached data, which could sometimes make vehicles misbehave after calls to this function.

Cooking

    Added:
        Added error message when not at least four valid vertices exist after vertices cleanup.

Serialization

    Fixed:
        Binary serialization of kinematic rigid dynamic actors was failing unless they were part of a scene.

Rigid body

    Fixed
        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.


Links:
- Release notes
- PhysX 4 @ github


Just compiled and tested this new SDK with GeeXLab and it looks good.


NVIDIA PhysX logo


14
3D-Tech News Around The Web / GPU-Z 2.24 released
« on: August 13, 2019, 05:37:49 PM »
Changelog:
Quote
    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

Downloads:
- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU

GPU-Z 2.24.0 + GeForce RTX 2070

15
3D-Tech News Around The Web / Vulkan API specifications 1.1.119 released
« on: August 13, 2019, 04:08:03 PM »
Quote
Change log for August 11, 2019 Vulkan 1.1.119 spec update:

  * Update release number to 119.
  * A new extension was accidentally left out of the 1.1.118 spec update.
    This update corrects that oversight.

New Extensions:

  * `<<VK_KHR_pipeline_executable_properties>>`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/5a1c484b7e65eb7d83b160f8c92b0cfd77ddbd53

New extension:
VK_KHR_pipeline_executable_properties

16
Quote
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.

Link: https://community.amd.com/community/gaming/blog/2019/08/12/amd-radeon-community-update-more-control-over-gpu-power-and-performance-enhanced-thermal-monitoring-maximized-performance

17
Installed on Windows 10 v1809 64-bit + Radeon RX Vega 56.

OpenGL
- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13570 Compatibility Profile/Debug Context 19.8.1 26.20.13001.29010
- GL_SHADING_LANGUAGE_VERSION: 4.60
- OpenGL Extensions: 324 extensions (GL=300 and WGL=24, complete list is available here)

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


AMD Radeon Software Adrenalin Edition 19.8.1

AMD Radeon Software Adrenalin Edition 19.8.1

18
3D-Tech News Around The Web / Vulkan API specifications 1.1.118 released
« on: August 13, 2019, 09:44:11 AM »
Quote
Change log for August 11, 2019 Vulkan 1.1.118 spec update:

  * Update release number to 118.

Github Issues:

  * Update `BUILD.adoc` to specifically require asciidoctor 1.5.8, and make
    that change to the gitlab CI script (public issue 968).
  * Remove redundant slink:VkSubpassDependency and
    slink:VkSubpassDependency2KHR valid usage statements
    (public pull request 995).
  * Clarify the <<vkGetInstanceProcAddr behavior>> and <<vkGetDeviceProcAddr
    behavior>> tables (public pull request 1004).
  * Fix use of nonexistent
    slink:VkSamplerYcbcrConversionImageFormatProperties::pname:maxCombinedImageSamplerDescriptorCount
    (public pull request 1010).
  * Use compatible pathlib for python2 (public pull request 1012).

Internal Issues:

  * Mark the <<VK_KHR_vulkan_memory_model>> extension as no longer
    provisional in `vk.xml` (internal issue 1369).
  * Clarify that use-defined code:Input and code:Output variables cannot be
    code:Boolean in the <<interfaces-iointerfaces-user, User-defined
    Variable Interface>> section (internal issue 1663).
  * Fix naming inconsistencies in
    slink:VkPhysicalDevicePerformanceQueryFeaturesKHR,
    slink:VkPhysicalDevicePerformanceQueryPropertiesKHR,
    slink:VkQueryPoolPerformanceCreateInfoKHR, and associated enumerants
    (internal issue 1746).
  * Use ACM reference style for normative references (internal merge request
    3256).
  * Explicitly list the features changed in Vulkan 1.1 in the
    <<features-requirements, Feature Requirements>> section and the
    <<versions, Core Revisions (Informative)>> appendix (internal merge
    request 3274).
  * Add the slink:VkPhysicalDeviceSubgroupSizeControlFeaturesEXT structure
    to the <<VK_EXT_subgroup_size_control>> extension, which was
    accidentally omitted in the initial release of the extension (internal
    merge request 3287).
  * Add missing slink:VkImageUsageFlag description for
    ename:VK_IMAGE_USAGE_FRAGMENT_DENSITY_MAP_BIT_EXT (internal merge
    request 3292).
  * Add valid usage statements to slink:VkAccelerationStructureInfoNV and
    flink:vkGetAccelerationStructureHandleNV to clarify usage of
    acceleration structure handle and geometries (internal merge request
    3292).

New Extensions:

  * `<<VK_AMD_shader_core_properties2>>`
  * `<<VK_AMD_pipeline_compiler_control>>`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/94f03f1ccaecf6403d44fbe3de78d033e396bc58

New extensions:
- VK_AMD_shader_core_properties2
- VK_AMD_pipeline_compiler_control

19
3D-Tech News Around The Web / Nmap 7.80 released
« on: August 12, 2019, 02:41:15 PM »
Quote
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
at https://npcap.org.

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.

Links:
- https://seclists.org/nmap-announce/2019/0
- https://nmap.org/download.html


Nmap


20
3D-Tech News Around The Web / Frostbite Hair Rendering and Simulation
« on: August 12, 2019, 02:34:39 PM »
Quote
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.

Links:
- part 1: https://www.ea.com/frostbite/news/frostbite-hair-rendering-and-simulation
- part 2: https://www.ea.com/frostbite/news/frostbite-hair-rendering-and-simulation-2

Frostbite Hair Rendering and Simulation

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