Domain: nvidia.com
Stories and comments across the archive that link to nvidia.com.
Stories · 143
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NVIDIA's Ray Tracing Tech Will Soon Run On Older GTX Cards (engadget.com)
NVIDIA's older GeForce GTX 10-series cards will be getting the company's new ray-tracing tech in April. The technology, which is currently only available on its new RTX cards, "will work on GPUs from the 1060 and up, albeit with some serious caveats," reports Engadget. "Some games like Battlefield V will run just fine and deliver better visuals, but other games, like the freshly released Metro Exodus, will run at just 18 fps at 1440p -- obviously an unplayable frame-rate." From the report: What games you'll be able to play with ray-tracing tech (also known as DXR) on NVIDIA GTX cards depends entirely on how it's implemented. In Battlefield V, for instance, the tech is only used for things like reflections. On top of that, you can dial down the strength of the effect so that it consumes less computing horsepower. Metro Exodus, on the other hand, uses ray tracing to create highly realistic "global illumination" effects, simulating lighting from the real world. It's the first game that really showed the potential of RTX cards and actually generated some excitement about the tech. However, because it's so computationally intensive, GTX cards (which don't have the RTX tensor cores) will be effectively be too slow to run it.
NVIDIA explained that when it was first developing the next gen RTX tech, it found chips using Pascal tech would be "monster" sized and consume up to 650 watts. That's because the older cards lack both the integer cores and tensor cores found on the RTX cards. They get particularly stuck on ray-tracing, running about four times slower than the RTX cards on Metro Exodus. Since Metro Exodus is so heavily ray-traced, the RTX cards run it three times quicker than older GTX 10-series cards. However, that falls to two times for Shadow of the Tomb Raider, and 1.6 times for Battlefield V, because both of those games use ray tracing less. The latest GTX 1660 and 1660 Ti GPUs, which don't have RT but do have integer cores, will run ray-traced games moderately better than last-gen 10-series GPUs. NVIDIA also announced that Unity and Unreal Engine now support ray-tracing, allowing developers to implement the tech into their games. Developers can use NVIDIA's new set of tools called GameWorks RTX to achieve this.
"It includes the RTX Denoiser SDK that enables real-time ray-tracing through techniques that reduce the required ray count and number of samples per pixel," adds Engadget. "It will support ray-traced effects like area light shadows, glossy reflections, ambient occlusion and diffuse global illumination (the latter is used in Metro Exodus). Suffice to say, all of those things will make game look a lot prettier." -
NVIDIA Slapped With Class Action Lawsuit Tied To Cryptocurrency Implosion (hothardware.com)
Long-time Slashdot reader foxalopex writes: It looks like Nvidia is going to be hit with a class action for investors who lost big when their stock price crashed more than 50% due to an overstock of GPU cards that were produced for the crypto-currency craze back in 2018. The suit claims investors were told Nvidia had control of the situation until it crashed worse than even Nvidia had anticipated.
"The Company's public statements were false and materially misleading," argues the complaint from a Los Angeles law firm, seeking investors who purchased shares in NVIDIA between August 10, 2017 and November 15, 2018.
It was on November 15 that NVIDIA issued a statement that "excess channel inventory post the crypto-currency boom...will be corrected." Citing new products for machine learning, film rendering, and cloud computing, they added that "Our market position and growth opportunities are stronger than ever." -
Tesla Is Building Its Own AI Chips For Self-Driving Cars (techcrunch.com)
Yesterday, during his quarterly earnings call, Tesla CEO Elon Musk revealed a new piece of hardware that the company is working on to perform all the calculations required to advance the self-driving capabilities of its vehicles. The specialized chip, known as "Hardware 3," will be "swapped into the Model S, X, and 3," reports TechCrunch. From the report: Tesla has thus far relied on Nvidia's Drive platform. So why switch now? By building things in-house, Tesla say it's able to focus on its own needs for the sake of efficiency. "We had the benefit [...] of knowing what our neural networks look like, and what they'll look like in the future," said Pete Bannon, director of the Hardware 3 project. Bannon also noted that the hardware upgrade should start rolling out next year. "The key," adds Elon "is to be able to run the neural network at a fundamental, bare metal level. You have to do these calculations in the circuit itself, not in some sort of emulation mode, which is how a GPU or CPU would operate. You want to do a massive amount of [calculations] with the memory right there." The final outcome, according to Elon, is pretty dramatic: He says that whereas Tesla's computer vision software running on Nvidia's hardware was handling about 200 frames per second, its specialized chip is able to crunch out 2,000 frames per second "with full redundancy and failover." Plus, as AI analyst James Wang points out, it gives Tesla more control over its own future. -
Nvidia Launches AI Computer To Give Autonomous Robots Better Brains (theverge.com)
An anonymous reader quotes a report from The Verge: At Computex 2018, Nvidia unveiled two new products: Nvidia Isaac, a new developer platform, and the Jetson Xavier, an AI computer, both built to power autonomous robots. Nvidia CEO Jensen Huang said Isaac and Jetson Xavier were designed to capture the next stage of AI innovation as it moves from software running in the cloud to robots that navigate the real world. The Isaac platform is a set of software tools that will make it simpler for companies to develop and train robots. It includes a collection of APIs to connect to 3D cameras and sensors; a library of AI accelerators to keep algorithms running smoothly and without lag; and a new simulation environment, Isaac Sim, for training and testing bots in a virtual space. Doing so is quicker and safer than IRL testing, but it can't match the complexity of the real world.
