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Messages - JeGX

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41

Information about Gen12 GPUs is available in Intel's test driver v26.20.16.9999.
Quote
- iDG1LPDEV = "Intel(R) UHD Graphics, Gen12 LP DG1" "gfx-driver-ci-master-2624"
- iDG2HP512 = "Intel(R) UHD Graphics, Gen12 HP DG2" "gfx-driver-ci-master-2624"
- iDG2HP256 = "Intel(R) UHD Graphics, Gen12 HP DG2" "gfx-driver-ci-master-2624"
- iDG2HP128 = "Intel(R) UHD Graphics, Gen12 HP DG2" "gfx-driver-ci-master-2624"

where iDG = Intel Discrete Graphics, LP = Low Power and HP = High Power

One low power and three high power GPUs are listed. The number of execution units for the HP version is also present: 512 EUs, 256 EUs and 128 EUs.


Intel Gen12 slide


Source: https://hexus.net/tech/news/graphics/133133-intel-leaks-xe-graphics-card-codenames-details/

42
Quote
Change log for July 28, 2019 Vulkan 1.1.117 spec update:

  * Update release number to 117.

Github Issues:

  * Add ename:VK_STENCIL_FACE_FRONT_AND_BACK for naming consistency, and
    alias the old ename:VK_STENCIL_FRONT_AND_BACK for backwards
    compatibility (public issue 991).
  * Fix minor issues with valid usage statements for
    flink:vkCreateFramebuffer, slink:VkFramebufferCreateInfo, and
    slink:VkRenderPassBeginInfo when the `<<VK_KHR_imageless_framebuffer>>`
    extension is enabled (public issue 998).
  * Clarify the subpass dependency requirement in the
    <<renderpass-layout-transitions>> section to eliminate the need for a
    subpass dependency for either the same or different layouts as long as
    they're both read-only (relates to
    KhronosGroup/Vulkan-ValidationLayers#948).

Internal Issues:

  * Document that <<extendingvulkan-compatibility-promotion, backwards
    compatibility aliases are not promoted>> as part of promoting an
    extension (internal issue 1677).
  * Update VK_ANDROID_native_buffer extension to spec version 8 (internal
    issue 1753).
  * Add missing section to the <<VK_KHR_shader_controls_v4_incompatibility,
    VK_KHR_shader_float_controls>> extension appendix describing
    the reason for the breaking API change in version 4 of the extension,
    and correct the version to 4 in `vk.xml` (internal merge request
    3275).
  * Add valid usage statements to slink:VkAccelerationStructureInfoNV
    requiring the ename:VK_BUFFER_USAGE_RAY_TRACING_BIT_NV usage flag for
    buffers used in acceleration structure building.

New Extensions:

  * `<<VK_EXT_line_rasterization>>`
  * `<<VK_EXT_texture_compression_astc_hdr>>`
  * `<<VK_EXT_index_type_uint8>>`

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/0e3ceb7574dacde2a10f15718ba0cbc92c9905c8

New extensions:
- VK_EXT_line_rasterization
- VK_EXT_texture_compression_astc_hdr
- VK_EXT_index_type_uint8

43
A new version of GeeXLab is available for for Windows 64-bit.

Release notes
- https://www.geeks3d.com/hacklab/20190704/geexlab-0-28-4-released-for-windows-64-bit/

Downloads
- https://www.geeks3d.com/geexlab/downloads/

Full changelog:
- http://www.geeks3d.com/geexlab/changelog/


Quote
Version 0.28.4.0 - 2019.07.03
+ [2019.07.03] [GPU monitoring plugin / windows] added support of
  GeForce RTX 2060 SUPER and RTX 2070 SUPER.
+ [2019.07.03] added pointer support in shared variable functions of gh_utils
  ex: shared_variable_set_value_ptr(), shared_variable_get_value_ptr(), etc).
! (2019.07.03) [Python plugin] added gh_imgui.get_font_size().
! (2019.07.02) [ImageMagick plugin / win64] updated with latest SDK 7.0.8-51.
! (2019.07.02) [OpenVR plugin / win64] updated with latest SDK 1.4.18.
! (2019.07.02) [GPU monitoring plugin / win64] updated with latest NVAPI R430.
! (2019.07.01) [Python plugin] gh_imgui.add_dummy() renamed in gh_imgui.dummy().


