Published by
timothy on
Dec 22, 2011


MojoKid writes “Rumors of AMD’s Southern Island family of graphics processors have circulated for some time, though today AMD is officially announcing their latest flagship single-GPU graphics card, the Radeon HD 7970. AMD’s new Tahiti GPU is outfitted with 2,048 stream processors with a 925MHz engine clock, featuring AMD’s Graphics Core Next architecture, paired to 3GB of GDDR5 memory connected over a 384-bit wide memory bus. And yes, it’s crazy fast as you’d expect and supports DX11.1 rendering. In the benchmarks, the new Radeon HD 7970 bests NVIDIA’s fastest single GPU GeForce GTX 580 card by a comfortable margin of 15 — 20 percent and can even approach some dual GPU configurations in certain tests.” PC Perspective has a similarly positive writeup. There are people who will pay $549 for a video card, and others who are just glad that the technology drags along the low-end offerings, too.
Read more of this story at Slashdot.

Eraesr writes with news that Epic Games has added Unreal Engine 3 support for Adobe Flash Player. This comes alongside news that Flash Player 11 has been released, an update that added Stage3D, “a set of low-level GPU-accelerated APIs enabling advanced 2D and 3D capabilities across multiple screens and devices.”
“With its new hardware-accelerated Stage 3D APIs, Flash Player 11 allows 1,000 times faster 2D and 3D graphics rendering performance over Flash Player 10. Developers can now animate millions of objects with smooth 60 frames per second rendering and deliver console-quality games on Mac OS, Windows and connected televisions. ‘With UE3 and Flash, games built for high-end consoles can now run on the Web or as Facebook apps, reaching an enormous user base,’ said Sweeney. ‘This totally changes the playing field for game developers who want to widely deploy and monetize their games.’”


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Eraesr writes with news that Epic Games has added Unreal Engine 3 support for Adobe Flash Player. This comes alongside news that Flash Player 11 has been released, an update that added Stage3D, “a set of low-level GPU-accelerated APIs enabling advanced 2D and 3D capabilities across multiple screens and devices.”
“With its new hardware-accelerated Stage 3D APIs, Flash Player 11 allows 1,000 times faster 2D and 3D graphics rendering performance over Flash Player 10. Developers can now animate millions of objects with smooth 60 frames per second rendering and deliver console-quality games on Mac OS, Windows and connected televisions. ‘With UE3 and Flash, games built for high-end consoles can now run on the Web or as Facebook apps, reaching an enormous user base,’ said Sweeney. ‘This totally changes the playing field for game developers who want to widely deploy and monetize their games.’”


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jones_supa writes “It turns out that you can still get a legacy PCI graphics card with a modern GPU. In this case it’s a Nvidia Geforce GT 520 card provided by Zotac. Both the PCI and PCIe x1 variants feature a GT 520 graphics chip with 48 stream processors, 512MB of DDR3 memory, a 810MHz core clock speed, a 1333MHz memory speed, and a 64-bit memory interface.”


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Published by
timothy on
Sep 15, 2011
An anonymous reader writes “After Intel displayed their research demo Wolfenstein: Ray Traced on Tablets, the latest progress at IDF focuses on high(est)-end gaming now running at 1080p. Besides image-based post-processing (HDR, Depth of Field) there is now also an implementation of a smart way of calculating anti-aliasing through using mesh IDs and normals and applying adaptive 16x supersampling. All that is powered by the ‘cloud,’ consisting of a server that holds eight Knights Ferry cards (total of 256 cores / 1024 threads). A lot of hardware, but the next iteration of the ‘Many Integrated Core’ (MIC) architecture, named Knights Corner (and featuring 50+ cores), might be just around the corner.”


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Vigile writes “John Carmack sat down for an interview during Quakecon 2011 to talk about the future of technology for gaming. He shared his thoughts on the GPU hardware race (hardware doesn’t matter but drivers are really important), integrated graphics solutions on Sandy Bridge and Llano (with a future of shared address spaces they may outperform discrete GPUs) and of course some thoughts on ‘infinite detail’ engines (uninspired content viewed at the molecular level is still uninspired content). Carmack does mention a new-found interest in ray tracing, and how it will ‘eventually win’ the battle for rendering in the long run.”


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Stoobalou writes with an interview in Thinq with a few folks from ARM on their plans for the future of embedded graphics. From the article:
“‘If you’re looking at the visual experience that we can deliver on a mobile, in terms of the capabilities of the devices that are on the market today, increasingly it is visually outstanding — but we need to do more maths, because we have an increasing screen resolution and we have increasing content complexity, and we have to do it all in pretty low power. So, if we look at where we were a few years ago, if you take the benchmarks of a VGA display and typical low-res content — all of a sudden, by the time you get to a 4K screen and some of the complexity of tesselated stuff you see in DX11 today, you’re talking about a 500x increase in performance.’ … ‘We’re still maintaining that 1W power envelope within your mobile device, yet being expected to deliver 500 times the performance,’ Hickman added. That’s a major undertaking, but one which the next generation of Mali processors will work towards.’
All of the graphics development in the embedded world is nice, but it is disheartening to see the lack of source code for all of the new mobile GPUs.


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trawg writes “A small Australian software company — backed by almost AUD$2 million in government assistance — is claiming they’ve developed a new technology which is ‘100,000 times better’ for computer game graphics. It’s not clear what exactly is getting multiplied, but they apparently ‘make everything out of tiny little atoms instead of flat panels.’ They’ve posted a video to YouTube which shows their new tech, which is apparently running at 20 FPS in software. It’s (very) light on the technical details, and extraordinary claims require extraordinary evidence, but they say an SDK is due in a few months — so stay tuned for more.”
John Carmack had this to say about the company’s claims: “No chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging.”


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Sony is determined to push 3D graphics into the realm of gaming, but the company seems to be aware that quality, not quantity, is what can win over gamers. They’ve been telling game developers to take the plunge only if it makes for a better gaming experience, and not just to take advantage of an industry buzz word. Sony’s Mick Hocking said,
“We need to, and we’re trying to encourage everyone to learn about 3D properly and come and talk to us so we’ll support them when they convert the games. But only deliver the best quality 3D. As we’ve seen in some other industries, if you make great quality 3D, in film you could say Avatar – it’s the most successful film of all time, it’s the highest grossing film of all time – but since then that hasn’t been followed up with the same degree of success. … If people see great quality 3D it does enhance the experience. It’s a great feature for a game. But if they see poor quality 3D it can put them off. Unfortunately some people are producing poor quality 3D, in all mediums. Over the last 12 months we’ve seen TV, film, some games, where the quality hasn’t been there. It’s just a case of people need to understand how to work with 3D, how to make it technically correct and then how to use it creatively. Only add 3D where it makes a difference to the gameplay experience. It must add something. Don’t just add depth for the sake of it.”


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Published by
timothy on
May 24, 2011
An anonymous reader writes “Two researchers — Johannes Kopf from Microsoft, and Dani Lischinski from The Hebrew University — have successfully created an algorithm that depixelizes and upscales low-resolution 8-bit ‘pixel art’ into lush vector graphics. The algorithm identifies pixel-level details (original paper — PDF) to accurately shade the new image — but more importantly, the algorithm can create smooth, curved contour lines from only-connected-on-the-diagonal single pixels. At long last, we might be able to play Super Mario Bros. on a big screen without stretching our beloved plumber’s pixels to breaking point. You really must look at the sample images.” Scroll down in the paper to see how their technique stacks up against some others, including Adobe’s Live Trace.


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