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Messages - JeGX

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This part of the DDGI article describes integrated ray-traced glossy GI and dynamic diffuse GI at a level suitable for a product manager or art director to begin evaluating the technique. I describe the previous state of the art techniques and show many examples of DDGI handling particularly difficult cases.


The current GpuTest is OpenGL only and on Windows only the primary GPU can be used for rendering. But some graphics drivers (NVIDIA for example) allow you to select the GPU (see here).  On Linux there is particular option for selecting the GPU. I'm working on the successor of GpuTest ( :P ) and I will try to add this option.

I never tested the Radeon VII and I don't know how this GPU handles FurMark.
Maybe try to increase the power target using WattMan.

First contact with ray tracing in Vulkan. The easiest part  :P

GeeXLab + Vulkan raytracing information

GeeXLab - english forum / Shadertoy Demopack - Warp Tunnel
« on: May 07, 2019, 08:49:36 AM »
Demo Warp Tunnel ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-warp-tunnel.xml

- Shadertoy demopack for GeeXLab
- GeeXLab downloads

Rendering speed (GeForce RTX 2070 + driver 430.53):
- 800x480: 1100 FPS
- 2560x1440: 150 FPS

Shadertoy demo ported to GeeXLab

Geeks3D's GPU Tools / ASUS FurMark ROG released
« on: May 07, 2019, 08:36:55 AM »
A new version of FurMark ROG has been released.



Version - 2019.05.06
+ added support of GeForce GTX 1650
! updated user execution level to highestAvailable.
! updated with latest GeeXLab framework.

Version - 2019.04.14
+ added online scores submission.
+ added four new FurMark-based tests that allocate
  lot of graphics memory (VRAM): 1700MB, 3200MB, 5200MB
  and 6500MB.
- removed old rog07 / GPU-Memtest.
+ added support of recent GeForce and Radeon GPUs
+ disallow screen saver and screen blanking.
+ added logging of GPU data (command line).
! increased fur density of ROG mesh
! updated command line options.
* fixed bugs in the Vulkan renderer.
! updated with latest GeeXLab framework.


Geeks3D's GPU Tools / Re: How does Furmark read GPU index?
« on: May 07, 2019, 07:55:25 AM »
FurMark uses NVIDIA drivers to enumerate GeForce graphics cards. Then, the order of GPUs is controlled by NVIDIA, not by FurMark.

3D-Tech News Around The Web / Microsoft Windows Terminal
« on: May 07, 2019, 07:53:10 AM »
Windows Terminal: new modern and powerful terminal application for Windows.

Microsoft Windows Terminal

GeeXLab - english forum / glBlendView 0.1.0
« on: May 07, 2019, 07:49:41 AM »
glBlendView is a small utility for OpenGL (and Vulkan) developers that allows to quickly visualize the effect of any combination of blending factors (GL_ONE, GL_SRC_ALPHA, …) and blending equation (ADD, SUBSTRACT, …).

glBlendView is available for Windows 64-bit, Linux 64-bit and macOS.

Release notes:


glBlendView - GeeXLab app for visualizing OpenGL blending factors

First tests of the integration of NVIDIA FleX particle engine in GeeXLab. 
- 50000 particles
- FleX accelerator: GeForce GT 1030

GeeXLab - NVIDIA FleX demo

GeeXLab - NVIDIA FleX demo

GeeXLab - NVIDIA FleX demo

3D-Tech News Around The Web / Ogre3D 1.12 released
« on: May 02, 2019, 05:41:10 PM »
We just tagged the Ogre 1.12 release, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release.
This release represents 1 year of work from various contributors when compared to the previous 1.11 release. Compared to the last Ogre 1.11 release (1.11.5), however we are only talking about 4 months. Here you will mainly find bugfixes and the architectural changes that justify the version number bump.


Ogre3D game engine

Yes, in the current FurMark 1.x, you need a 4k desktop resolution to run the P2160 preset.

Yes even in 1280x1024 you can overheat your GPU. No need a high resolution. If you want to reach the max power consumption / GPU temp, dont' forget to set the power target to the max (like 120% TDP or more depending on your card).

Newton Protocol is a 4k demo that won the 4k competition at the Revision 2019 demoparty. Here is the making of:

I recently participated in the PC 4k intro category in the Revision 2019 demoscene competition with my entry “Newton Protocol” and placed 1st. I was responsible for the intro’s coding and graphics, while dixan composed the music for the intro. The basic rule of the competition is that you must create an executable or a website that is only 4096 bytes in size. This means that everything must be generated with math and algorithms; you cannot otherwise fit images, video or audio files into such a small memory space. In this article I go over the rendering pipeline of my intro, Newton Protocol.


Ray marching distance fields are a very common technique in 4k intros as these enable the definition of complex shapes with very few lines of code. The downside, however, is the performance of the code. To render your scene you must find intersection point with rays and your scene, first to figure out what you see i.e. ray from camera and then subsequent rays to lights from the object to compute lighting. In ray marching you don’t find these intersections in single step, but rather you take several small steps along the ray and have to evaluate all objects at each point. With ray tracing on the other hand, you find the exact intersection by testing each object only once, but you are very limited in what shapes you can make, since you must have a formula for each to calculate intersection with a ray.

In this intro I wanted to simulate very accurate lighting. As this requires bouncing millions of rays around the scene, ray tracing seemed like a good approach to achieve this effect. I limited myself to only a single shape — a sphere — because ray-sphere intersection is relatively simple to calculate. Even the walls of the intro are actually just very large spheres. This also made the physics simulation simple; there was only collisions between spheres to consider.