Version 0.28.3.0 - 2019.06.21
! (2019.06.21) updated scripting API guide (gh_audio, gh_bullet3,
  gh_camera, gh_flex and gh_font).
! (2019.06.17) updated ImGui with latest version  1.71.
* (2019.06.12) fixed a bug in gh_audio.sound_create_from_zip().
+ (2019.06.12) added libfont2 to GeeXLab standard libs (libs/lua/libfont/libfont2.lua).
+ (2019.06.04) added instancing_set_position_update_range(), instancing_set_rotation_update_range(),
  instancing_set_color_update_range(), instancing_set_scale_update_range() and
  instancing_set_position_rotation() to gh_mesh.
! (2019.06.04) improved geometry instancing update speed.
+ (2019.05.30) added script_plugin_set_param_1i() to gh_utils.


Version 0.28.2.0 - 2019.06.28
* (2019.05.28) fixed a bug in gh_physx4.gpu_is_supported() and gh_physx3.gpu_is_supported().
! (2019.05.23) added a function (libfont_init_font_height) to init the font height in libfont
  library (lua/libfont/libfont.lua and and python/libfont/libfont.py).
+ (2019.05.22) added a new set of functions (v2) for shared variables that take an identifier (int)
  in place of a string for the name of the variable (gh_utils.shared_variable_xxxxx_v2()).
! (2019.05.22) improved the loading of glTF files from zip archives (gh_model.create_from_zip_file_loader_gltf()).
* (2019.05.21) [Python] fixed crash in create_actor_box(), create_actor_box_v2(),
  create_actor_box_v3(), create_actor_mesh(), create_actor_mesh_v2(), create_actor_mesh_v3(),
  create_actor_capsule(), create_actor_capsule_v2(), create_actor_plane(), create_actor_plane_v2(),
  create_actor_sphere(), create_actor_sphere_v2() of gh_physx3 lib.
* (2019.05.21) [Python] fixed crash in texture_swirl(), texture_spread()
  of gh_imagemagick lib.
* (2019.05.21) [Python] fixed crash in bind_range()
  of gh_gpu_buffer lib.
* (2019.05.21) [Python] fixed crash in create_from_buffer()
  of gh_font lib.
* (2019.05.21) [Python] fixed crash in shapes_set_box(), shapes_set_box_v2()
  and particles_update_active() of gh_flex lib.
* (2019.05.21) [Python] fixed crash in scene_set_solver_num_iterations()
   of gh_bullet3 lib.
* (2019.05.21) [Python] fixed crash in sound_create(), sound_create_from_zip(),
  sound_create_from_buffer(), sound_create_from_sqlite3_blob_v1() of gh_audio lib.
* (2019.05.21) [Python] fixed crash in set_gpu_led_color() and set_mb_led_color() of
  gh_asus_aura lib.
+ (2019.05.20) added create_from_zip_file_loader_gltf() to gh_model.
! (2019.05.20) improved zip support for shaders declared in the XML file.

GeeXLab for Windows 64-bit


44
Geeks3D's GPU Tools / FurMark 1.20.7.0 released
« on: July 04, 2019, 11:29:36 AM »
A new maintenance version of FurMark has been released:

https://www.geeks3d.com/20180123/furmark-1-20-0-gpu-stress-test-download/#20190704

Quote
Version 1.20.7.0 - 2019-07-03
+ added support of NVIDIA GeForce RTX 2060 SUPER and
  RTX 2070 SUPER.
! updated: GPU Shark 0.14.0.0 and GPU-Z 2.22.0
! updated: ZoomGPU 1.23.2 (GPU monitoring library).

45
Geeks3D's GPU Tools / GPU Caps Viewer 1.42.4 released
« on: July 04, 2019, 11:28:08 AM »
GPU Caps Viewer 1.42.4.0 has been released.

Download links:
https://www.geeks3d.com/20190322/gpu-caps-viewer-1-42-0-released/


Quote
Version 1.42.4.0 - 2019.07.03
+ added support of NVIDIA GeForce RTX 2060 SUPER and RTX 2070 SUPER.
+ GeeXLab demos: added OpenGL version of Seascape demo.
* GeeXLab demos: fixed a glitch in the Seascape demo
  (see here: https://www.geeks3d.com/forums/index.php/topic,5973.0.html)
! updated: GPU Shark 0.14.0.0
! updated with latest GeeXLab SDK libs (GeeXLab 0.28.4.0).
! updated: ZoomGPU 1.23.2 (GPU monitoring library).


Version 1.42.3.0 - 2019.06.19
+ added /disable_cl_platform_extensions_reading to bypass the use
  of clGetPlatformInfo() which crashes on Intel + Win10 v1709 (RS3).