But the heart of the Isaac platform is Nvidia's new Jetson Xavier computer, an incredibly compact piece of hardware that's comprised of a number of processing components. These include a Volta Tensor Core GPU, an eight-core ARM64 CPU, two NVDLA deep learning accelerators, and processors for static images and video. In total, Jetson Xavier contains more than 9 billion transistors and delivers over 30 TOPS (trillion operations per second) of compute. And it consumes just 30 watts of power, which is half of the electricity used by the average light bulb. The cost of one Jetson Xavier (along with access to the Isaac platform) is $1,299, and Huang claims the computer provides the same processing power as a $10,000 workstation "AI, in combination with sensors and actuators, will be the brain of a new generation of autonomous machines," said Huang. "Someday, there will be billions of intelligent machines in manufacturing, home delivery, warehouse logistics and much more." -
Nvidia Shuts Down Its GeForce Partner Program, Citing Misinformation (theregister.co.uk)
In a blog post on Friday, Nvidia announced it is "pulling the plug" on the GeForce Partner Program (GPP) due to the company's unwillingness to combat "rumors" and "mistruths" about the platform. The GPP has only been active for a couple of months. It was launched as a way for gamers to know exactly what they're buying when shopping for a new gaming PC. "With this program, partners would provide full transparency regarding the installed hardware and software in their products," reports Digital Trends. From the report: Shortly after the launch, unnamed sources from add-in card and desktop/laptop manufacturers came forward to reveal that the program will likely hurt consumer choice. Even more, they worried that some of the agreement language may actually be illegal while the program itself could disrupt the current business they have with AMD and Intel. They also revealed one major requirement: The resulting product sports the label "[gaming brand] Aligned Exclusively with GeForce." As an example, if Asus wanted to add its Republic of Gamers (RoG) line to Nvidia's program, it wouldn't be allowed to sell RoG products with AMD-based graphics. Of course, manufacturers can choose whether or not to join Nvidia's program, but membership supposedly had its "perks" including access to early technology, sales rebate programs, game bundling, and more.
According to Nvidia, all it asked of its partners was to "brand their products in a way that would be crystal clear." The company says it didn't want "substitute GPUs hidden behind a pile of techno-jargon." Specifications for desktops and laptops tend to list their graphics components and PC gamers are generally intelligent shoppers that don't need any clarification. Regardless, Nvidia is pulling the controversial program because the "rumors, conjecture, and mistruths go far beyond" the program's intent. -
Nvidia Shuts Down Its GeForce Partner Program, Citing Misinformation (theregister.co.uk)
In a blog post on Friday, Nvidia announced it is "pulling the plug" on the GeForce Partner Program (GPP) due to the company's unwillingness to combat "rumors" and "mistruths" about the platform. The GPP has only been active for a couple of months. It was launched as a way for gamers to know exactly what they're buying when shopping for a new gaming PC. "With this program, partners would provide full transparency regarding the installed hardware and software in their products," reports Digital Trends. From the report: Shortly after the launch, unnamed sources from add-in card and desktop/laptop manufacturers came forward to reveal that the program will likely hurt consumer choice. Even more, they worried that some of the agreement language may actually be illegal while the program itself could disrupt the current business they have with AMD and Intel. They also revealed one major requirement: The resulting product sports the label "[gaming brand] Aligned Exclusively with GeForce." As an example, if Asus wanted to add its Republic of Gamers (RoG) line to Nvidia's program, it wouldn't be allowed to sell RoG products with AMD-based graphics. Of course, manufacturers can choose whether or not to join Nvidia's program, but membership supposedly had its "perks" including access to early technology, sales rebate programs, game bundling, and more.
According to Nvidia, all it asked of its partners was to "brand their products in a way that would be crystal clear." The company says it didn't want "substitute GPUs hidden behind a pile of techno-jargon." Specifications for desktops and laptops tend to list their graphics components and PC gamers are generally intelligent shoppers that don't need any clarification. Regardless, Nvidia is pulling the controversial program because the "rumors, conjecture, and mistruths go far beyond" the program's intent. -
Ask Slashdot: How Do You Stream/Capture Video?
datavirtue writes: I am starting to look at capturing and streaming video, specifically video games in 4K at 60 frames per second. I have a Windows 10 box with a 6GB GTX 1060 GPU and a modern AMD octa-core CPU recording with Nvidia ShadowPlay. This works flawlessly, even in 4K at 60 fps. ShadowPlay produces MP4 files which play nice locally but seem to take a long time to upload to YouTube -- a 15-minute 4K 60fps video took almost three hours. Which tools are you fellow Slashdotters using to create, edit, and upload video in the most efficient manner? -
NVIDIA RTX Technology To Usher In Real-Time Ray Tracing Holy Grail of Gaming Graphics (hothardware.com)
HotHardware writes: NVIDIA has been dabbling in real-time ray tracing for over a decade. However, the company just introduced NVIDIA RTX, which is its latest effort to deliver real-time ray tracing to game developers and content creators for implementation in actual game engines. Historically, the computational horsepower to perform real-time ray tracing has been too great to be practical in actual games, but NVIDIA hopes to change that with its new Volta GPU architecture and the help of Microsoft's new DirectX Raytracing (DXR) API enhancements. Ray tracing is a method by which images are enhanced by tracing rays or paths of light as they bounce in and around an object (or objects) in a scene. Under optimum conditions, ray tracing delivers photorealistic imagery with shadows that are correctly cast; water effects that show proper reflections and coloring; and scenes that are cast with realistic lighting effects. NVIDIA RTX is a combination of software (the company's Gameworks SDK, now with ray tracing support), and next generation GPU hardware. NVIDIA notes its Volta architecture has specific hardware support for real-time ray tracing, including offload via its Tensor core engines. To show what's possible with the technology, developers including Epic, 4A Games and Remedy Entertainment will be showcasing their own game engine demonstrations this week at the Game Developers Conference. NVIDIA expects the ramp to be slow at first, but believes eventually most game developers will adopt real-time ray tracing in the future. -
Hackers Seem Close To Publicly Unlocking the Nintendo Switch (arstechnica.com)
