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Messages - JeGX

Pages: 1 ... 89 90 [91] 92 93 ... 99
1801
Link: http://users.softlab.ece.ntua.gr/~ttsiod/mandelSSE.html

 Last weekend, I got to play with an NVIDIA GT240 (around 100$). Having read a lot of blogs about GPU programming, I downloaded the CUDA SDK and started reading some samples.

Quote
In less than one hour, I went from my rather complex SSE inline assembly, to a simple, clear Mandelbrot implementation... that run... 15 times faster!

Let me say this again: 1500% faster. Jaw dropping. Or put a different way: I went from 147fps at 320x240... to 210fps... at 1024x768!

I only have one comment for my fellow developers: It is clear that I was lucky - the algorithm in question was perfect for a CUDA implementation. You won't always get this kind of speedups (while at the same time doing it with clearer and significantly less code).

But what I am saying, is that you must start looking into these things: CUDA, OpenCL, etc.

Code: [Select]
_global__ void CoreLoop( int *p,
  float xld, float  yld, /* Left-Down coordinates */  
  float xru, float  yru, /* Right-Up coordinates */  
  int MAXX, int  MAXY) /* Window size */
{
    float re,im,rez,imz;
    float t1, t2, o1, o2;
    int k;
    unsigned result =  0;
    unsigned idx =  blockIdx.x*blockDim.x + threadIdx.x;
    int y = idx / MAXX;
    int x = idx % MAXX;

    re = (float) xld + (xru-xld)*x/MAXX;
    im = (float) yld + (yru-yld)*y/MAXY;
    
   rez = 0.0f;
   imz = 0.0f;
   k = 0;
   while (k < ITERA)
   {
     o1 = rez * rez;
     o2 = imz * imz;
     t2 = 2  * rez * imz;
     t1 = o1 -  o2;
     rez = t1 +  re;
     imz = t2 +  im;
     if (o1 +  o2 > 4)
     {
        result = k;
        break;
     }
     k++;
  }
  p[y*MAXX + x] =  lookup[result]; // Palettized lookup
}

1802
3D-Tech News Around The Web / Re: How the 3D engine is changing the world
« on: December 16, 2009, 04:08:30 PM »
Link: http://www.guardian.co.uk/technology/gamesblog/2009/dec/14/games-gameculture

Quote
It's not the figurative beauty of yore – the iconic charm of Pac-Man, the elegiac simplicity of the vector-mapped space craft in Elite. Modern games are edging toward photo-realism; indeed, through technologies like mimetic interfaces and augmented reality, they are encroaching on reality itself. And at times they are breathtakingly close.

But here is the minor tragedy at the heart of modern games: no matter how astonishing they look, players will never see one of the most beautiful components: the 3D engine.

Nowadays, developers spend several years developing one engine which then powers all of their games. These technologies are so important; they have become brands in their own right. They're given exciting macho names like EGO, RAGE and OGRE and whenever a new title is announced, the 3D engine will be there listed among the key selling points.

"In other areas, we're still stuck in the Stone Age due to ingrained technologies. The C++ programming language, used in all modern games, was hastily conceived in the 1980s as an extension to the 1970s C programming language. Many of the problems that plague computers today - security vulnerabilities, viruses, and so on, can be traced to problems in this language."

1803
GeeXLab - english forum / Re: Accessing the depth buffer in GLSL
« on: December 16, 2009, 03:06:29 PM »

1804
3D-Tech News Around The Web / How the 3D engine is changing the world
« on: December 16, 2009, 02:00:15 PM »
Link: http://www.guardian.co.uk/technology/2009/dec/11/3d-engine-videogame-technology

Quote
The Unreal Engine, created by Epic Games, contains a breathtaking 2.5m lines of code – as Tim Sweeney, technical director: "That's roughly comparable to the complexity of a whole operating system a decade ago."

"Game development is at the cutting edge in many disciplines," says Sweeney. "The physics in modern games includes rigid body dynamics and fluid simulation algorithms that are more advanced than the approaches described in research papers."