46
Geeks3D's GPU Tools / GPU Shark 0.14.0.0 released
« on: July 04, 2019, 11:25:36 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/


GPU Shark + GeForce RTX 2070

48
Quick test on Win10 x64 v1903 + RTX 2070.


NVIDIA GeForce 431.18 HF driver + GeForce RTX 2070


OpenGL
- GL_VENDOR: NVIDIA Corporation
- GL_RENDERER: GeForce RTX 2070/PCIe/SSE2
- GL_VERSION: 4.6.0 NVIDIA 431.18
- GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
- OpenGL Extensions: 419 extensions (GL=388 and WGL=31)


Vulkan
- device 0: GeForce RTX 2070
    - API version: 1.1.99
    - vendorID: 4318
    - deviceID: 7938
    - driver version: 1808039936
    - NVIDIA driver version: 431.18
    - driver properties (VK_KHR_driver_properties):
      -> driver name: NVIDIA
      -> driver ID: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR (4)
      -> driver conformance version: 1.1.0.3:
      -> driver info: 431.18
  - # of extensions => 89
  - 001/ VK_KHR_8bit_storage
  - 002/ VK_KHR_16bit_storage
  - 003/ VK_KHR_bind_memory2
  - 004/ VK_KHR_create_renderpass2
  - 005/ VK_KHR_dedicated_allocation
  - 006/ VK_KHR_depth_stencil_resolve
  - 007/ VK_KHR_descriptor_update_template
  - 008/ VK_KHR_device_group
  - 009/ VK_KHR_draw_indirect_count
  - 010/ VK_KHR_driver_properties
  - 011/ VK_KHR_external_fence
  - 012/ VK_KHR_external_fence_win32
  - 013/ VK_KHR_external_memory
  - 014/ VK_KHR_external_memory_win32
  - 015/ VK_KHR_external_semaphore
  - 016/ VK_KHR_external_semaphore_win32
  - 017/ VK_KHR_get_memory_requirements2
  - 018/ VK_KHR_image_format_list
  - 019/ VK_KHR_maintenance1
  - 020/ VK_KHR_maintenance2
  - 021/ VK_KHR_maintenance3
  - 022/ VK_KHR_multiview
  - 023/ VK_KHR_push_descriptor
  - 024/ VK_KHR_relaxed_block_layout
  - 025/ VK_KHR_sampler_mirror_clamp_to_edge
  - 026/ VK_KHR_sampler_ycbcr_conversion
  - 027/ VK_KHR_shader_atomic_int64
  - 028/ VK_KHR_shader_draw_parameters
  - 029/ VK_KHR_shader_float16_int8
  - 030/ VK_KHR_shader_float_controls
  - 031/ VK_KHR_storage_buffer_storage_class
  - 032/ VK_KHR_swapchain
  - 033/ VK_KHR_swapchain_mutable_format
  - 034/ VK_KHR_variable_pointers
  - 035/ VK_KHR_vulkan_memory_model
  - 036/ VK_KHR_win32_keyed_mutex
  - 037/ VK_EXT_blend_operation_advanced
  - 038/ VK_EXT_buffer_device_address
  - 039/ VK_EXT_conditional_rendering
  - 040/ VK_EXT_conservative_rasterization
  - 041/ VK_EXT_depth_clip_enable
  - 042/ VK_EXT_depth_range_unrestricted
  - 043/ VK_EXT_descriptor_indexing
  - 044/ VK_EXT_discard_rectangles
  - 045/ VK_EXT_external_memory_host
  - 046/ VK_EXT_hdr_metadata
  - 047/ VK_EXT_host_query_reset
  - 048/ VK_EXT_inline_uniform_block
  - 049/ VK_EXT_memory_budget
  - 050/ VK_EXT_memory_priority
  - 051/ VK_EXT_pci_bus_info
  - 052/ VK_EXT_post_depth_coverage
  - 053/ VK_EXT_sample_locations
  - 054/ VK_EXT_sampler_filter_minmax
  - 055/ VK_EXT_scalar_block_layout
  - 056/ VK_EXT_shader_subgroup_ballot
  - 057/ VK_EXT_shader_subgroup_vote
  - 058/ VK_EXT_shader_viewport_index_layer
  - 059/ VK_EXT_transform_feedback
  - 060/ VK_EXT_vertex_attribute_divisor
  - 061/ VK_NV_clip_space_w_scaling
  - 062/ VK_NV_compute_shader_derivatives
  - 063/ VK_NV_cooperative_matrix
  - 064/ VK_NV_corner_sampled_image
  - 065/ VK_NV_dedicated_allocation
  - 066/ VK_NV_dedicated_allocation_image_aliasing
  - 067/ VK_NV_device_diagnostic_checkpoints
  - 068/ VK_NV_external_memory
  - 069/ VK_NV_external_memory_win32
  - 070/ VK_NV_fill_rectangle
  - 071/ VK_NV_fragment_coverage_to_color
  - 072/ VK_NV_fragment_shader_barycentric
  - 073/ VK_NV_framebuffer_mixed_samples
  - 074/ VK_NV_geometry_shader_passthrough
  - 075/ VK_NV_mesh_shader
  - 076/ VK_NV_sample_mask_override_coverage
  - 077/ VK_NV_representative_fragment_test
  - 078/ VK_NV_scissor_exclusive
  - 079/ VK_NV_shader_image_footprint
  - 080/ VK_NV_shader_subgroup_partitioned
  - 081/ VK_NV_shading_rate_image
  - 082/ VK_NV_viewport_array2
  - 083/ VK_NV_viewport_swizzle
  - 084/ VK_NV_win32_keyed_mutex
  - 085/ VK_NVX_binary_import
  - 086/ VK_NVX_device_generated_commands
  - 087/ VK_NVX_image_view_handle
  - 088/ VK_NVX_multiview_per_view_attributes
  - 089/ VK_NV_ray_tracing

