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Messages - JeGX

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3D-Tech News Around The Web / Unreal Engine 4.23 released
« on: September 05, 2019, 09:57:34 AM »
Unreal Engine 4.23 has been released with real-time ray tracing improvements, with Chaos which is Unreal Engine's new high-performance physics and destruction system and more...

Thanks to our next-gen virtual production tools and enhanced real-time ray tracing, film and TV production is transformed. Now you can achieve final shots live on set, with LED walls powered by nDisplay that not only place real-world actors and props within UE4 environments, but also light and cast reflections onto them (Beta). We've also added VR scouting tools (Beta), enhanced Live Link real-time data streaming, and the ability to remotely control UE4 from an iPad or other device (Beta). Ray tracing has received numerous enhancements to improve stability and performance, and to support additional material and geometry types—including landscape geometry, instanced static meshes, procedural meshes, and Niagara sprite particles.

Unreal Engine lets you build realistic worlds without bounds. Fracture, shatter, and demolish massive-scale scenes at cinematic quality with unprecedented levels of artistic control using the new Chaos physics and destruction system. Paint stunning vistas for users to experience using runtime Virtual Texturing, non-destructive Landscape editing, and interactive Actor placement using the Foliage tool.

We have optimized systems, provided new tools, and added features to help you do more for less. Virtual Texturing reduces texture memory overhead for light maps and detailed artist-created textures, and improves rendering performance for procedural or layered materials respectively. Animation streaming enables more animations to be used by limiting the runtime memory impact to only those currently in use. Use Unreal Insights to collect, analyze, and visualize data on UE4 behavior for profiling, helping you understand engine performance from either live or pre-recorded sessions.

This release includes 192 improvements submitted by the incredible community of Unreal Engine developers on GitHub!

- Unreal Engine 4.23 release notes
- Chaos High-Performance Physics and Destruction System Real-Time Tech Demo | GDC 2019 | Unreal Engine
- Get Improved Real-Time Ray Tracing Results with Unreal Engine 4.23, Available Now

Unreal engine Chaos physics and destruction system

GeeXLab - english forum / Re: video player on rasp pi 4 unable to load video
« on: September 05, 2019, 09:48:32 AM »
Just got my RPi 4 few days ago. I will test it asap and let you know.

3D-Tech News Around The Web / MagicaVoxel released
« on: September 03, 2019, 11:53:17 AM »
MagicaVoxel is a free lightweight 8-bit voxel art editor and GPU based interactive path tracing renderer.

Quote - 9/1/2019

    Renderer []
        Sky->IBL: Image Based Lighting. use ".hdr" format panorama images to light the scene.
        Fog: add Equi-angular sampling back to reduce noises. support fogs in othogonal views in a bounding volume.
        Media: enable Sample->TR-Shadow to allow single direct lighting; enable Sample->MIS-Cloud to allow multiple direct lighting (very expensive).
        Color all color options have their own color pickers which support HSV, RGB, H-Block and Hex values.
        Palette Menu right click the palette view to show the pop-up menu.
    Renderer [0.99.4]
        Matter->Cloud: Media material which supports multiple scattering inside volume.
        Sample->MIS-GGX: Multiple Importance Sampling (MIS) for GGX surfaces (Metal/Plastic/Glass) for better reflection.
        Sample->TR-Shadow: Tranlsucent Shadow which allows light passing though glass and cloud voxels. Only Glass->Attenuation can affect the light color.
        can adjust Bounce->Diffuse/Specular/Scatter path depths separately.
        can assign glass/cloud materials to sphere/cylinder shape voxels (for experiments only).
        the renderer pipeline is refactored, which needs more time to improve, optimize and fix bugs.
        some features such as fog scattering requires more researches.
        frame drops and noises are expected.




Simple raytracing test using DirectX 12 Raytracing. Requires Windows 10 May 2019 or newer and GPU with DXR support.


