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91
3D-Tech News Around The Web / NVIDIA Vulkan 1.2 developer driver 442.98
« Last post by Stefan on April 18, 2020, 07:44:36 PM »
Vulkan 1.2 support is available in Windows driver version 442.98 and Linux driver version 440.66.09. These drivers also contain other new features, performance enhancements and bug fixes for Vulkan developers and enthusiasts.

Windows 442.98
  Linux 440.66.09
 Release Updates
 April 18th, 2020 - Windows 442.98, Linux 440.66.09
 
  • New:
    • Added support for more acceleration structure vertex formats
  • Fixes:
    • Fixed some VkPhysicalDeviceRayTracingFeaturesKHR to be advertised correctly for the current GPU
    • Fixed potential crash when pipeline pInputAssemblyState is NULL for mesh shaders
    • Fixed memory alignment and type for ray tracing scratch memory
    • Fixed some issues with ray tracing queries
    • Fixed an issue with ray tracing pipeline creating with pipeline libraries
    • Fixed some window state transitions when using HDR [Windows]

92
3D-Tech News Around The Web / Vulkan API specifications 1.2.138 released
« Last post by JeGX on April 18, 2020, 05:05:32 PM »
Quote
Change log for April 16, 2020 Vulkan 1.2.138 spec update:

  * Update release number to 138 for this update.

Github Issues:

  * Use correctly tagged normative term macros in various places (public
    pull request 1217).
  * Fix C arrow markup in parameter descriptions (public pull request 1222).

Internal Issues:

  * Add language to the <<features-requirements, Feature Requirements>>
    section, the <<versions, Core Revisions>> appendix, and the applicable
    extensions to require major feature bits if the corresponding extension
    is supported (internal issue 1961).
  * Allow slink:VkAccelerationStructureCreateInfoKHR::pname:maxGeometryCount
    = 0, and clarify that exactly one of pname:compactedSize and
    pname:maxGeometryCount must: be zero. (internal issue 2079).
  * Add `allowduplicate` attribute to XML `type` tags to enable future
    structures which can allow multiple copies of a structure in their
    pname:pNext chain (internal issue 2090).
  * Add the glossary term "`format features`", and make minor clarifications
    to uses of this term in several places in the <<resources, Resource
    Creation>> chapter and the
    <<resources-sampler-ycbcr-conversion-format-features, Sampler Ycbcr
    Conversion Format Features>> section (internal merge request 3727).
  * Add a constraint to the <<memory-external-android-hardware-buffer,
    Android Hardware Buffer>> section requiring that bound slink:VkImage or
    slink:VkBuffer objects be created with the
    ename:VK_EXTERNAL_MEMORY_HANDLE_TYPE_ANDROID_HARDWARE_BUFFER_BIT_ANDROID
    flag set, and corresponding valid usage statements to
    flink:vkBindBufferMemory, slink:VkBindBufferMemoryInfo,
    flink:vkBindImageMemory, and slink:VkBindImageMemoryInfo (internal merge
    request 3732).
  * Fix pname:memoryTypes ordering description for device coherent memory
    (ename:VK_MEMORY_PROPERTY_DEVICE_UNCACHED_BIT_AMD) in the
    <<memory-device-bitmask-list>> section (internal merge request 3738).
  * Replace code:AHARDWAREBUFFER_USAGE_GPU_COLOR_OUTPUT with
    code:AHARDWAREBUFFER_USAGE_GPU_FRAMEBUFFER in the
    <<memory-external-android-hardware-buffer-usage, AHardwareBuffer Usage
    Equivalence>> table, and add
    ename:VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT flag for this case
    (internal merge request 3741).
  * Add more references to `NV` and `KHR` ray tracing pipelines in
    discussions of creating pipelines, or generalize text so they need not
    all be mentioned by name (internal merge request 3743).
  * Allow *ShaderCallKHR* memory scope in ray tracing shaders, in the
    <<spirvenv-module-validation, Validation Rules within a Module>>
    appendix (internal merge request 3744).
  * Use Khronos Dockerhub image for spec builds in internal CI (internal
    merge request 3748).
  * Add the `<<VK_KHR_dedicated_allocation>>` extension as a dependency of
    `<<VK_ANDROID_external_memory_android_hardware_buffer>>` (internal merge
    request 3751).

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/ccd6dfea90ab21d0f5a3fd6f67c9753474d2db33
93
3D-Tech News Around The Web / NVIDIA RTX Voice: a plugin to remove background noise
« Last post by JeGX on April 17, 2020, 07:07:19 PM »
Quote
About RTX Voice

NVIDIA RTX Voice is a new plugin that leverages NVIDIA RTX GPUs and their AI capabilities to remove distracting background noise from your broadcasts, voice chats, and remote video conferencing meetings. This allows users to "go live" or join a meeting without having to worry about unwanted sounds like loud keyboard typing or other ambient noise in noisy environments. RTX Voice also suppresses background noise from players in loud environments, making incoming audio easier to understand.