49
Quote
Terminus is a highly configurable terminal emulator for Windows, macOS and Linux

- Theming and color schemes
- Fully configurable shortcuts
- Split panes
- Remembers your tabs
- PowerShell (and PS Core), WSL, Git-Bash, Cygwin, Cmder and CMD support
- Integrated SSH client and connection manager
- Full Unicode support including double-width characters
- Doesn't choke on fast-flowing outputs
- Proper shell experience on Windows including tab completion (via Clink)

Links:
- DOWNLOADS: https://github.com/Eugeny/terminus/releases/tag/v1.0.82
- https://eugeny.github.io/terminus/
- https://github.com/Eugeny/terminus/

Terminus - terminal app

Terminus - terminal app

50
Quote
On Monday 17th of June we released new version of our graphics driver – 19.6.2. With it we added support for 5 new Vulkan® extensions. Here is a brief description of what they do and how to use them.

Link: https://gpuopen.com/new-vulkan-extensions-driver-19-6-2/ 

51
Direct Download: latest Intel graphics driver for win10 64-bit @ Geeks3D

Installed on a i8-8700K with an UHD 630:

OpenGL:
- GL_VENDOR: Intel
- GL_RENDERER: Intel(R) UHD Graphics 630
- GL_VERSION: 4.6.0 - Build 26.20.100.6912
- GL_SHADING_LANGUAGE_VERSION: 4.60 - Build 26.20.100.6912
- OpenGL Extensions: 250 extensions (GL=230 and WGL=20)

Vulkan:
  - device: Intel(R) UHD Graphics 630 ------------------
   - API version: 1.1.103
   - vendorID: 32902
   - deviceID: 16018
   - driver version: 1645312
   - extensions: 48

Same GL/VK extensions than v6861.

Intel HD graphics driver v6912

53
Quote
This is a proof of concept hair renderer that's based on a novel hybrid approach. It's capable of rendering strand-based hair geometry in real-time, even for fully simulated hair styles with over 100,000 strands. Our hybrid rendering pipeline scales in the performance/quality domain by using a rasterizer for closeup shots and a raymarcher for level of detail minification. We can render multiple hair styles at once with this hybrid technique, which has a smooth transition between the two solutions.

...

It is written 100% from scratch in Vulkan and simulates light scattering, self-shadowing and transparency in real-time with GLSL shaders and compute. We handle anti-aliasing by using a fast line coverage method. Our volumetric approximation is derived from the original geometry with a fast voxelization scheme that is used for raymarching and "direct" shading on an isosurface. We also use this volume for ambient occlusion and for more precise self-shadowing, even in the rasterized case.

Link:
- https://github.com/CaffeineViking/vkhr

Real-Time Hybrid Hair Renderer in Vulkan

54
THREE.js-PathTracing-Renderer is a real-time path tracer with global illumination and progressive rendering, all on top of the Three.js WebGL framework.

Links:
- Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
- Github: https://github.com/erichlof/THREE.js-PathTracing-Renderer


THREE.js-PathTracing-Renderer real-time path tracer demo

55
Quote
Today we released PIX 1906.14, available for download here.  This release adds GPU timings to the New Timing Capture preview and further improvements to DXIL shader debugging.