Simple raytracing DXR test


Raytracing test that shows how primary rays are dispatched on the GPU.


Simple raytracing DXR test

3D-Tech News Around The Web / D3D12 Memory Allocator 1.0.0
« on: September 03, 2019, 11:33:42 AM »
In July 2017 we released first public version of Vulkan Memory Allocator. Since then the library is in ongoing development, got few major releases, one general redesign, and currently at version 2.2.0 it supports many useful features. During that time it has been successfully used in many Vulkan® projects, from amateur and educational experiments to AAA game titles, from Windows® PC through Linux®, MacOS, to mobile platforms like Android.

Direct3D 12 is another explicit graphics API that offers similar set of features and performance as Vulkan. A recommendation to allocate large memory blocks and sub-allocate parts of them for your textures and buffers holds there as well. That’s why today we want to present our new project: D3D12 Memory Allocator. It is another C++ library intended to be a D3D12-equivalent of VMA. The style of its API is adjusted to be similar to DirectX® rather than Vulkan, so it’s easy to learn and integrate into your project.

The initial version 1.0.0 we present here is just the beginning of its development. It provides minimum set of features, but it’s already useful for D3D12 applications and has been successfully integrated in one large game project by a developer whom we already shared the code with. Future development is planned to reach feature-parity with VMA and beyond.


Variable-Rate Shading (VRS) is a new feature in DirectX 12 that allows developers to improve performance by selectively reducing the level of detail in parts of the frame where there will be little noticeable effect on image quality.

Our new 3DMark VRS feature test helps you compare differences in performance and image quality when using Tier 1 Variable-Rate Shading.

What is Variable-Rate Shading?

Shading rate refers to the number of pixel shader operations called for each pixel. Higher shading rates improve accuracy but are more demanding for the GPU. Lower shading rates improve performance at the cost of visual fidelity.

With Variable-Rate Shading, developers can vary the shading rate within a single frame. By using VRS to lower the shading rate for parts of the frame that are in deep shadow, far from the camera, or peripheral to the player's focus, for example, a game can run at a higher frame rate with little perceptible loss in visual quality.

3DMark VRS feature test

3DMark feature tests are special tests designed to highlight specific techniques, functions or capabilities. The 3DMark VRS feature test is designed to help you compare differences in performance and image quality when using Variable-Rate Shading.

The test runs in two passes. VRS is disabled on the first pass of the test to provide a baseline for comparison. Variable-Rate Shading is enabled for the second pass. The test then reports the average frame rate for each pass and calculates the performance gained with VRS.

With Variable-Rate Shading, a single pixel shader operation can be applied to a block of pixels, for example shading a 4x4 block of pixels with one operation rather than 16 separate operations.

In the 3DMark VRS feature test, the shading rate varies with camera distance when VRS is enabled: 4×4 for the furthest objects, (the blue areas in the image below), 2×2 for the middle-distance geometry (green areas), and 1×1 (red areas) for the closest foreground objects.

Explore VRS performance in real-time

The VRS feature test also offers an interactive mode that lets you change variable-rate shading settings on the fly to see how they affect the frame rate and image quality. The handy visualizer option—used to create the screenshot above—shows you where each shading rate is used.


To run this test, you will need Windows 10 version 1903 or later and a DirectX 12 GPU that supports Tier 1 VRS and the AdditionalShadingRatesSupported capability, such as an NVIDIA Turing-based GPU or an Intel Ice Lake CPU.

3DMark v2.10.6751 changelog

- Fixed a rare issue in the Night Raid test. Benchmark scores are not affected.
- Added VRS feature test for comparing performance and image quality when using Variable Rate Shading (Only in 3DMark Advanced Edition and 3DMark Professional Edition).


