While GPU Technology Conference is focused on the leading edge research, the company isn’t slowing down in their build up of the GeForce family. From consumers to researchers, the most commonly used GPUs are ones from the GeForce family of products. In order to enhance the end user experience, NVIDIA released the latest version of GeForce Experience, bringing the handy companion tool up to version 3.6. In addition to optimizing the graphics settings for all the supported games installed on your system, this update adds gameplay recording and broadcasting support for games running on OpenGL and Vulkan APIs. This extended support means that all the screenshots,
Sony PlayStation NEO Console for VR Revealed?
According to multiple sources we managed to talk to during the last couple of industry conferences, and the story that just break today, Sony is rushing ahead towards introduction of “Playstation 4.5”, codenamed NEO. The company decided to update the console rather than performing a ‘simple’ die shrink, a tactic both Microsoft and Sony utilized over the lifetime of their Playstation 2 and 3, Xbox and 360 consoles. The original plan for NEO was to introduce a 14nm die-shrink of 8-core Jaguar processor and an update of a GCN-based graphics processor. However, a shift from 28nm to 14nm is significantly more complex due to the fact that 28nm process used
OTOY Ported CUDA to Non-NVIDIA Hardware
VentureBeat reports that Los Angeles-based OTOY managed to reverse engineer Nvidia’s CUDA language to run on chips other than Nvidia’s own GPUs. That means programs written in the CUDA language can now run on GPUs provided by Intel, AMD, and ARM. Thus, software built for NVIDIA GPUs will work on a multitude of devices ranging from an AMD-based console (PlayStaton 4, Xbox One) to an Apple iPad or iPhone. The cloud rendering company launched in January 2009, and has developed a technology that uses “clusters of GPUs” in the cloud to render cinema-quality graphics that’s streamed to a client within a web browser. The company also provides
Mantle Cycle is Complete as Khronos Releases Vulkan 1.0
AMD is a company well-known for designing and adopting standards which soon become ‘open’ and ultimately become industry standards. What makes their approach unique is that quite often, AMD did not benefit from that strategy as the standards would explode in markets where the company is not present. Still, the list of open standards created by a tiny giant from Sunnyvale / Austin is remarkable. Khronos Group just released a ‘final initial’ (v1.0) specification of Vulkan low-level API (Application Program Interface). Launched as Mantle, AMD’s in-house, low-level API became two snowballs: Microsoft reacted to Mantle by developing the DirectX 12 in as little as 17 months. Only four months prior to Mantle’s announcement, Microsoft informed
Khronos Expands Scope of 3D Open Standard Ecosystem
The Khronos Group, an open consortium of leading hardware and software companies, today announced significantly expanded scope and momentum for its family of open standard 3D graphics APIs. Vulkan™, the new generation API for high-efficiency access to graphics and compute on modern GPUs, is on track for implementation and specifications later this year. It has received support from Android, SteamOS, Tizen, and multiple Linux distributions, including Ubuntu and Red Hat. The new OpenGL® ES 3.2 specification absorbs AEP (Android Extension Pack) functionality to enhance pervasive graphics capabilities across mobile, consumer, and automotive devices. A set of OpenGL extensions will also expose the very latest capabilities
AMD’s Mantle Efforts Come to an End
New Everest utility supports OpenGL 3.0
Early this morning, I received word from Tamas Miklos, author of EVEREST. This popular system benchmark and utility just got a major upgrade, supporting several new and useful tests. In fact, this is the very first benchmark that checks your compliance with OpenGL 3.0 API, but it doesn’t stop there. GPGPU devices information is also added, supporting both ATI Stream and Nvidia CUDA APIs. Given the speed of development, we might even get GPU-independent GPGPU benchmark, who knows. New feature is also Alert – sensor monitoring utility that triggers audio visual alert on overheating, voltage drop, overvoltage or cooling fan failure. This might prove quite
Nvidia officially unveils civil “CX” and FX5800 monster
Last week, I did a short piece about the way how Nvidia is trying to bridge the 32-/64-bit divide, and today, the company officially unveiled Quadro FX 4800 and FX 5800. Quadro FX 4800 shares a lot of similarities with Adobe-oriented CX, but features 216 shaders (yes, GTX-260 brother here, if my sources were correct) and 1.5 GB of GDDR3 memory. But the star of the today’s launch is FX 5800, the new flagship of Quadro fleet. In a way, we already know everything about FX 5800, since Nvidia demonstrated the product back in August at Siggraph 2008, followed by Nvision 08 – so, specs