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3D-Tech News Around The Web / Intel Codename Alder Lake (ADL) Developer Guide
« Last post by JeGX on October 18, 2021, 06:28:59 PM »
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Alder Lake (ADL) is a new Intel hybrid CPU architecture that combines two core types: “Performance” (P-cores, also known as Golden Cove) and “Efficient” (E-cores, also known as Atom or “Gracemont”). This Developer Guide targets game developers and provides the architecture brief and best practices for game optimization using the Alder Lake architecture.


INTRODUCTION

Modern CPU architectures have decades of evolution, experience, and knowledge inside, and they continue to improve. CPUs have evolved from simple, single-core silicon with tens of thousands of transistors, to multicore, multipurpose systems with billions of transistors. Now comes Intel’s latest CPU architecture, code-named Alder Lake (ADL). For the first time, personal computer CPUs will include hybrid cores—a combination of “Performance” cores and “Efficient” cores. That mix will allow developers to take advantage of high-performance and power-efficient multicore CPUs for modern workloads, including computer games.

Developers might already be familiar with hybrid architectures, including “Performance” (high-performance), and “Efficienty” (power-efficient) cores in the mobile phone industry, where such products have been available for a number of years. Those benefits will now become available for desktop computers and notebooks.

This significant architecture change means developers will need to understand the specifics, incorporate new design goals, and make key decisions around best practices to create efficient software that utilizes all available capabilities and features. Properly detecting CPU topology is critical for obtaining optimal performance and compatibility for applications running on hybrid processors. Prior assumptions about hyper-threading between physical and logical processors may no longer hold true, and, if not resolved, could cause serious system issues. Developers must fully enumerate the available logical processors on a system to optimize for power and performance.

This document will provide information on architecture, programming paradigm, detection, and optimization strategies and examples.

Link:
- https://www.intel.com/content/www/us/en/developer/articles/guide/alder-lake-developer-guide.html
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3D-Tech News Around The Web / Notepad++ 8.1.7 released
« Last post by JeGX on October 18, 2021, 06:08:57 PM »
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Notepad++ v8.1.7 bug-fixes:

1.  Fix empty file not being saved regression.
2.  Fix white flash in dark mode on CMD launch with position parameters.
3.  Enhance dark themes for some programming languages (JSON, Python & Makefile).
4.  Fix "Run macro until the end of file" command skipping the last line issue.
5.  Fix tooltip layout and position in RTL mode.
6.  Fix docking problem for dockable panel in RTL mode.


Notepad++ v8.1.6 bug-fixes:

1.  Fix NUL file-corruption issue after system shutting down brutally (power cuts).
2.  Fix session lost issue after MS update restarting Windows.
3.  Make Markdown UDL work in every dark theme.
4.  Fix file can be marked as saved even it's been deleted outside.
5.  Fix white flash on Notepad++ startup in dark mode issue.
6.  Fix status bar text display glitchy in dark mode.
7.  Fix docked window sizing problem in RTL mode.
8.  Fix floating panel movement problem in RTL mode.
9.  Fix Print GUI bug in Preferences dialog.

Links:
- Downloads @ Geeks3D
- Downloads @ notepad-plus-plus.org
- Announcement
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3D-Tech News Around The Web / Intel Graphics Driver 30.0.100.9955 released
« Last post by JeGX on October 18, 2021, 06:06:26 PM »
Intel released a new graphics driver for its GPUs (Intel 6th, 7th, 8th, 9th, 10th, 11th Gen and Iris Xe Dedicated (DG1) processors) on Windows 10 and Windows 11.

https://www.geeks3d.com/20211016/intel-graphics-driver-30-0-100-9955-released-vulkan-1-2-190/
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3D-Tech News Around The Web / The shader permutation problem: why and how to fix it
« Last post by JeGX on October 18, 2021, 06:04:28 PM »
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It is no secret that we tend to have a bit of a problem with shader permutations in real-time graphics. It's such a bad problem that it not only affects graphics programmers, but also trickles down to all of the other content creators that use an engine. If you don't believe me, just go ahead and search for "unreal compiling shaders meme" on Google images and see what comes up.

If people are making memes about an issue then you know it's pretty bad, and the shader permutation situation can indeed be pretty bad. It's frustrating because collectively we have put a lot of effort into fixing or mitigating the problem, and yet it still hasn't really gone away. It's also frustrating because I've seen people trivialize it with suggestions like "just don't make so many shaders!" or "just use branching!" which I think misses a lot of the nuance and context of the problem. To help with those latter two, I thought I would spend some time talking about why permutations continue to be a problem and also give a little bit of history on how we got to this point. In part 2 I'll then talk a bit about the various options we have available that can help us to get out of this mess, and expand on what's good and bad about them.

Links:
- The Shader Permutation Problem - Part 1: How Did We Get Here?
- The Shader Permutation Problem - Part 2: How Do We Fix It?