- 3DMark homepage:
- Download at TPU:
- youtube:
- Microsoft devblog:

Support For
- Control
        Up to 10% performance improvement in Control running DirectX® 11 on Radeon Software Adrenalin 2019 Edition version 19.8.2 vs. 19.8.1.RS-309
- Man of Medan
- Radeon RX 5700 series graphics support for HDCP 2.3.

Fixed Issues
- Rocket League may experience an application hang on performing a task switch.
- League of Legends may experience slower than expected performance when performing a task switch.
- System instability may be experienced on Radeon RX 5700 series graphics products when performing memory overclocking while a 3D application is running.
- Minor stutter may be experienced during the first few minutes of Fortnite gameplay.

- Radeon Adrenalin 19.8.2 @ AMD

- latest Radeon driver for win10 64-bit @ Geeks3D
- latest Radeon driver for win7 64-bit @ Geeks3D

This driver exposes same OpenGL and Vulkan features than previous Adrenalin 19.8.1.

And a bug related to OpenGL + window resizing has been fixed...

- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13571 Compatibility Profile/Debug Context 19.8.2 26.20.13001.40003
- OpenGL Extensions: 326 extensions (GL=302 and WGL=24)

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

Radeon Adrenalin 19.8.2 information

Radeon Adrenalin 19.8.2 - GPU Caps Viewer - Radeon RX Vega 56

NVIDIA has released a new graphics driver that provides increased performance and the optimal gaming experience for Control.

Fixed issues
- [Forza Motorsport 7]: There is corruption on the tracks in the game. [2682129]
- System crash occurs while installing the drivers on a system with GPUs from mixed architectures; for example, Fermi and Pascal. [2676468]


- latest GeForce driver for win10 64-bit @ Geeks3D
- latest GeForce driver for win7 64-bit @ Geeks3D

- 436.15 win10 64-bit @ NVIDIA
- 436.15 win7 64-bit @ NVIDIA

This driver exposes same OpenGL 4.6 and Vulkan 1.1.109 than 436.02.

NVIDIA GeForce 436.15 + RTX 2080 + GPU Caps Viewer

3D-Tech News Around The Web / Vulkan API specifications 1.1.121 released
« on: August 27, 2019, 03:49:52 PM »
Change log for August 25, 2019 Vulkan 1.1.121 spec update:

  * Update release number to 121.

Github Issues:

  * Add missing `structextends` attribute in `vk.xml` for
    slink:VkPhysicalDevicePipelineExecutablePropertiesFeaturesKHR (public
    issue 1018).
  * Change attributes of flink:vkCmdCopyAccelerationStructureNV,
    flink:vkCmdBuildAccelerationStructureNV, and flink:vkCmdTraceRaysNV to
    require that these commands execute outside renderpasses (public issue
  * Add an issue to the `<<VK_EXT_buffer_device_address>>` appendix
    discussing the introduction of new names and aliasing by equivalent old
    names (public pull request 1024).

Internal Issues:

  * Protect the `VK_KHR_sampler_mirror_clamp_to_edge` extension with
    asciidoctor conditionals, and remove it from the core-only specification
    builds, where it had previously been force-included in the Makefile. It
    is now treated like any other extension (internal issue 1776).
  * Edit some asciidoctor anchor names starting with `features-features-` to
    just start with `features-`, since the old chapters was split into 3
    pieces. There are still some mild naming inconsistencies with anchors
    which may be addressed in the future (internal issue 1792).
  * Add `KHR` alias for the non-suffixed extension token
    with naming rules for extensions (internal issue 1796).
  * Clarify requirements for external memory in NOTEs for
    sname:VkExternalMemoryBufferCreateInfo, and valid usage statements for
    flink:vkBindBufferMemory, slink:VkBindBufferMemoryInfo,
    flink:vkBindImageMemory, and slink:VkBindImageMemoryInfo (internal merge
    request 3301).
  * Make extension version numbers in `vk.xml` and extension appendices
    consistent. In a few cases, we could not recover history at this
    granularity, and left the summary of a version's change undefined
    (internal merge request 3323).
  * Fix invocation of `CodeInlineMacro` in the Ruby extension backing the
    `code:` macro, which was delegating to the wrong base class (internal
    merge request 3331).
  * Modify `` to do a better job of recognizing equivalent <enum>
  * Add a `sortorder` attribute to XML feature and extension tags.

