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*OFFICIAL* Top 30 Heaven Benchmark 2.5 Scores - Page 11

post #101 of 1444
I'm only @ 3GHz on my 9550 +D... dxdiag/windows reads it incorrectly as 3.4. Oh well! Sorry for no tess... 4850's don't support even though I put extreme tess on.




imo, pretty good results. That's 2x sapphire 4850's stock w/ 9550(c1) @ 3ghz. I'm only on a 620HX, so I'm not sure if I really want to test the limits .
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post #102 of 1444
Pretty sure i got the settings right...
LL
post #103 of 1444
Quote:
Originally Posted by bgaimur View Post
I'm only @ 3GHz on my 9550 +D... dxdiag/windows reads it incorrectly as 3.4. Oh well! Sorry for no tess... 4850's don't support even though I put extreme tess on.




imo, pretty good results. That's 2x sapphire 4850's stock w/ 9550(c1) @ 3ghz. I'm only on a 620HX, so I'm not sure if I really want to test the limits .
thats dx 10 not dx 11...and the tessellation suppose to be Xtreme not disable.
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post #104 of 1444
Chucklez ---- Phenom II 965 / 3.9Ghz ----- 5970, 920 / 920 / 1225 ----- 35.2 ----- 887



That score/FPS look right to you guys? Idk if its just me but that seems low to me.
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post #105 of 1444
Quote:
Originally Posted by Chucklez View Post
Chucklez ---- Phenom II 965 / 3.9Ghz ----- 5970, 920 / 920 / 1225 ----- 35.2 ----- 887



That score/FPS look right to you guys? Idk if its just me but that seems low to me.
Turn off the AA.
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post #106 of 1444
how do i just give the blue box screenshot?


19 fps with extreme tesselation just killed it..
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post #107 of 1444
Latest nVidia Developer Newsletter.

I suggest you sign up as a developer, even if you are not. You get information faster than anyone else, and with proper credentials, you can get access to data and software not publicly available. Please PM me for my credentials. I will state you are working for me, and that I want my team to be up to date. I get information before it is ever released to the public, up to the latest second.

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NVIDIA Developer Newsletter 51, March 2010
Welcome to March's NVIDIA Developer Newsletter!

Just a few weeks ago, we concluded a very successful GDC 2010 event in San Francisco, CA. As always, the GDC was a busy, vibrant event, with thousands of attendees stopping by the NVIDIA booth or listening to one of our many sessions. We'd like to thank all those that attended, and a special thanks goes out to all of you that offered feedback on how we can improve in the following years. We take all that feedback seriously, and you can rest assured that you will see some interesting changes next year.

As always, we would love to hear specific feedback on this newsletter, and invite you to send email to the NVIDIA Developer Relations team.

P. S. -- Don't forget you can get instant news updates from NVIDIA by subscribing to the "nvidiadeveloper" feed (or "gpucomputing" for GPU Computing news) on Twitter!
Table of Contents

* 3D Gaming Summit - April 21-22
* NVIDIA Presentations @ GDC
o APEX
+ Physically Simulated Clothing by CCP (EVE Online) Using NVIDIA APEX
+ APEX Clothing 3ds MAX plug-in demo
+ Authoring Physically Simulated Destruction with NVIDIA APEX
o Advanced Visual Effects with Direct3D
# Screen Space Fluid Rendering for Games
# DirectCompute Performance
# DX11 Effects in Metro 2033
# DX11 Performance Tips & Tricks
# Enriching Details using Direct3D 11 Tesselation
# Tesselation Performance
o Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void
o NVIDIA's New Game Development Environment: NVIDIA Parallel Nsightâ„¢
o Tegra - Developing Killer Content for Advanced Mobile Platforms
o NVIDIA GDC Theater Screencasts
o Khronos GDC presentations
* Just announced: NVIDIA GPU Technology Conference 2010

3D Gaming Summit
[3D Gaming Summit]

Join NVIDIA at the 3D Gaming Summit, the world's premier event focused on 3D Stereoscopic Gaming. Taking place April 21-22nd 2010 at the Hilton Los Angeles l Universal City, California, 3D Gaming Summit will bring together key decision makers, leading press, and market analysts for two days of in-depth discussions on the promotion, education, marketing and distribution of Stereoscopic 3D gaming technologies.