Shader compile time - Unreal Engine

Shader compile time - Unreal Engine
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GeeXLab - forum en français / Flipper 3D: Evolution
« Last post by CaaG on October 14, 2021, 07:49:27 PM »
Actionner ce vrai FLIPPER virtuel: Tirs, collisions: effets gérés via le moteur logiciel 'BulletPhysics'

Télécharger: https://geeks3d.com/geexlab/games/flipper/

. Point de vue pour jouer:
Flipper

. Autres points de vues: La caméra est guidée à la souris
Flipper

Flipper

. Une vis sans fin, entrainée par les point acquis, injecte sa seconde bille dans le jeu

. Contrôles: Langues (fr, en), point de vue, sonorisation

Un aperçu: https://youtu.be/j8o9YVBFPSo

Télécharger: https://geeks3d.com/geexlab/games/flipper/

#FLIPPER #GEEXLAB #LUA #VIDEO GAME #BULLETPHYSICS #3D
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3D-Tech News Around The Web / Re: NVIDIA GeForce Game ready driver 496.13
« Last post by reyesryder on October 14, 2021, 04:45:13 AM »
I just installed it, the game play is smooth. Thanks a lot  ;D ;D ;D
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3D-Tech News Around The Web / Vulkan API specifications 1.2.196 released
« Last post by JeGX on October 13, 2021, 02:04:56 PM »
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Change log for October 13, 2021 Vulkan 1.2.196 spec update:
  * Update release number to 196 for this update.

Github Issues:

  * Clarify normative language for
    ename:VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT in
    elink:VkImageUsageFlagBits, allowing two styles of implementation
    (public issue 1616).
  * Fix typo in flink:vkCmdSetScissor (public pull request 1659).
  * Reorder attributes of elink:VkFormatFeatureFlags2KHR in `vk.xml` for
    consistency (public pull request 1653).

Internal Issues:

  * More cleanup of internal broken links in various builds of the specs.
    Fix typos on xrefs and anchors, add stub pages for missing Flags and
    FlagBits types, update `spirvcapgenerator.py` to put anchors with the
    same table row they belong to, validate `apiext:` macro targets at build
    time, and don't generate API requirements for `<type>` tags with no
    `category`, eliminating spurious warnings for external types (internal
    issues 2864, 2866).
  * Update `htmldiff` scripts for Python3.
  * Add subsection titles and anchors in the <<fxvertex, Fixed-Function
    Vertex Processing>> chapter to make thematic breaks more clear (internal
    merge request 4867).

New Extensions

  * `<<VK_EXT_border_color_swizzle>>`
  * `<<VK_EXT_video_encode_h265>>` *provisional* H.265 video encode codec extension

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/0714884a45ffe66c2746b4f53c9035bf72c32dfd

New Extensions

- VK_EXT_border_color_swizzle
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After the publication of VK_EXT_custom_border_color, it was discovered that
some implementations had undefined behavior when combining a sampler that
uses a custom border color with image views whose component mapping is not
the identity mapping.

Since VK_EXT_custom_border_color has already shipped, this new extension
VK_EXT_border_color_swizzle was created to define the interaction between
custom border colors and non-identity image view swizzles, and provide a
work-around for implementations that must pre-swizzle the sampler border
color to match the image view component mapping it is combined with.

This extension also defines the behavior between samplers with an opaque
black border color and image views with a non-identity component swizzle,
which was previously left undefined.


- VK_EXT_video_encode_h265
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This extension allows applications to compress a raw video sequence by using
the H.265/HEVC video compression standard.
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3D-Tech News Around The Web / NVIDIA GeForce Game ready driver 496.13
« Last post by Stefan on October 12, 2021, 05:40:56 PM »
 Game Ready for Back 4 Blood
 This new Game Ready Driver provides support for Back 4 Blood, which utilizes NVIDIA DLSS to boost performance by up to 46% at 4K. In addition, this new Game Ready Driver offers support for the latest new titles and updates, including the launch of the Crysis Remastered Trilogy and Baldur’s Gate 3 which utilize NVIDIA DLSS, as well as DLSS updates to Rise of the Tomb Raider, Shadow of the Tomb Raider, and Chivalry 2. Additionally, this release provides optimal support for The Riftbreaker and Sword and Fairy 7.
 
 Learn more in NVIDIA's Game Ready Driver article here.
 

  https://it.download.nvidia.com/Windows/496.13/496.13-notebook-win10-win11-64bit-international-dch-whql.exe
 https://fr.download.nvidia.com/Windows/496.13/496.13-win11-win10-release-notes.pdf

 Branch progression:
 496.13 r495_86-10

 CUDA 11.5.56
Kepler support has been removed from INF's. However, kernel mode driver still contains GK100 functions and runtimes still expose SM3.x
 In theory you can use NVCleanstall to install this driver on Kepler. Any guinea pig out there?
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A new power connector will be available for next-gen PCI-Express 5.0 graphics cards. This new connector called 12VHPWR has 16 pins (12 for power and 4 for signal) and will be able to deliver up to 600W.

Links:
- source


12VHPWR power connector for PCI-Express 5

12VHPWR power connector for PCI-Express 5
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Geeks3D's GPU Tools / Re: Kombustor on RTX 3060 12G -> "no PhysX GPU support"
« Last post by Max Dralle on October 08, 2021, 04:51:44 PM »
Could you add an exception in bitdefender?

The only difference between both plugin_gxc_physx4_x64.dll in v4.1.13 and 4.1.12 is the PhysX SDK I used for building the DLL: PhysX 4.1.2 (kombustor 4.1.13) and PhysX 4.1.1 (kombustor 4.1.12 and previous).

Nope. Sadly I can't do that, because it gets remotely admin'ed on this machine.

It was already a PITA getting the admins to setup a proper whitelist for image file extensions that I heavily use when doing my daily VFX work.

I cannot fathom how they'd react when I come up with this kind of request.

...

I submitted kombustor 4.1.13 to bitdefender. Wait and see...

I no longer use all those antivirus (I used bitdefender, avg and avira) and their tons of false positive. Now I use Microsoft Defender and it seems to do the job right.
Thanks man and I hear you about those "professional" AV progs...  >:(
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