Ars Technica reports that "hackers have been finding partial vulnerabilities in early versions of the [Nintendo] Switch firmware throughout 2017." They have discovered a Webkit flaw that allows for basic "user level" access to some portions of the underlying system and a service-level initialization flaw that gives hackers slightly more control over the Switch OS. "But the potential for running arbitary homebrew code on the Switch really started looking promising late last month, with a talk at the 34th Chaos Communication Congress (34C3) in Leipzig Germany," reports Ars. "In that talk, hackers Plutoo, Derrek, and Naehrwert outlined an intricate method for gaining kernel-level access and nearly full control of the Switch hardware." From the report: The full 45-minute talk is worth a watch for the technically inclined, it describes using the basic exploits discussed above as a wedge to dig deep into how the Switch works at the most basic level. At one point, the hackers sniff data coming through the Switch's memory bus to figure out the timing for an important security check. At another, they solder an FPGA onto the Switch's ARM chip and bit-bang their way to decoding the secret key that unlocks all of the Switch's encrypted system binaries. The team of Switch hackers even got an unexpected assist in its hacking efforts from chipmaker Nvidia. The "custom chip" inside the Switch is apparently so similar to an off-the-shelf Nvidia Tegra X1 that a $700 Jetson TX1 development kit let the hackers get significant insight into the Switch's innards. More than that, amid the thousand of pages of Nvidia's public documentation for the X1 is a section on how to "bypass the SMMU" (the System Memory Management Unit), which gave the hackers a viable method to copy and write a modified kernel to the Switch's system RAM. As Plutoo put it in the talk, "Nvidia backdoored themselves." -
Nvidia's GeForce Now Windows App Transforms Your Cheap Laptop Into a Gaming PC (theverge.com)
The GeForce Now game streaming service that Nvidia announced for the Mac last year is finally coming to Windows PCs. According to their website, the service lets you stream high-resolution games from your PC to your Mac or Windows PC that may or may not have the power to run the games natively. Starting this week, beta users of the GeForce Now Mac client will be able to install and run the Windows app. Tom Warren reports via The Verge: I got a chance to play with an early beta of the GeForce Now service on a $400 Windows PC at CES today. My biggest concerns about game streaming services are latency and internet connections, but Nvidia had the service setup using a 50mbps connection on the Wynn hotel's Wi-Fi. I didn't notice a single issue, and it honestly felt like I was playing Player Unknown's Battlegrounds directly on the cheap laptop in front of me. If I actually tried to play the game locally, it would be impossible as the game was barely rendering at all or at 2fps. Nvidia is streaming these games from seven datacenters across the US, and some located in Europe. I was playing in a Las Vegas casino from a server located in Los Angeles, and Nvidia tells me it's aiming to keep latency under 30ms for most customers. There's obviously going to be some big exceptions here, especially if you don't live near a datacenter or your internet connectivity isn't reliable. The game streaming works by dedicating a GPU to each customer, so performance and frame rates should be pretty solid. Nvidia is also importing Steam game collections into the GeForce Now service for Windows, making it even more intriguing for PC gamers who are interested in playing their collection on the go on a laptop that wouldn't normally handle such games. -
NVIDIA-Powered Neural Network Produces Freakishly Natural Fake Human Photos (hothardware.com)
MojoKid writes: NVIDIA released a paper recently detailing a new machine learning methodology for generating unique and realistic looking faces using a generative adversarial network (GAN). The result is the ability to artificially render photorealistic human faces of "unprecedented quality." NVIDIA achieves this by using an algorithm that pairs two neural networks -- a generator and a discriminator -- that compete against each other. The generator starts from a low resolution image and builds upon it, while the discriminator assesses the results, sort of like a constant critic, pointing out where things have gone wrong. The GAN is not a new technology, but where NVIDIA differentiates is through the progressive training method it developed. NVIDIA took a database of photographs of famous people and used that to train its system. By working together, the neural networks were able to produce fake images that are nearly indistinguishable from real human photographs, and a little creepy too. -
Samsung, Nvidia End Their Patent Lawsuits (cio.com)
Reader itwbennett writes: In September 2014, Nvidia sued both Samsung and Qualcomm, asking for shipments of Galaxy phones and tablets with graphics processors from Qualcomm, ARM and Imagination Technologies to be blocked. Samsung fired back, suing Nvidia for patent infringement, and for supposedly false claims by Nvidia that its Tegra K1 was the world's fastest mobile processor. Now, in an agreement announced today, Nvidia and Samsung have agreed to 'settle all outstanding IP litigation'. Under the agreement, the companies will license 'a small number' of patents to each other, though they said there's no broad cross-license agreement. There's also no financial payment. And no mention was made of Qualcomm. -
NVIDIA's Proprietary Linux Driver Adds Support For Wayland, Mir (phoronix.com)
An anonymous reader writes: After being desired by NVIDIA Linux users for years, the proprietary GeForce graphics driver natively supports Wayland and Mir as an alternative to an X.Org Server. It's been a long time coming for the proprietary GPU driver stacks to support Wayland/Mir, but with today's 364.12 beta driver there is now the necessary DRM KMS kernel support and EGL extensions for being able to handle these next-generation display solutions. The new NVIDIA Linux driver also provides integrated Vulkan support, PRIME rendering support, and other additions. -
Valve's SteamOS Now Supports Vulkan, The Cross-Platform Alternative To DirectX 12 (pcworld.com)
SteamOS just gained support for Vulkan, the cross-platform alternative to Microsoft's DirectX 12 and Apple's Metal. This should make it easier for developers to write and optimize games for SteamOS, closing the performance gap with Windows and encouraging more developers to support Linux. This feature arrived in SteamOS Brewmaster version 2.63. Valve added version 355 of the Linux Nvidia driver, which means SteamOS offers Vulkan support when used alongside Nvidia hardware. Intel's graphics hardware should also support Vulkan on SteamOS in the near future. AMD is still working on its new driver, known as AMDGPU, that will replace the current fglrx driver for SteamOS and other Linux-based platforms. If you use Linux distribution besides SteamOS, you can download Nvidia's Vulkan-ready Linux driver or an experimental version of Intel's Vulkan-enabled graphics driver. -
NVIDIA Tegra X1 Performance Exceeds Intel Bay Trail SoCs, AMD AM1 APUs
An anonymous reader writes: A NVIDIA SHIELD Android TV modified to run Ubuntu Linux is providing interesting data on how NVIDIA's latest "Tegra X1" 64-bit ARM big.LITTLE SoC compares to various Intel/AMD/MIPS systems of varying form factors. Tegra X1 benchmarks on Ubuntu show strong performance with the X1 SoC in this $200 Android TV device, beating out low-power Intel Atom/Celeron Bay Trail SoCs, AMD AM1 APUs, and in some workloads is even getting close to an Intel Core i3 "Broadwell" NUC. The Tegra X1 features Maxwell "GM20B" graphics and the total power consumption is less than 10 Watts. -