We've arranged for a special 25% discount off regular conference pass prices ($275.00 in savings!) for NVIDIA's partner developers. Just use coupon code NV3 when registering. See you at the event! For full conference details please visit www.3dgamingsummit.com
NVIDIA @ GDC
[Tegra 250 board]

NVIDIA offered several presentations at this year's GDC in San Francisco. We had it covered from "APEX" to "Z-buffers."

Our current offereings includes slide decks and screencasts, but bookmark http://developer.nvidia.com/object/gdc-2010.html and check back in a week or for videos of several key presentations. Below are the sessions featuring NVIDIA speakers and theater presentations for GDC 2010, plus other recommended sessions and tutorials:

Physically Simulated Clothing by CCP (EVE Online) Using NVIDIA APEX (PDF Slides)

* Speakers: Vigfus Omarsson (Lead Technical Artist, CCP), Snorri Sturluson (Senior Software Engineer, CCP), Monier Maher (APEX Product Manager, NVIDIA)
* In this session, we will demonstrate how CCP added physically simulated clothing to their Eve Incarna characters using NVIDIA's APEX Clothing. We will demonstrate, step by step, the full authoring pipeline, from DCC tools to final integration into the game engine. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which significantly speed up creation and inclusion of scalable, dynamic content without a large engineering effort.

APEX Clothing 3ds MAX plug-in demo (PDF Slides)

Authoring Physically Simulated Destruction with NVIDIA APEX (PDF Slides)

* Speaker: Bryan Galdrikian (Senior Application Engineer, NVIDIA), Dane Johnston (Technical Artist, NVIDIA)
* In this session we will show how an artist can quickly add cinematic scale destruction to their game levels using NVIDIA APEX Destruction. We will demonstrate, step by step, the full authoring pipeline, from DCC tools to final integration into a game engine, including a case study. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which greatly speeds up development of scalable, dynamic content without requiring a large engineering effort

Screen Space Fluid Rendering for Games (PDF Slides)

* Simon Green (NVIDIA)
* This talk provides describes an easy to implement technique for rendering particle-based fluid simulations in games.

DirectCompute Performance (PDF Slides)

* Nicolas Thibieroz (AMD) and Cem Cebenoyan (NVIDIA )
* Direct Compute is a new feature in DirectX 11 for general purpose programming of GPUs. This talk covers the performance characteristics of modern GPUs when using Direct Compute, to ensure that you take full advantage of the capabilities and extract the highest performance possible.

DX11 Effects in Metro 2033 (PDF Slides)

* Oles Shishkovtsov (4A Games) and Ashu Rege (NVIDIA)
* This talk describes one of the first full implementations of DirectX11 in Metro 2033, a post-apocalyptic game developed by 4A Games and based on the cult classic novel by Dmitry Glukhovsky. The talk describes details of the first-ever game implementation of cinematic quality Depth of Field using the Compute Shader in DX11 as well as the use of DX11 Tessellation based on Phong tessellation and displacement mapping.

DX11 Performance Tips & Tricks (PDF Slides)

* Holger Gruen (AMD) and Cem Cebenoyan (NVIDIA)

Enriching Details using Direct3D 11 Tesselation (PDF Slides)

* Tianyun Ni (NVIDIA)
* This talk provides a comprehensive overview of Direct3D11 tessellation technology and a comparison between various tessellation schemes. It demonstrates how to leverage Direct3D11 tessellation to take your games to the next level. Concepts are introduced progressively and illustrated with step-by-step walkthroughs, including screenshots and examples of shader code.

Tesselation Performance (PDF Slides)

* Jon Story (AMD) and Cem Cebenoyan (NVIDIA)
* Tessellation is one of the most exciting new features in DirectX 11, implemented as a set of completely new pipeline stages with their own performance characteristics. This talk covers optimization advice for taking full advantage of DX11 Tessellation, covering optimization advice for each stage in the pipeline, as well as several techniques for level-of-detail.

Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void (PDF Slides)

* Speaker: Sarah Tariq (Developer Technology Software Engineer, NVIDIA), Joe Cruz (VFX Lead, Airtight Games)
* In this session we will talk about 3D fluid simulation driven effects that we created in the game Dark Void. We will go over the details of how to implement a seamless, scalable and direct-able fluid simulation in a game engine and use it to create the next generation of fluid driven effects. We believe that these techniques are feasible for games, not just tech demos and movies, and we hope to inspire the audience into using such techniques to create amazing effects in their own games. Intended Audience Effects programmers and visual effect artists interested in realistic and visually compelling fluid simulation. Some background in fluid simulation techniques would be useful but not required. Takeaway Highly detailed, interactive fluid simulation is not something we can only hope to see in movies or in tech demos; it is a feasible technology which is being used to make fantastic effects in shipping games today. In this session we will go over the details of how to implement a seamless, scalable and direct-able fluid simulation in a game engine and how to use it to create the next generation of fluid driven effects.