Ray tracing itself is a fairly primitive technique. You shoot a ray into the scene, it bounces 4 times and if it hits a light the color from the bounces is accumulated, and if not, then the resulting color is black. There is no room in 4096 bytes (which includes music, synth, physics and rendering) to create fancy ray tracing acceleration structures. Thus we use brute force method i.e. testing all 57 (front wall is excluded) spheres for every ray without any optimizations to exclude some spheres. This means that only 2–6 rays or samples per pixel can be shot while maintaining 60 frames per second at 1080p. This is not nearly enough to produce smooth lighting.


demoscene - Making of Newton Protocol 4k Intro (rank #1 at Revision 2019)

demoscene - Making of Newton Protocol 4k Intro (rank #1 at Revision 2019)

GeForce Hotfix display driver version 430.53 is based on our latest Game Ready Driver 430.39.  This Hotfix driver addresses the following:

-  Fixes higher CPU usage by NVDisplay.Container.exe introduced in 430.39 driver
-  3DMark Time Spy: Flickering observed when benchmark is launched
-  BeamNG: Application crashes when game is launched
-  Shadow of the Tomb Raider: Freezes when launched in SLI mode
-  Desktop flickers when videos are played back on a secondary monitor


- Desktop +  Notebook - Win10 64-bit standard driver @ NVIDIA
- Desktop +  Notebook - Win10 64-bit DCH driver  @ NVIDIA
- Desktop +  Notebook - Win10 64-bit DCH driver @ NVIDIA

- latest GeForce driver - win10 64-bit - desktop+notebook @ Geeks3D
- latest GeForce driver - win7 64-bit - desktop @ Geeks3D

3D-Tech News Around The Web / GPU-Z 2.20 crash-fix version released
« on: April 30, 2019, 08:21:21 AM »
-    Fixed overclock getting reset on NVIDIA cards with Boost
-    Fixed crash on Pascal GPUs when no driver loaded
-    Fixed crashes on Apple Vega 12
-    Changed memory bus width capitalization from "Bit" to "bit"

More info:

- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU

GPU-Z 2.20.0 + GeForce RTX 2070

Dynamic Diffuse Global Illumination (DDGI) is a technique for computing diffuse lighting with ray tracing to create changing, realistic rendering for games. It allows developers to extend their existing light probe tools, knowledge, and experience with ray tracing to eliminate bake times and avoid light leaking.

Hardware-accelerated programmable ray tracing is now accessable through DXR, VulkanRT, OptiX, Unreal Engine, and Unity. This enables many ways to compute global illumination. DDGI is a new strategy for lighting that expands developers' options.

Part 2
This is a simplified introduction to the core concepts of global illumination for real-time application developers. The focus is on introducing the terms needed to understand Dynamic Diffuse Global Illumination.

- Part 1: Dynamic Diffuse Global Illumination
- Part 2: Global Illumination

Dynamic Diffuse Global Illumination (DDGI)

LunarG has released a new white paper, written for experienced Vulkan developers, that describes the history and evolution of the canonical validation layers, and the recent creation of a single, unified validation layer, called the Khronos Validation layer (VK_LAYER_KHRONOS_validation). This new layer was released with Vulkan SDK and is now the main, comprehensive validation layer.


3D-Tech News Around The Web / A tour of Granite’s Vulkan renderer
« on: April 29, 2019, 03:19:30 PM »
Since January 2017, I’ve been working on my little engine project, which I call Granite. It’s on Github here. Like many others, I felt I needed to write a little engine for myself to fully learn Vulkan and I needed a test bed to implement various graphics techniques. I’ve been steadily working on it since then and used it as the backbone for many side-projects, but I think for others its value right now is for teaching Vulkan concepts by example.

- Granite @ github

- Part 1 - Introduction
- Part 2 - The life and death of objects
- Part 3 - Shaders and descriptor sets
- Part 4 - Optimizing for scratch data allocation
- Part 5 - Render passes and synchronization

3D-Tech News Around The Web / RenderDoc 1.3 released
« on: April 29, 2019, 02:57:23 PM »
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license.

Complete list of all changes in version 1.3 is available here:

- homepage
- documentation

RenderDoc logo

3D-Tech News Around The Web / GPU-Z 2.19 released
« on: April 29, 2019, 02:43:50 PM »
-    Added support for AMD Ryzen 3000 Picasso APUs
-    Added support for NVIDIA GeForce GTX 1650, GTX 1650 Mobile, GTX 1660 Ti Mobile,  GeForce MX250, TU117-B
-    Added GeForce MX230 and GP108 transistor count
-    AMD Radeon Pro graphics cards now show the appropriate logo
-    Improved EVGA iCX to work better and more reliably detect sensor capabilities
-    Added support to detect DirectX Raytracing, Variable Rate Shading, WDDM 2.6 and Shader Model 6.5 (listed in Advanced panel)
-    Advanced Panel now lists new DX12 capabilities introduced in Windows 10 Updates  October 2018 and May 2019
-    Advanced Panel can now detect Tiled Resources Tier 4
-    "ASIC Quality" in Advanced Panel will only be displayed when available, since the feature probably won't be coming back for new GPUs
-    Reduced startup time on system with AMD PowerXpress
-    Added new icons for the ASUS ROG version and fixed white line below window title
-    Fixed crash when no cards detected and hovering over driver info
-    Fixed crash on startup on Windows XP machines
-    NVIDIA Tesla K80 is GK210, not GK110

- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU

GPU-Z 2.19.0 + GeForce RTX 2070

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