The Android L Update For Nvidia Shield Portable Removes Features
An anonymous reader writes: For those of us who still remember the Hobson's choice with the 3.21 update of the PS3 firmware, the most recent update to the Nvidia Shield Portable is eerily similar. The update, which is necessary to run recent games and apps that require Android 5.0 APIs, removes some features from the device, and removes the games that were bundled with the device, Sonic 4 Episode II and The Expendables: ReArmed. Nvidia has stressed that it is an optional update, but how many users have been told for months that the update was coming, some of whom may have bought the device after the update was announced, only to find out now they won't receive all the functionality they paid for? How is it still legal for these companies to advertise and sell a whole product but only deliver part of it? -
NVIDIA Begins Requiring Signed GPU Firmware Images
An anonymous reader writes: In a blow to those working on open-source drivers, soft-mods for enhancing graphics cards, and the Chinese knock-offs of graphics cards, NVIDIA has begun signing and validating GPU firmware images. With the latest-generation Maxwell GPUs, not all engine functionality is being exposed unless the hardware detects the firmware image was signed by NVIDIA. This is a setback to the open-source Nouveau Linux graphics driver but they're working towards a solution where NVIDIA can provide signed, closed-source firmware images to the driver project for redistribution. Initially the lack of a signed firmware image will prevent some thermal-related bits from being programmed but with future hardware the list of requirements is expected to rise. -
NVIDIAs 64-bit Tegra K1: The Ghost of Transmeta Rides Again, Out of Order
MojoKid (1002251) writes Ever since Nvidia unveiled its 64-bit Project Denver CPU at CES last year, there's been discussion over what the core might be and what kind of performance it would offer. Visibly, the chip is huge, more than 2x the size of the Cortex-A15 that powers the 32-bit version of Tegra K1. Now we know a bit more about the core, and it's like nothing you'd expect. It is, however, somewhat similar to the designs we've seen in the past from the vanished CPU manufacturer Transmeta. When it designed Project Denver, Nvidia chose to step away from the out-of-order execution engine that typifies virtually all high-end ARM and x86 processors. In an OoOE design, the CPU itself is responsible for deciding which code should be executed at any given cycle. OoOE chips tend to be much faster than their in-order counterparts, but the additional silicon burns power and takes up die area. What Nvidia has developed is an in-order architecture that relies on a dynamic optimization program (running on one of the two CPUs) to calculate and optimize the most efficient way to execute code. This data is then stored inside a special 128MB buffer of main memory. The advantage of decoding and storing the most optimized execution method is that the chip doesn't have to decode the data again; it can simply grab that information from memory. Furthermore, this kind of approach may pay dividends on tablets, where users tend to use a small subset of applications. Once Denver sees you run Facebook or Candy Crush a few times, it's got the code optimized and waiting. There's no need to keep decoding it for execution over and over. -
DirectX 12 Promises Lower-level Hardware Access On Multiple Platforms
crookedvulture writes "Microsoft formally introduced its DirectX 12 API at the Game Developers Conference yesterday. This next-gen programming interface will extend across multiple platforms, from PCs to consoles to mobile devices. Like AMD's Mantle API, it promises reduced CPU overhead and lower-level access to graphics hardware. But DirectX 12 won't be limited to one vendor's hardware. Intel, AMD, Nvidia, and Qualcomm have all pledged to support the API, which will apparently work on a lot of existing systems. Intel's Haswell CPUs are compatible with DirectX 12, as are multiple generations of existing AMD and Nvidia GPUs. A DirectX 12 update is also coming to the Xbox One. The first games to support the API won't arrive until the holiday season of 2015, though. A preview release is scheduled for this year." Reader edxwelch adds that OpenGL 4.4 already has functionality similar to the improvements brought by DirectX 12 and Mantle: "The announcement of DirectX 12 was a big focus of attention at GDC yesterday. The new API will bring Mantle-like low level access to the hardware, reducing the CPU overhead. The OpenGL talk 'Approaching Zero Driver Overhead in OpenGL,' on the other hand, received considerably less media attention. The OpenGL camp maintains that the features to reduce CPU overhead are already present in the current version. They suggest using the extensions such as, multidraw indirect combined with bindless graphics and sparse textures, OpenGL can get the similar 'close to the metal' performance as Mantle and DirectX 12." -
NVIDIA Open-Sources Tegra K1 Graphics Support
An anonymous reader writes "NVIDIA's next-generation Tegra K1 ARM processor now has open-source support for its Kepler-based graphics. NVIDIA decided to submit a large queue of patches to the open-source, reverse-engineered Nouveau project for supporting their ARM Kepler graphics with the open-source driver. The patches are still experimental but this is the first time NVIDIA has contributed open-source code to Nouveau." -
NVIDIA's G-Sync Is VSync Designed For LCDs (not CRTs)
Phopojijo writes "A monitor redraws itself top to bottom because of how the electron guns in CRT monitors used to operate. VSync was created to align the completed frames, computed by a videocard, to the start of each monitor draw; without it, midway through a monitor's draw process, a break (horizontal tear) would be visible on screen between the two time-slices of animation. Pixels on LCD monitors do not need to wait for above lines of pixels to be drawn, but they do. G-Sync is a technology from NVIDIA to make monitor refresh rates variable. The monitor will time its draws to whenever the GPU is finished rendering. A scene which requires 40ms to draw will have a smooth 'framerate' of 25FPS instead of trying to fit in some fraction of 60 FPS." NVIDIA also announced support for three 4k displays at the same time. That resolution would be 11520×2160. -
Nvidia Removed Linux Driver Feature For Feature Parity With Windows
RemyBR writes "Softpedia points to a Nvidia Developer Zone forum post revealing that the company has removed a specific Linux feature as of the v310 drivers due to the Windows platform. A BaseMosaic user on Ubuntu 12.04 noticed a change in the number of displays that can be used simultaneously after upgrading from the v295 drivers to v310. Another user, apparently working for Nvidia, gave a very troubling answer: 'For feature parity between Windows and Linux we set BaseMosaic to 3 screens.'" -
NVIDIA Open Sources SHIELD's Operating System
hypnosec writes "NVidia has now open-sourced the operating system that powers the gaming console to encourage its modification and further development. Powered by NVidia's homegrown Tegra 4 processor, the console runs Android, which shouldn't surprise many as the company moves ahead with its open-sourcing intentions. The GPU company has said that the SHIELD is an 'open gaming platform' that allows for 'an open ecosystem,' enabling developers to develop content as well as applications that takes advantage of the underlying hardware and which can be enjoyed on bigger displays as well as mobile screen." Playing with it isn't without risks (like potentially voiding the warranty), but NVIDIA's blog post says they're also providing a recovery image to fall back to. -