1805
GeeXLab - english forum / Re: Accessing the depth buffer in GLSL
« on: December 16, 2009, 09:38:53 AM »
I'm preparing a small demo to display the depth buffer...

1806
3D-Tech News Around The Web / Sapphire Radeon HD 4860 in the US
« on: December 15, 2009, 01:55:03 PM »
Link: http://www.tcmagazine.com/comments.php?id=31516

Quote
The unofficial, unconfirmed but quite real Radeon HD 4860 made by Sapphire has debuted in the US and is currently up for grabs for $130. This model is powered by the 55nm RV790 GPU and has 640 Stream Processors, a 256-bit memory interface, a dual-slot cooler, CrossFireX support, plus DVI, HDMI and DisplayPort outputs.

1807
Link: http://tech.icrontic.com/news/kaspersky-lab-leverages-fermi-for-virus-detection/

Quote
Kaspersky uses NVIDIA Tesla GPU to detect new viruses and achieves 360-fold performance increase over the common CPU.

1808
3D-Tech News Around The Web / Radeon HD 5970 vs GeForce GTX 295
« on: December 11, 2009, 08:16:38 AM »
Link: http://en.expreview.com/2009/12/11/radeon-hd-5970-the-undisputed-performance-champ/

Quote
Since the real performance of NVIDIA’s next-generation Fermi-based GPUs has yet to be seen, in this article we’re comparing the HD 5970 with NVIDIA’s current fastest dual-GPU graphics card – GeForce GTX295, and checking out if HD 5970 is capable of challenging the Radeon HD 5870 CrossFire. Of course we’ll also explore further regarding its temperature, power comsumption and overclocking potential.

1809
3D-Tech News Around The Web / Linux: NVIDIA Anti-Aliasing Test
« on: December 11, 2009, 08:07:20 AM »
Link: http://www.phoronix.com/vr.php?view=14443

Quote
Recently via email we were asked to run a comparison of the different anti-aliasing and image rendering options between the ATI/AMD and NVIDIA Linux drivers and hardware. Well, we have now run a few quantitative and qualitative tests at different anti-aliasing levels under Linux. For those that want to run the tests themselves with their own drivers and hardware, we also have provided instructions on how you can easily do so using the Phoronix Test Suite 2.4 "Lenvik" development build -- it is irresistibly easy.

1810
3D-Tech News Around The Web / Afterburner 1.5.0 Beta 2
« on: December 09, 2009, 08:16:37 PM »
Download: http://event.msi.com/vga/afterburner/images/MSIAfterburnerSetup150Beta2.rar

Features:

1. Compact Skin: Some people love default big skin, some people like small one, so we include both, everybody is happy.
2. Multi-Language: Starting from this version, Afterburner support multi-language function, please help us translate UI information, your execellent work will be included into final version.
3. GT200 GPU Usage: Now we can monitor NVIDIA GT200 GPU usage in Afterburner, sweet!

More info here: http://forums.guru3d.com/showthread.php?t=310703

1811
HELSINKI, FINLAND – December 3, 2009 – Futuremark® Games Studio today released the dedicated server for Shattered Horizon™, their multiplayer first-person shooter played in zero gravity. With dedicated servers PC gamers can choose how they want to play Shattered Horizon and who they want to play with, giving them greater protection from cheats, hackers and griefers and more control over the game’s settings. http://www.shatteredhorizon.com/

The release of the dedicated server was accompanied by a minor game update and a new bundle offer from the Futuremark Store that includes Shattered Horizon and 3DMark Vantage Advanced Edition (Futuremark’s DirectX 10 gaming benchmark) together for only $29.95 / €24.95. http://www.shatteredhorizon.com/buynow/

"PC gamers expect dedicated servers in a multiplayer game," said Jaakko Haapasalo, producer. "We have been working closely with selected hosting partners to ensure that the Shattered Horizon dedicated server includes the features that are most important to our community."