New Extensions

  * `<<VK_AMD_device_coherent_memory>>`


New extension:
- VK_AMD_device_coherent_memory

3D-Tech News Around The Web / WebGL Fluid Simulation
« on: August 26, 2019, 06:39:54 PM »
Play with 2D fluids in your browser (works even on mobile).

- demo:
- code source:

WebGL Fluid Simulation

3D-Tech News Around The Web / Metaballs 2 (Mesh Shaders in Vulkan)
« on: August 26, 2019, 03:20:23 PM »
This is a demo exploring the use of the Mesh Shader pipeline, which is a new compute-like pipeline for rasterization, allowing flexible processing and amplification of meshes. This demo is all amplification as there's no input mesh at all, and the only data is a small constant buffer with ball positions and radii. The output geometry is procedurally generated using Marching Cubes. A task shader is used for culling out cubes that aren't intersected by the isosurface, and a mesh shader generates the geometry for intersected cubes. Given that most cubes are empty space or fully inside the isosurface, this optimization results in more than an order of magnitude improvement in performance over just using a mesh shader.

While a number of optimizations have been employed and performance is a couple of orders of magnitude above the first naive implementation, it's probably possible to squeeze more performance out of it. In particular, I suspect processing several cubes per mesh shader invocation could improve performance. While all lanes get used for the field function evaluation, the number triangles per invocation is small and the output phase of the shader goes narrow. It may also be beneficial to go wider for the task shader, although the current lane utilization is near optimal.

This demo will currently only run on NVIDIA RTX series (Turing) cards. I intend to add a fallback path using compute later, which should allow other GPUs to run it as well as well as offer some insights in relative performance.

- Description:
- Demo:
- Framework 4:

Quick test on a RTX 2070:

Metaballs 2 (Mesh Shaders + Vulkan)

3D-Tech News Around The Web / Super Mario 64 decompilation
« on: August 26, 2019, 03:12:40 PM »
Super Mario 64
This repo contains a full decompilation of Super Mario 64 (J) and (U). The source and data have been decompiled but complete naming and documentation all of the code and data is still a work in progress. Decompiling the (E) ROM is also an ongoing effort.


Geeks3D's GPU Tools / MSI Kombustor 4.1.0 released
« on: August 22, 2019, 04:09:38 PM »
A new version of MSI Kombustor is available.

Release Notes:



Version - 2019.08.22
! added a simple GPU monitoring to the main GUI.
+ added a control panel to the MSI-01 in demo mode.
+ added a technical guide (PDF).
+ added PhysX4 CPU/GPU medium++ test that increases
  the number of rigid bodies (6000) and increases the
  PhysX solver interations.
+ added support of GeForce RTX 2080 SUPER and added
  new RTX 2060/2070 SUPER.
! improved the Vulkan renderer (bugfixes + minor changes).
! updated with latest GeeXLab SDK libs (v0.29.0.0)
  including PhysX SDK 4.1.1.

"MSI Kombustor 4"

Geeks3D's GPU Tools / FurMark 1.20.8 released
« on: August 22, 2019, 10:34:18 AM »
A new maintenance version of FurMark has been released:

Version - 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 and GPU-Z 2.24.0

Geeks3D's GPU Tools / GPU Shark released
« on: August 22, 2019, 10:33:03 AM »
A new update of GPU Shark is available.

Download and release notes:

Version - 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).

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

- article:
- source code at github:

Spaceship Demo (Unity)

Spaceship Demo (Unity)

#unity #gamedev

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.


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.


Minecraft RTX

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 :
- 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



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