RTX Voice is currently in Beta and we would love to hear your feedback.

Requirements

To use RTX Voice, you must be using an NVIDIA GeForce or Quadro RTX graphics card, update to Driver 410.18 or newer, and be on Windows 10.


Supported Apps

    OBS Studio
    XSplit Broadcaster
    XSplit Gamecaster
    Twitch Studio
    Discord
    Google Chrome
    WebEx*
    Skype*
    Zoom*
    Slack*

* RTX Voice speaker output may exhibit issues in these apps.

Link: https://www.nvidia.com/en-us/geforce/guides/nvidia-rtx-voice-setup-guide/

NVIDIA RTX Voice
94
GeeXLab - english forum / Re: (Demo) Shader Tweet
« Last post by JeGX on April 17, 2020, 05:21:30 PM »
95
3D-Tech News Around The Web / UNIGINE 2 Community SDK Launched
« Last post by JeGX on April 17, 2020, 05:16:45 PM »
Quote
UNIGINE Launches Community Edition: Create Photorealistic Virtual Worlds for Free

To support creative endeavors of individual enthusiasts and small projects, scientists, students, and non-profit organizations from all over the world, UNIGINE launches a highly anticipated free Community edition of its real-time 3D engine.

Clemency, Luxembourg; April 10, 2020: UNIGINE®, developer of 3D graphics software for simulation, visualization, scientific research, video games, virtual reality systems and more, today announced the general availability of the free UNIGINE 2 Community SDK, featuring plenty of advantages of its software platform for interactive 3D visualization.

The UNIGINE 2 Community SDK makes the same 3D rendering technology used by leading enterprises available to a global community of programmers and digital artists. Individual developers or projects with annual revenue or funding not higher than 100,000 USD, and non-profit organizations can leverage from the main features of the engine, including photorealistic visual quality, VR optimizations, both C++ and C# APIs, a library of ready-to-use high-level objects, and a visual scene editor. This will enable the creation of various applications with 3D graphics: games, animation, architecture visualization, VR apps, product visualization, interactive art, and much more.

The enterprise-grade features, like large world support with virtual scenes as expansive as the solar system, distributed simulation over a network, embedding into proprietary apps, an extended set of GIS/CAD data formats, advanced video output, professional motion capture, and many others are available in the commercial SDK editions—UNIGINE 2 Engineering and UNIGINE 2 Sim.

All three editions share the same core (UNIGINE 2 Engine) and will be developed in parallel, with regular major releases every 3 months.

“We want to support the creative talent of technology enthusiasts and grow the UNIGINE developers community. I believe that more options in tools are always a good thing”, said Denis Shergin, founder and CEO of UNIGINE.

UNIGINE 2 Community Edition is now available for free download. For licensing information and more information on UNIGINE 2 SDK, visit unigine.com.

Links
- UNIGINE 2 SDK
- UNIGINE 2 Community SDK - Launch Trailer

unigine 2
96
GeeXLab - english forum / (Demo) Shader Tweet
« Last post by JeGX on April 17, 2020, 12:17:59 PM »
Some pixel shaders that fit in a tweet.

Article + Downloads
- https://www.geeks3d.com/hacklab/20200417/demo-shader-tweet/

GeeXLab demo - GLSL pixel shader that fits in a tweet
97
GeeXLab - english forum / Re: (Demo) How to Read Up-to-Date COVID-19 Data in Python 3
« Last post by JeGX on April 17, 2020, 12:14:10 PM »
Another update, this time, Y bars are rendered with ImGui progress bars:

https://www.geeks3d.com/hacklab/20200409/demo-how-to-read-up-to-date-covid-19-data-in-python-3/#20200417

COVID-19 data cases - GeeXLab + ImGui
98
Very cool, I will test it asap!
99
LunarG shares help for Vulkan developers to debug their shader code by "printing" any values of interest to the debug callback or stdout.
The feature is called Debug Printf and is implemented in SPIR-V Tools optimizer and is an object in the VK_LAYER_KHRONOS_validation layer.
Refer to the documentation here.
100
  This preview driver is intended for developers testing their applications with DirectX 12 Ultimate. This driver supports DXR Tier 1.1, Sampler Feedback, and Mesh Shaders.
 
 WDDM 2.7
 Hardware Accelerated GPU Scheduling - supported
 Ampere (compute capability 8.0) - not supported
 Vulkan API 1.1.133
 Driver branch: r450_00-129
 I have no Turing GPU handy to test all new features ...

 
 8xn.png
 
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