Dedicated server features
- GUI for creating custom level rotations, game settings and player limits.
- Custom server name, graphic and information URL.
- Optional password protection for private matches.
- Remote admin console accessible within Shattered Horizon game client.
- Configurable auto-team balancing.
- Configurable auto-kick / ban for team-killers and high-ping connections.
- Built-in anti-cheat detection with configurable auto-kick / ban.
- Admin manual kick / ban.
- Support for VAC.
- Registered servers can submit player stats and achievements to the official leaderboards (registration is optional and free).
- LAN game support.
- Supported operating systems: Windows XP, Windows Server 2003, Windows Vista, Windows 7 and Windows Server 2008. Note, DirectX 10 is not required for running a Shattered Horizon server.

Players and server hosting companies can download the Shattered Horizon server files now from the "Tools" tab within Steam.

Shattered Horizon Update 1.0.3.6
The release of the server is accompanied by a minor game update.
- HUD: Ammo count is no longer shown in scoped mode when running silent.
- HUD: When a player tries to capture a control point that is blocked by an enemy player the word "Blocked" will appear on the HUD.
- HUD: Chat is now enabled during silent running or while EMPed.
- Network protocol updated to support new server features.
- Added console for remote server control.
- Added "rules" section to in-game server browser, so players can choose servers with or without friendly fire or team auto-balancing for example.
- Server disconnect messages now include more information about the reason for disconnection for example, kicked for cheating, team-killing or high ping.
- Bug fix: Improved error handling during start-up logo videos.

About Shattered Horizon
Shattered Horizon is the innovative first game from Futuremark Games Studio that immerses you in the cold reality of zero gravity combat in space.
- Multiplayer first-person shooter set in near-Earth space 40 years from now.
- Experience intense zero gravity combat and complete freedom of movement. Use your rocket pack to fly freely through space then land on any surface.
- Join your friends in action-packed 32 player battles fighting to control hollowed-out asteroids, huge fragments of Moon rock and the ruined remains of the International Space Station.
- Four more levels coming soon in the free Moonrise content pack.

Shattered Horizon requires DirectX 10, a DirectX 10 compatible video card, and Windows Vista or Windows 7. There is no support for Windows XP or DirectX 9. Suggested retail price: €19.95 / $19.95 / £14.95 Available now from Steam and the official website: http://www.shatteredhorizon.com/buynow

New offer from the Futuremark Store: Shattered Horizon + 3DMark Vantage Advanced Edition value pack only $29.95 / €24.95 http://www.shatteredhorizon.com/buynow/

1812
3D-Tech News Around The Web / Radeon HD 5670 pictured
« on: December 02, 2009, 12:57:07 PM »
Link: http://www.tcmagazine.com/comments.php?id=31263

Quote
AMD is now working away on the first low-end desktops graphics cards to feature DirectX 11 support, those powered by the Redwood and Cedar 40nm GPUs.

1813
General Discussion / Re: Access command line parameters
« on: November 30, 2009, 02:43:26 PM »
Ok, let me see what I can do...

1814
3D-Tech News Around The Web / Re: Notepad++ v5.6 available
« on: November 30, 2009, 02:42:04 PM »

1816
3D-Tech News Around The Web / US Air Force Buying Another 2,200 PS3s
« on: November 25, 2009, 05:33:53 PM »
Links: http://www.informationweek.com/news/software/linux/showArticle.jhtml?articleID=221900487
and http://games.slashdot.org/story/09/11/25/0527205/US-Air-Force-Buying-Another-2200-PS3s

The US Air Force will be grabbing up 2,200 new PlayStation 3 consoles for research into supercomputing. They already have a cluster made from 336 of the old-style (non-Slim) consoles, which they've used for a variety of purposes, including "processing multiple radar images into higher resolution composite images (known as synthetic aperture radar image formation), high-def video processing, and 'neuromorphic computing.


1817
3D-Tech News Around The Web / ForceWare 195.62 BETA
« on: November 25, 2009, 05:22:14 PM »
This is a WHQL-candidate driver for GeForce 6, 7, 8, 9, 100, and 200-series desktop GPUs and ION desktop GPUs.