Breaking Supercomputers' Exaflops Barrier
Nerval's Lobster writes "Breaking the exaflops barrier remains a development goal for many who research high-performance computing. Some developers predicted that China's new Tianhe-2 supercomputer would be the first to break through. Indeed, Tianhe-2 did pretty well when it was finally revealed — knocking the U.S.-based Titan off the top of the Top500 list of the world's fastest supercomputers. Yet despite sustained performance of 33 petaflops to 35 petaflops and peaks ranging as high as 55 petaflops, even the world's fastest supercomputer couldn't make it past (or even close to) the big barrier. Now, the HPC market is back to chattering over who'll first build an exascale computer, and how long it might take to bring such a platform online. Bottom line: It will take a really long time, combined with major breakthroughs in chip design, power utilization and programming, according to Nvidia chief scientist Bill Dally, who gave the keynote speech at the 2013 International Supercomputing Conference last week in Leipzig, Germany. In a speech he called 'Future Challenges of Large-scale Computing' (and in a blog post covering similar ground), Dally described some of the incredible performance hurdles that need to be overcome in pursuit of the exaflops barrier." -
NVIDIA To License Its GPU Tech
An anonymous reader writes "Today in a blog post, NVIDIA's General Counsel, David Shannon, announced that the company will begin licensing its GPU cores and patent portfolio to device makers. '[I]t's not practical to build silicon or systems to address every part of the expanding market. Adopting a new business approach will allow us to address the universe of devices.' He cites the 'explosion of Android devices' as one of the prime reasons for this decision. 'This opportunity simply didn't exist several years ago because there was really just one computing device – the PC. But the swirling universe of new computing devices provides new opportunities to license our GPU core or visual computing portfolio.' Shannon points out that NVIDIA did something similar with the CPU core used in the PlayStation 3, which was licensed to Sony. But mobile seems to be the big opportunity now: 'We'll start by licensing the GPU core based on the NVIDIA Kepler architecture, the world's most advanced, most efficient GPU. Its DX11, OpenGL 4.3, and GPGPU capabilities, along with vastly superior performance and efficiency, create a new class of licensable GPU cores. Through our efforts designing Tegra into mobile devices, we've gained valuable experience designing for the smallest power envelopes. As a result, Kepler can operate in a half-watt power envelope, making it scalable from smartphones to supercomputers.'" -
NVIDIA Releases Optimus Linux Driver With New Features
An anonymous reader writes "Nearly one year after Linux creator Linux Torvalds publicly bashed NVIDIA and several years after their multi-GPU mobile technology premiered, the graphics vendor has finally delivered an Optimus-supported Linux driver. NVIDIA released the 319.12 Beta Linux driver that brings support for 'RandR 1.4 GPU provider objects' that basically allows for Optimus-like functionality when using the latest X Server, Linux kernel, and XRandR. The 319.12 beta also has many other features including better UEFI support, installer improvements, new pages on their settings panel, and new GPU support." -
OUYA Console Starts Shipping To Kickstarter Backers
First time accepted submitter Patch86 writes "The team behind the Android-based OUYA games console have announced last week that they have begun shipping their first consoles. As the console originated as a Kickstarter project the first consoles will be shipped to backers; the console is due to be released for general sale for the 4th of June with a $99 price tag. As the BBC notes, this is the first of a series of major new entrants into the games console market, with others on the horizon including fellow Kickstarter Android project Gamestick, Nvidia's CES surprise Project Shield, and of course Valve's 'Steambox.'" -
NVIDIA Kills Online Store In Response To Hacker Claims
wiredmikey writes "Following a shutdown of its 'NVIDIA Developer Zone,' earlier this week after the online community for developers had been hacked, the graphics chip maker on Friday also shut down its online store. The group of hackers behind the attack, going by the handle of 'The Apollo Project,' made mention of the claimed compromise in its original post exhibiting its successful attack against the NVIDIA Developer Zone site. While the company has shut down the online store, it has not acknowledged that a successful attack has taken place. 'NVIDIA has suspended operation of the NVIDIA Gear Store (store.nvidia.com) as a precaution, following confirmed attacks on several of our other sites,' read a statement posted on the site posted. The claimed attackers wrote, 'We aren't acting extremely maliciously, we've used this database to target disgusting corporations who deserve to be brought to justice.. and we are getting there, slowly but surely.'" -
NVIDIA Releases Source To CUDA Compiler
An anonymous reader writes "NVIDIA has announced they have 'open-sourced' their new CUDA compiler so that their GPGPU platform can be brought to new architectures. NVIDIA's CUDA compiler is based upon LLVM. At the moment though they seem to be restricting the source code's access to 'qualified' individuals.' The official press release implies wider access to the source will happen later. It so happens that a few days ago AMD opened their OpenCL backend and added initial support to the Free Software r600 driver. -
NVIDIA Releases Source To CUDA Compiler
An anonymous reader writes "NVIDIA has announced they have 'open-sourced' their new CUDA compiler so that their GPGPU platform can be brought to new architectures. NVIDIA's CUDA compiler is based upon LLVM. At the moment though they seem to be restricting the source code's access to 'qualified' individuals.' The official press release implies wider access to the source will happen later. It so happens that a few days ago AMD opened their OpenCL backend and added initial support to the Free Software r600 driver. -
Chinese Tianhe-1A Supercomputer Starts Churning Out the Science
gupg writes "When China built the world's fastest supercomputer based on NVIDIA GPUs last year, a lot of naysayers said this was just a stunt machine. Well, guess what — here comes the science! They are working on better material for solar panels and they ran the world's fastest simulation ever. NVIDIA (whose GPUs accelerate these applications as a co-processor) blogged on this a while ago, where they talk about how the US really needs to up its investment in high performance computing." -
Chinese Tianhe-1A Supercomputer Starts Churning Out the Science
gupg writes "When China built the world's fastest supercomputer based on NVIDIA GPUs last year, a lot of naysayers said this was just a stunt machine. Well, guess what — here comes the science! They are working on better material for solar panels and they ran the world's fastest simulation ever. NVIDIA (whose GPUs accelerate these applications as a co-processor) blogged on this a while ago, where they talk about how the US really needs to up its investment in high performance computing." -