NVIDIA's New Game Development Environment: NVIDIA Parallel Nsightâ„¢ (PDF Slides)

* Speaker: Jeffrey Kiel (Manager of Graphics Tools, NVIDIA), Kumar Iyer (Product Manager, NVIDIA), Sebastien Domine (Senior Director of Development Tools, NVIDIA)
* Come learn about NVIDIA's new development environment for heterogeneous (CPU+GPU) platforms, integrated into Microsoft Visual Studio. This is the world's first GPU hardware source debugger for HLSL shaders, DirectCompute and CUDA C++, and adds powerful DirectX 10 and 11 frame capture and analysis, pixel history, and platform-level performance tools that can show you activities across your GPU, CPU and the operating system. One platform allows you to seamlessly develop CPU and GPU code for the first time. Session attendees will see a live demo of the GPU development environment, and learn how to debug and optimize their GPU code and API usage directly from Visual Studio. Attendees will also learn how to get access to the Beta program for this game-changing development tool.

Tegra - Developing Killer Content for Advanced Mobile Platforms (PDF Slides)

* Speaker: Lars Bishop (Mobile Developer Technologies Engineer, NVIDIA)
* Tegra is the world's first dual-core mobile processor and is enabling a new era in mobile content. Tegra is being built into diverse devices from phones, tablets and smartbooks to set-top boxes and TVs, creating a high-volume content opportunity. Come for insights into developing 3D and multimedia mobile applications Android, Linux and Windows CE; see demonstrations of NVIDIA's Tegra developers - kit and tools, including PerfHUD ES; learn cutting-edge techniques for integrating video and 3D into augmented reality titles using cross-platform Khronos APIs. Discover how to tap into Tegra and be a part of the mobile content revolution.

NVIDIA Theater Presentations
APEX Clothing with 3ds Max (external link, opens in new window)
Gavin Kistner, Product Designer, NVIDIA
NVIDIA Immersive Gaming–3D and Multi-Display Support (external link, opens in new window)
Andrew Fear, Senior Product Manager, Consumer 3D Products, NVIDIA
Practical Triangle Tessellation (external link, opens in new window)
Dan Amerson, Technical Director, Runtime: Emergent Game Technologies
Enlighten: Total Artistic Control over Game Lighting (external link, opens in new window)
Chris Doran, COO and Founder, GEOMERICS
Ivan Pedersen, Lead Artist, GEOMERICS
Unity for Engineers (external link, opens in new window)
Lucas Meijer, Engineer, Principal Presenter, Unity
Aras Pranckevicius, Lead Graphics Engineer, Unity
Physically Simulated Clothing By CCP (EVE Online) Using NVIDIA APEX (external link, opens in new window)
Vigfus Omarsson, Lead Technical Artist, CCP
Snorri Sturluson, Senior Software Engineer, CCP
Monier Maher, APEX Product Manager, NVIDIA
APEX Vegetation with the SpeedTree® Modeler (external link, opens in new window)
Michael Sechrest, President and Co-Founder, Interactive Data Visualization (IDV), Inc.,
Lou Rohan, Senior Software Engineer, NVIDIA
Vision Engine 8 (external link, opens in new window)
Dag Frommhold, Managing Partner, Trinigy
Parallel Nsight: GPU Development in Visual Studio (external link, opens in new window)
Kumar Iyer, Product Manager, NVIDIA
Practical Use of Tessellation in Unigine Heaven Benchmark (external link, opens in new window)
Denis Shergin, CEO and Co-Founder, Unigine Corp.
Alexander Zaprjagaev, CTO, Unigine Corp.
Lip Syncing with Face Robot using Softimage 2011 (external link, opens in new window)
Mark Schoennagel, Senior 3D Evangelist, Autodesk Softimage
Advanced OpenGL, OpenGL ES and OpenCL debugging and profiling using gDEBugger (external link, opens in new window)
Avi Shapira, Founder and CEO of Graphic Remedy
CryENGINE®3 (external link, opens in new window)
Sean Tracy, Field Applications Engineer, Crytek
DMM2–Next Generation Digital Molecular Matter by Pixelux (external link, opens in new window)
Mitch Bunnell, Chief Executive Officer, Pixelux Entertainment, Inc.
APEX Destruction using PhysX Lab (external link, opens in new window)
Bryan Galdrikian, Senior Apps Engineer, Physics R&D, NVIDIA

Just announced: NVIDIA GPU Technology Conference 2010

GTCToday we announced that the GPU Technology Conference 2010 (GTC 2010) will take place on Monday, Sept. 20 to Thursday, Sept. 23 at the San Jose Convention Center in San Jose, Calif.