Download links:

- http://www.nvidia.com/object/winxp_195.62.html
- http://www.nvidia.com/object/winxp64_195.62.html
- http://www.nvidia.com/object/win7_winvista_32bit_195.62.html
- http://www.nvidia.com/object/win7_winvista_64bit_195.62.html


New in Version 195.62

* Adds GPU-acceleration for smoother online HD videos with the new Adobe Flash 10.1 beta. Learn more here.
* Adds support for GeForce GT 240.
* Adds support for OpenCL 1.0 (Open Computing Language) for all GeForce 8-series and later GPUs.
* Adds support for CUDA Toolkit 3.0 features and performance enhancements. See CUDA Zone for more details.
* Adds SLI and multi-GPU support for many top new gaming titles including Borderlands, Call of Duty: Modern Warfare 2, FIFA Soccer 10, and more.
* Includes numerous bug fixes including improved performance for Need for Speed: Shift. Refer to the release notes on the documentation tab for information about the key bug fixes in this release.

1818
Link: http://en.expreview.com/2009/11/24/galaxy-geforce-gt240-reviewed-high-performance-and-low-power.html

FurMark test: http://en.expreview.com/2009/11/24/galaxy-geforce-gt240-reviewed-high-performance-and-low-power.html/4

Power consumption (full system)
IDLE:
GT 240: 65W
9600 GT: 80W
HD 4670: 67W

FurMark:
GT 240: 115W
9600 GT: 134W
HD 4670: 122W


1819
General Discussion / How to release a demo with the PRO version
« on: November 25, 2009, 11:43:39 AM »
The PRO version of GeeXLab is nodelocked, i.e. it is locked to the computer. Then you can’t distribute GeeXLab.exe file. However, a GeeXLab scene player comes with the PRO version (GeeXLab_Player.exe). This player is only capable to read a scene in a binary format. That binary format is created by GeeXLab PRO (menu File and Export Binary Scene File). This binary scene file contains all the scene description (XML, LUA, Python and GLSL) in binary format. The source code of the demo is now hidden and protected. To release the demo, just follow the procedure described in this thread (How to release a demo with the FREE version) with the following small differences:

  • the executable file to be copied and renamed is now GeeXLab_Player.exe.
  • the demo’s main file is now the binary scene file. The name of this file has to be put in the auto_load attribute of startup_params node of config.gxml.

Et voilà, the release of a demo with the PRO version is not very difficult (from a GeeXLab developper point of view…).

1820
General Discussion / How to release a demo with the FREE version
« on: November 25, 2009, 11:34:50 AM »
You can create with the FREE version of GeeXLab a demo that is lauchable directly with a double-click on an executable file.
But the end-user will always have access to demo’s source codes (xml, glsl and lua files). Only the commercial version (PRO) of GeeXLab makes it possible to protect the source codes of the demo.

Once the demo coded and operational, just create a folder where you will copy your demo files (xml, lua, glsl and media). Then copy in that folder GeeXLab.exe executable with its DLL and plugins (*.o3p). All plugins are not mandatory: if the demo, for instance, does not use particles, it's not necessary to copy particle system plugins (particle_system_plugins folder). Now that the demo’s folder is ok, you need to do the following tasks:
  • edit config.gxml file and change auto_load attribute of startup node. auto_load holds the name of the demo file: in our case it’s the main XML file, the one that contains the root node geexlab.
  • set to 0 check_version attribute. That will disable online check for new versions of GeeXLab (currently the online check is always disabled but maybe it will be enabled in the future).
  • rename GeeXLab.exe: for example with myKool3DDemo.exe
  • archive all the demo in a nice zip file and put it in download somewhere in the Net.

The end user has only to unzip the demo and double-click on myKool3DDemo.exe to launch the demo.

You can also pack all data in a zip file and specify the zip filename in the archive_filename attrib of the scene node. But some medias can not be loaded from a zip like 3DS models.

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