Tegra-Based Android Devices To Get Space MMO Vendetta Online
Incarnate-VO writes "Guild Software, makers of the multi-platform space MMO Vendetta Online, is apparently rolling a native Android port, intended for use on upcoming smartbooks and tablets powered by Nvidia's second-generation Tegra. More information on the port at the Android FAQ page on the Vendetta Online website." -
An Open Source Compiler From CUDA To X86-Multicore
Gregory Diamos writes "An open source project, Ocelot, has recently released a just-in-time compiler for CUDA, allowing the same programs to be run on NVIDIA GPUs or x86 CPUs and providing an alternative to OpenCL. A description of the compiler was recently posted on the NVIDIA forums. The compiler works by translating GPU instructions to LLVM and then generating native code for any LLVM target. It has been validated against over 100 CUDA applications. All of the code is available under the New BSD license." -
NVIDIA's $10K Tesla GPU-Based Personal Supercomputer
gupg writes "NVIDIA announced a new category of supercomputers — the Tesla Personal Supercomputer — a 4 TeraFLOPS desktop for under $10,000. This desktop machine has 4 of the Tesla C1060 computing processors. These GPUs have no graphics out and are used only for computing. Each Tesla GPU has 240 cores and delivers about 1 TeraFLOPS single precision and about 80 GigaFLOPS double-precision floating point performance. The CPU + GPU is programmed using C with added keywords using a parallel programming model called CUDA. The CUDA C compiler/development toolchain is free to download. There are tons of applications ported to CUDA including Mathematica, LabView, ANSYS Mechanical, and tons of scientific codes from molecular dynamics, quantum chemistry, and electromagnetics; they're listed on CUDA Zone." -
NVIDIA's $10K Tesla GPU-Based Personal Supercomputer
gupg writes "NVIDIA announced a new category of supercomputers — the Tesla Personal Supercomputer — a 4 TeraFLOPS desktop for under $10,000. This desktop machine has 4 of the Tesla C1060 computing processors. These GPUs have no graphics out and are used only for computing. Each Tesla GPU has 240 cores and delivers about 1 TeraFLOPS single precision and about 80 GigaFLOPS double-precision floating point performance. The CPU + GPU is programmed using C with added keywords using a parallel programming model called CUDA. The CUDA C compiler/development toolchain is free to download. There are tons of applications ported to CUDA including Mathematica, LabView, ANSYS Mechanical, and tons of scientific codes from molecular dynamics, quantum chemistry, and electromagnetics; they're listed on CUDA Zone." -
NVIDIA's $10K Tesla GPU-Based Personal Supercomputer
gupg writes "NVIDIA announced a new category of supercomputers — the Tesla Personal Supercomputer — a 4 TeraFLOPS desktop for under $10,000. This desktop machine has 4 of the Tesla C1060 computing processors. These GPUs have no graphics out and are used only for computing. Each Tesla GPU has 240 cores and delivers about 1 TeraFLOPS single precision and about 80 GigaFLOPS double-precision floating point performance. The CPU + GPU is programmed using C with added keywords using a parallel programming model called CUDA. The CUDA C compiler/development toolchain is free to download. There are tons of applications ported to CUDA including Mathematica, LabView, ANSYS Mechanical, and tons of scientific codes from molecular dynamics, quantum chemistry, and electromagnetics; they're listed on CUDA Zone." -
NVIDIA's $10K Tesla GPU-Based Personal Supercomputer
gupg writes "NVIDIA announced a new category of supercomputers — the Tesla Personal Supercomputer — a 4 TeraFLOPS desktop for under $10,000. This desktop machine has 4 of the Tesla C1060 computing processors. These GPUs have no graphics out and are used only for computing. Each Tesla GPU has 240 cores and delivers about 1 TeraFLOPS single precision and about 80 GigaFLOPS double-precision floating point performance. The CPU + GPU is programmed using C with added keywords using a parallel programming model called CUDA. The CUDA C compiler/development toolchain is free to download. There are tons of applications ported to CUDA including Mathematica, LabView, ANSYS Mechanical, and tons of scientific codes from molecular dynamics, quantum chemistry, and electromagnetics; they're listed on CUDA Zone." -
nVidia Preview 'Tegra' MID Platform
wild_berry writes "nVidia have previewed their Mobile Internet Device platform which will be officially unveiled at Computex in the next few days. The platform features CPU's named Tegra paired with nVidia chipset and graphics technology. Tegra is a system-on-a-chip featuring an ARM 11 core and nVidia's graphics technologies permitting 1080p HiDef television decode and OpenGL ES 2.0 3D graphics. Engadget's page has more details, such as the low expected price ($199-249), huge battery life (up to 130 hours audio/30 hours HD video) and enough graphics power to render Quake3 anti-aliased at 40FPS." -
NVIDIA To Buy AGEIA
The two companies announced today that NVIDIA will acquire PhysX maker AGEIA; terms were not disclosed. The Daily Tech is one of the few covering the news to go much beyond the press release, mentioning that AMD considered buying AGEIA last November but passed, and that the combination positions NVIDIA to compete with Intel on a second front, beyond the GPU — as Intel purchased AGEIA competitor Havok last September. While NVIDIA talked about supporting the PhysX engine on their GPUs, it's not clear whether AGEIA's hardware-based physics accelerator will play any part in that. AMD declared GPU physics dead last year, but NVIDIA at least presumably begs to differ. The coverage over at PC Perspectives goes into more depth on what the acquisition portends for the future of physics, on the GPU or elsewhere. -
GPU Gems 3
Martin Ecker writes "Weighing in at fifty pages short of a thousand, NVIDIA has recently released the third installment of its GPU Gems series, aptly titled "GPU Gems 3" published by Addison-Wesley Publishing. Just like the two previous books before it, GPU Gems 3 is a collection of articles by numerous authors from the game development industry, the offline rendering industry, academia, and of course NVIDIA. The 41 chapters of the book grouped into six parts discuss a wide range of topics, all dealing with recent advancements in using graphics processing units (GPUs, for short) to either render highly realistic images in real-time or do high-performance, parallel computation, an area that is called GPGPU (short for General Purpose computation on GPUs). In this latest installment of the series, the focus of a lot of the chapters is on using new hardware features of Direct3D 10-level hardware, such as NVIDIA's GeForce 8 series, to either get more realistic looking results or higher performance." Read on for the rest of Martin's review. GPU Gems 3 author Huber Nguyen (Editor) pages 942 publisher Addison-Wesley Publishing rating 9/10 reviewer Martin Ecker ISBN 0-321-51526-9 summary in-depth discussions of bleeding-edge techniques, tips, and tricks in real-time graphics and GPGPU. The book is aimed at the intermediate and advanced graphics programmer that has a solid background in computer graphics algorithms. The reader is also expected to be familiar with commonly used real-time shading languages, in particular HLSL, which is used in most of the chapters. Familiarity with graphics APIs, such as Direct3D and OpenGL, is also required to get the most out of this book.