Highlights

    New Timing Capture Improvements
        Support for GPU timing data (see below)
        Many other usability improvements, performance improvements and bug fixes

    New pixtool features:
        New ‘launch’ options: –remote, –force11on12, –ignore11on12.  Run “pixtool –help launch” for more information.
        Added ‘take-new-timing-capture’ command.  Run “pixtool –help take-new-timing-capture” for more information.

    GPU Capture Improvements
        New event list control – can now pin columns, sort without losing hierarchy as well as general performance improvements
        Fixed issue with extremely slow capture-time performance when using reserved resources (previously this was worked around by copying dxcompiler into the same directory as the title)
        Fixed various shader debugging issues

    PIX has a new icon!

Links:
- https://devblogs.microsoft.com/pix/pix-1906-14/
- https://devblogs.microsoft.com/pix/download/

56
3D-Tech News Around The Web / NVIDIA Announces CUDA-X HPC
« on: June 17, 2019, 07:53:15 PM »
Quote
From fluid dynamics and weather simulation, to computational chemistry and bioinformatics, HPC applications span across many domains. Developing these applications requires a robust programming environment with highly optimized domain specific libraries.

Announced today, CUDA-X HPC is a collection of libraries, tools, compilers and APIs that helps developers solve the world’s most challenging problems. Similar to CUDA-X AI announced at GTC Silicon Valley 2019, CUDA-X HPC is built on top of CUDA, NVIDIA’s parallel computing platform and programming model. CUDA-X HPC includes highly tuned kernels essential for high-performance computing (HPC). GPU-accelerated libraries for linear algebra, parallel algorithms, signal and image processing lay the foundation for compute-intensive applications in areas such as computational physics, chemistry, molecular dynamics, and seismic exploration.

Link: https://news.developer.nvidia.com/nvidia-announces-cuda-x-hpc/

NVIDIA CUDA-X HPC

57
Light Tracer is an experimental engine for GPU accelerated, photorealistic client-side rendering inside a Web browser.

Quote
Client-side Web renderer

Light Tracer is the world's first solution for GPU accelerated, photorealistic client-side rendering inside a Web browser. At the moment, only Google Chrome and Mozilla Firefox are supported.


Physically-correct engine

It is based on a physically-correct unbiased ray tracing engine working on any graphics card – both discrete GPUs like NVIDIA/AMD and integrated GPUs like Intel (with a lower performance, of course).


Fast and efficient

Highly optimized GPU path tracing engine allows for instant feedback in the viewport while navigating 3D scenes. Interactive modifications made possible by partial acceleration structure rebuilds.


Links:
- http://lighttracer.org
- https://www.youtube.com/watch?v=JkGqisJw3Vc


Light Tracer: Experimental GPU Ray Tracer for Web

58
3D-Tech News Around The Web / The Tech Behind Successful Indie Games
« on: June 17, 2019, 07:34:35 PM »
Some interesting stats about the technology used (what kind of game engine) to create some successful or very popular indie games:

https://medium.com/@jeremie.stamand/the-tech-behind-successful-indie-games-b3f87b1b4d6

The Tech Behind Successful Indie Games

59
Geeks3D's GPU Tools / Re: OpenCL stress test? [Kombuster]
« on: June 14, 2019, 03:27:59 PM »
The OpenCL test has not been removed... it has not been added (yet).
Kombustor v4 is new (even if it's a one-year old product) and I didn't have the time to put all tests of Kombustor v3 in the v4. The Plasma test (particles) is planned in a future update and I will do my best to add the OpenCL test too.

60
3D-Tech News Around The Web / NVIDIA GeForce RTX 20 SUPER Series
« on: June 13, 2019, 03:11:11 PM »
NVIDIA plans to release shortly (July?) a new set of graphics cards, all more or less derived from the current RTX 20 series.

The following new graphics cards are planned:
- RTX 2080 Ti SUPER (based on a new GPU )
- RTX 2080 SUPER based on a TU104-450 with 3072 shader cores (+128 shader cores or one extra SM compared to current RTX 2080)
- RTX 2070 Ti SUPER (based on a new GPU )
- RTX 2070 SUPER based on a TU104-410 with 2560 shader cores (+256 shader cores or two extra SMs compared to current RTX 2070)
- RTX 2060 SUPER based on a TU106-410 with 2176 shader cores (+256 shader cores or two extra SMs compared to current RTX 2060)


Links:
- https://videocardz.com/81046/nvidia-geforce-rtx-20-super-series-to-launch-mid-july
- https://wccftech.com/exclusive-nvidias-super-gpus-unleashing-monsters/


NVIDIA RTX 20 SUPER Series
- https://www.youtube.com/watch?v=-NPIqSVrxgo

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