Building on the successful format of last year’s inaugural conference, GTC 2010 will offer an even broader and deeper selection of technical sessions, interactive tutorials, technology previews, and industry and academic presentations.

For More Information:

* To stay up to date on GTC 2010, visit the GTC 2010 website and join the GTC 2010 mailing list.
* To submit proposals for tutorials, sessions, and posters, see GTC Call for Submissions.
* To learn about being a sponsor or exhibitor, see GTC Sponsors/Exhibitors.
* To watch the GTC 2010 video, see the nTersect blog.
    
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post #108 of 1444
Quote:
Originally Posted by Chucklez View Post
Chucklez ---- Phenom II 965 / 3.9Ghz ----- 5970, 920 / 920 / 1225 ----- 35.2 ----- 887



That score/FPS look right to you guys? Idk if its just me but that seems low to me.
yea pretty much spot on i get 36.8 fps at stock clocks from a sapphire.
 
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post #109 of 1444
elson ----i5 750 / 2.66Ghz -----5850, 725/1000 ----- 18.8 ----- 475

tessellation is looks amazing
LL
Edited by elson - 3/25/10 at 8:11pm
post #110 of 1444
Quote:
Originally Posted by benyu View Post
how do i just give the blue box screenshot?


19 fps with extreme tesselation just killed it..
Open the image in pbrush, crop what you need, save it and upload it.

As for improving your scores, stick with 10.3a drivers. The CrossfireX profiles are larger and support more software, and the drivers handle 2D better. There are still problems with multiple monitors going to sleep. This can be resolved by installing the Catalyst 10.2 RC2 drivers, then upgrading to the Catalyst 10.3a drivers without doing an uninstall. This workaround works for now.

If you want to boost performance, focus on overclocking the core to boost the tessellation unit processing clocks. Right now, ATI are working on a way to expand tessellation onto the Stream Processors. When they complete that, nVidia is dead. If they get the SP units to work hand in hand as cache and pre/post processors for the tessellation units, then the tessellation performance will SKYROCKET! It technically could be called cheating, but if you want to get the most out of a benchmark with a dedicated tessellation processor, the only way to get more tessellation processor is to assist it. nVidia has no tessellation processor, as tessellation is emulated on the CUDA cores. When the new drivers are finished, likely to be released in the 10.5 beta catalyst drivers, things will change in the benchmark world.

Catalyst 11.0 is already in the works, but it is focusing on using the Stream Processors to aid in render on benchmarks and graphics systems, using the tessellation units as a math base cache systems and booster. When these are complete, the HD 5000 series will eat the GTX 480 as a midnight snack, and it will only be the first bite out of the proverbial cake.

ATI is re-working the driver models as we speak. In the end, ATI learned from how nVidia handled tessellation, and uses the multiple SIMD I/O system to destroy the graphics gap. Right now, we are using an older model from 9.1 catalyst where tessellation is only run on the tessellation units. The new model will be a complete re-working of the way the card is run.

The beauty of ATI's dedicated cores is the card can be software adapted to do so many things, and with the ECC and tessellation units in place, the sky is the limit.

P.S.: We found a way to run CUDA core on FireStream, aka the Stream Processors of the HD 5000 series. This does not mean ATI will license it, but hackers are bound to make custom drivers like they did years back that use OpenCL code to run CUDA on ATI 5000 series processors, namely Cypress and Evergreen. The future of ATI is upon us.

I feel I should get a STD check, because I know my card will rape me tonight.

I don't want it to get anything from me. I know my card is clean. It has only slept with me, and I get laid moew than a person covered in paper cuts, holding a circle jerk in an aids clinic.

But, I'm a geek. If only I could find a geek chick. Oh man... An Asian geek chick, who can kick my behind in Quake. That would get my rocks off like primer cord in a quarry.
Edited by NoahDiamond - 3/25/10 at 8:20pm
    
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