The first part of the book is about geometry with the first chapter diving right into generating complex procedural terrains on the GPU. This interesting chapter explains the techniques behind a recent NVIDIA demo that shows very nice, 3-dimensional, procedurally generated terrain using layering of multiple octaves of 3-dimensional noise. An interesting contribution of this chapter is how the authors texture the terrain avoiding the typical, ugly texture stretching that previous techniques exhibit. This is followed by a chapter on rendering a large amount of animated characters using new Direct3D 10 features, in particular the powerful geometry instancing that is now available. The author suggests doing palette skinning by storing bone matrices in animation textures instead of the traditional way where they are stored in shader constant registers. The next chapter is in a similar vein, but uses blend shapes aka morph targets instead of skinning to animate characters. In particular, the main focus is again on how to use Direct3D 10 features to accelerate blend shapes on the GPU. Other chapters in this part of the book are on rendering and animating trees, visualizing metaballs (also useful for rendering fluids), and adaptive mesh refinement in a vertex shader.
Part two of the book deals with light and shadows. For me personally, this is one of the most exciting parts of the book with very practical techniques that we are going to see applied fairly soon in video games. The first chapter is on summed-area variance shadow maps, an extension to the popular variance shadow maps algorithm that provides nice soft shadows without aliasing artifacts. The next chapter is on GPU-based relighting, which is mostly useful for fast previewing in offline rendering. Then we move on to a nice chapter on parallel-split shadow maps, which are a way of doing dynamic, large-scale environment shadows by splitting the view frustum into different parts and having a separate shadow map for each of them. Other chapters in this part of the book are on improved shadow volumes, high-quality ambient occlusion, which is an improvement of a technique previously presented in GPU Gems 2, and volumetric light scattering.
The third part of the book is on rendering techniques and it starts with a very interesting chapter on rendering realistic skin in real-time. This chapter with its more than fifty pages is one of the longest in the book, but it definitely deserves the space. I have never seen such realistic looking skin rendered in real-time before. The result is really astonishing and the authors go into detail of all the various techniques and tricks employed to achieve it. Simply put, they take a diffuse map and apply multiple Gaussian blurs of varying kernel sizes to it. These blurred images are then linearly combined using certain weights to get an approximation to a so-called diffusion profile, which is used to visualize subsurface scattering. Of course, the devil is in the details and the technique is a bit more complicated than what I've described here. Some other chapters in this part of the book are on capturing animated facial textures and storing them efficiently using principal component analysis (PCA) as used in recent EA Sports games, animating and shading vegetation in the upcoming game Crysis, and a way of doing relief mapping without the artifacts of previous methods.
Part four starts out with a chapter on true imposters, i.e. billboards generated by raytracing through a volumetric object on the GPU. It's fairly interesting but I doubt that we'll see it in video games anytime soon because the costs of this technique seem fairly high. Another chapter is on rendering large particle systems to lower resolution, off-screen buffers and then recombining them with the framebuffer as a post process. This technique allows for rendering very fill-rate intensive particle systems with good performance. Other chapters include an appeal to make sure you do your lighting calculations in linear space and be careful when and where gamma correction needs to be applied, followed by some chapters on post processing effects, in particular motion blur and depth of field, and a chapter co-authored by Jim Blinn himself on rendering vector fonts in high quality via pixel shaders.
With part five dealing with physics simulation on the GPU we enter GPGPU territory. While a lot of the techniques in this and the following part of the book are highly interesting and innovative, I doubt we'll be seeing them applied a lot in video games in the next year or two, simply because they use up a lot of GPU processing power and GPU memory that us game developers would rather spend on doing fancy graphics. The first chapter is on doing rigid body simulation on the GPU. The author uses spherical particles to represent rigid bodies, which greatly simplifies the collision detection even between the most complex shapes. The subsequent chapter is on simulating and rendering volumetric fluids entirely on the GPU. The authors apply fluid simulation to create realistic smoke, fire, and water effects. The presented technique is based on running a fluid simulator on a voxelized 3D volume stored in 3D textures. Also solid objects that interact with the fluid are voxelized on the fly on the GPU. To render the fluid a ray-marching algorithm is used. The remaining chapters of this part of the book discuss N-body simulation, broad-phase collision detection and convex collision detection with Lemke's algorithm for the linear complementarity problem. Many chapters of this part of the book use NVIDIA's new language for doing GPGPU called CUDA and the reader is expected to be familiar with it. CUDA is both a runtime system and a language based on C that eliminates the need to have in-depth knowledge of a graphics API in order to implement GPGPU algorithms.
The final part of the book is on GPU computing with chapters that show how to apply the incredible parallel computing power of modern GPUs to classic computation problems that are not directly related to either computer graphics or physics. One chapter demonstrates how to search for virus signatures on the GPU, effectively turning your graphics card into an antivirus scanner. Another chapter shows how to do AES encryption and decryption on the GPU, which is now possible thanks to the new generation of GPUs supporting integer operations in addition to floating-point operations. Other chapters deal with generating random numbers, computing the Gaussian, and using the geometry shader introduced with Direct3D 10 to implement computer vision algorithms on the GPU that previously were not possible with vertex and pixel shaders only, such as histogram building and corner detection.
One of the features that distinguishes the GPU Gems series from other graphics books was kept for GPU Gems 3: the high quality and large number of images and diagrams. All figures in the book are in color, and there are plenty of them. The book also comes with a DVD that has the sample source code to most of the techniques discussed in the book. A lot of these programs require Direct3D 10 hardware (and as consequence Windows Vista) to run. However, for most of these, demo videos are also made available so you can see how a technique looks like without having the latest hardware or operating system. Furthermore, the book's website offers a visual table of content and three sample chapters to download in PDF format.
As with the previous two GPU Gems books, most of the chapters in this book are fairly advanced and ahead of their time. A lot of the presented techniques are not yet practical for video games on current generation GPUs, simply because they use up all the computation power and/or memory that they have to offer. However, a lot of techniques from the previous two books are now commonly used and we can expect the same to be the case for many of the techniques discussed in this book. As such, it is required reading for any serious professional working in the real-time computer graphics industry.
Martin has been involved in real-time graphics programming for more than 10 years and works as a professional game developer for High Moon Studios in sunny California.
You can purchase GPU Gems 3 from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
GPUs To Power Supercomputing's Next Revolution
evanwired writes "Revolution is a word that's often thrown around with little thought in high tech circles, but this one looks real. Wired News has a comprehensive report on computer scientists' efforts to adapt graphics processors for high performance computing. The goal for these NVidia and ATI chips is to tackle non-graphics related number crunching for complex scientific calculations. NVIDIA announced this week along with its new wicked fast GeForce 8800 release the first C-compiler environment for the GPU; Wired reports that ATI is planning to release at least some of its proprietary code to the public domain to spur non-graphics related development of its technology. Meanwhile lab results are showing some amazing comparisons between CPU and GPU performance. Stanford's distributed computing project Folding@Home launched a GPU beta last month that is now publishing data putting donated GPU performance at 20-40 times the efficiency of donated CPU performance." -
NVIDIA GPU Gems 3 Call for Participation
H. writes "Following the success of GPU Gems and GPU Gems 2, NVIDIA has decided to produce a third GPU Gems volume to showcase the best new ideas and techniques for the latest programmable GPUs. If you would like to contribute to the GPU Gems series, please read the submission guidelines. The deadline for proposal submissions is Monday, December 11, 2006. If your proposal is accepted, you will receive additional time to complete the chapter." (Here are the participation guidelines.) -
New 3D Graphics Card Features in 2006
Ant writes "This Tom's Hardware article says that in the latest generation of graphics cards, PixelShader has become mainstream. Version 3 features 3D effects like HDR rendering for bright light sources, and parallax mapping for even more vivid features in walls and stones. The brand-new ATI Radeon X1000 series and the NVIDIA GeForce 6 and 7 master these improved graphics features. It looks at today's newest computer games (e.g., F.E.A.R.) and compare the 3D effects." -
New 3D Graphics Card Features in 2006
Ant writes "This Tom's Hardware article says that in the latest generation of graphics cards, PixelShader has become mainstream. Version 3 features 3D effects like HDR rendering for bright light sources, and parallax mapping for even more vivid features in walls and stones. The brand-new ATI Radeon X1000 series and the NVIDIA GeForce 6 and 7 master these improved graphics features. It looks at today's newest computer games (e.g., F.E.A.R.) and compare the 3D effects." -
New 3D Graphics Card Features in 2006
Ant writes "This Tom's Hardware article says that in the latest generation of graphics cards, PixelShader has become mainstream. Version 3 features 3D effects like HDR rendering for bright light sources, and parallax mapping for even more vivid features in walls and stones. The brand-new ATI Radeon X1000 series and the NVIDIA GeForce 6 and 7 master these improved graphics features. It looks at today's newest computer games (e.g., F.E.A.R.) and compare the 3D effects." -
Behind the Scenes of Narnia's Special Effects
louismg writes "Walt Disney Pictures' Chronicles of Narnia: The Lion, the Witch and the Wardrobe took in more than $100 million at the box office worldwide in its opening weekend, riding the back of special effects powering nearly all the movie's characters, from the lion Aslan to the Gryphon, Minotaur, Centaurs and more. VFXWorld has a series of diaries with the technology geeks at Rhythm & Hues behind the special effects. (Part 1, 2) For the fantasy film's special effects, Rhythm & Hues teamed up with Industrial Light and Magic and Sony Pictures Imageworks to deliver more than 1,400 shots for the film, and used cutting-edge technology from BlueArc, NVIDIA and others to keep the effects' production running." -
SoundStorm 2: SoundStorm Strikes Back?
An anonymous reader writes "Phoronix, a popular Linux-based hardware review site, has posted their beliefs on what they feel is the returning of NVIDIA's SoundStorm Technology. Even though sites have said SoundStorm is dead, Phoronix continues to believe otherwise about this long-discussed situation. They contend NVIDIA is currently working on a new generation of APUs for its upcoming Chipsets and they feel one of the audio technologies may be SoundStorm! The article can be read here, but it looks like only time will reveal if new audio features are being brought fourth in the new Chipsets." -
SoundStorm 2: SoundStorm Strikes Back?
An anonymous reader writes "Phoronix, a popular Linux-based hardware review site, has posted their beliefs on what they feel is the returning of NVIDIA's SoundStorm Technology. Even though sites have said SoundStorm is dead, Phoronix continues to believe otherwise about this long-discussed situation. They contend NVIDIA is currently working on a new generation of APUs for its upcoming Chipsets and they feel one of the audio technologies may be SoundStorm! The article can be read here, but it looks like only time will reveal if new audio features are being brought fourth in the new Chipsets." -
Are nVidia's SLI Cards Worth the Investment?
aendeuryu asks: "So there's a lot of buzz right now about nVidia's SLI architecture, which allows for two video cards to be placed in tandem PCI-express sockets on the same motherboard to share processing. Based on the relatively low price of a PCIx 6600GT, and the promise of it dipping further, it would seem like a good idea to invest in one and an appropriate motherboard, so that one can upgrade later, right? So, for anybody who's actually got the setup at home, have SLI cards shown themselves to be worth the investment?" "There are two problems with the current state of SLI:- It's hard to tell what software companies plan to take advantage of the SLI architecture when coding their games -- Doom3 and Several Benchmark software tests show a significant improvement over non-SLI setups, whereas some games like Far Cry actually show a performance hit over single video-card setups.
- At the moment, the upgrade path actually requires two identical cards, so you'd have to choose your initial purchase extra carefully to make sure your model is still around when it's time to upgrade.
- It's hard to tell what software companies plan to take advantage of the SLI architecture when coding their games -- Doom3 and Several Benchmark software tests show a significant improvement over non-SLI setups, whereas some games like Far Cry actually show a performance hit over single video-card setups.