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Beliskner

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  1. Like
    Beliskner reacted to Gdourado in Acer XB270HU: 1440p 144hz G-Sync. Competition for the Swift.   
    Acer will release a new gaming screen, the 27-Inch XB270HU. It is a 144 HZ TN screen with GSYNC at a nice WHQD resolution of 2560x1440. Fairly similar to the Asus ROG Swift PG278Q. But hey, finally some competition in this range right ?

    The specs are fairly similar to the asus one as well, a AU Optronics panel is used here as well. This panel has a 1ms G2G response time, 144Hz refresh rate and support for NVIDIA's G-sync technology. It also supports 3D Vision and NVIDIA's Ultra Low Motion Blur (ULMB) mode which is part of the G-sync feature. In other specs it also offers a 1000:1 contrast ratio, 350 cd/m2 brightness, 170/160 viewing angles, 8-bit colour depth (16.7m colours) and a W-LED backlight offering sRGB colour gamut.

     

    Acer will be promoting their new Eye Care initiative. The XB270HU includes a flicker-free backlight. There is only a DisplayPort 1.2 connection provided due to G-sync limitations, and as featured on the Asus ROG Swift. There are also 4 USB 3.0 ports available. The stand offers a full range of tilt, 150mm height, swivel and rotate adjustments and is also VESA mountable. The new screen is set to be released within the next few days in the UK as TFT central reports. pricing is yet to be determined.

     



     

     

    Original article: http://www.guru3d.com/news-story/acer-will-release-27-inch-1440p-tn-film-xb270hu-g-sync-144hz.html

     

    Cheers!

  2. Like
    Beliskner reacted to Joshosaurus in Google releases first website using .google domain name   
    com.google Is the first webpage to use the .google domain extension
     
     

     
    Thanks to Will_ock on twitter for sharing this
     
    Image Source:
    https://twitter.com/will_ock/status/583120222569168896/photo/1
  3. Like
    Beliskner reacted to Interfectorem in Shield Tablet with Tegra X1 coming soon   
    Now my Nexus 9 with Tegra K1 feels outdated...
  4. Like
    Beliskner got a reaction from LAwLz in Sony Z4 tablet ultra to have 6GB of DDR4 RAM   
    Acording to the specs the Sony Z4 tablet ultra will have a Snapdragon 810 (Quad-core ARM® Cortex™ A57 and quad-core A53 with 64-bit support), so I don't think it will have any x86 emulation (or other emulation) built in. It will probobly not run Windows 8.1 or any other x86 software natively.   I have never heard of a native ARM CPU needing to do any emulation to run ARM code (It wouldn't be a "real" ARM CPU then?). Also I am not familiar with any ARM CPU with dedicated x86 emulation hardware. Though, Nvidia is doing som interesting things with prodject Denver cores. The Nvidia K1 with Denver CPU cores is doing software translation from ARM instructions to it's own custom instruction set.   http://techreport.com/news/26906/nvidia-claims-haswell-class-performance-for-denver-cpu-core   http://www.pcper.com/news/Processors/NVIDIA-Reveals-64-bit-Denver-CPU-Core-Details-Headed-New-Tegra-K1-Powered-Devices-La
     
  5. Like
    Beliskner reacted to CowsGoRoar in AssAssassin's Creed: The Americas Collection will release for PC in Europe and Australia, but not in North America   
    Thank you for reposting my thread.
     
    http://linustechtips.com/main/topic/215554-assassins-creed-bundle-not-available-in-north-america/
  6. Like
    Beliskner reacted to Tocsin_786 in You know you own too many games when Steam lets you hide them   
    finally i can hide 92 of my 98 games but also origin had this feature a long time ago. if there is one thing i like on origin more than steam(i know god forbid) is the game library. 
  7. Like
    Beliskner got a reaction from Shrubpig in LTT Conglomerate main discussion thread   
    Build something like this but with HOTAS and a oculus rift instead    

  8. Like
    Beliskner got a reaction from ixi_your_face in LTT Conglomerate main discussion thread   
    It's a Hitchhiker's Guide to the Galaxy reference:
    http://en.wikipedia.org/wiki/Technology_in_The_Hitchhiker%27s_Guide_to_the_Galaxy#Towels
  9. Like
    Beliskner got a reaction from DamDirtyApe in LTT Conglomerate main discussion thread   
    Build something like this but with HOTAS and a oculus rift instead    

  10. Like
    Beliskner got a reaction from isHypnophobic in UOLTT: Operation Monarch (To Capture a <REDACTED>)   
    Captain Beliskner reporting for duty 
  11. Like
    Beliskner got a reaction from DamDirtyApe in UOLTT: Operation Monarch (To Capture a <REDACTED>)   
    Captain Beliskner reporting for duty 
  12. Like
    Beliskner reacted to nairolf in Modern OpenGL vs Mantle? (from NVIDIA's talk at Steam Dev Days)   
    John McDonald (NVIDIA) dedicates the last 15 minutes of the Steam Dev Days talk "Beyond Porting: How Modern OpenGL can Radically Reduce Driver Overhead" to address the "need more draw calls per second" problem.
    According to him this can be solved with modern OpenGL on current GPUs of the three major vendors.
    No need to use new APIs like Mantle for that.
    (He implicitly mentions Mantle in the beginning by saying "[More draw calls] is the motivation for an entirely new API. [...]")
    Video
    (should skip to 27:42 automatically)
    The talk is quite technical but I'll try to summarize it in this post...
    But first the results:
    5-30x increase in number of distinct objects per second ~75% reduced interaction with driver (less CPU load/waste) GPU can be affected negatively (although not too badly) [Compared to the original OpenGL implementation and NOT to Direct3D. But as John said, OpenGL without these tricks is already better than Direct3D.] Summary of the video:
    PC developers are frustrated that console developers can get 5 to 20 times as many draw calls per second.
    Direct3D is slow if you need to draw many objects, naive OpenGL is faster but by using a few of the newer OpenGL extensions you can improve that drastically.
    They used API traces of a real-world application (Unreal Engine 4) and analyzed it to see how they can improve the code.
    OpenGL function calls cause "state changes" inside the GPU. Think of the GPU as a factory with lots of machines that are all connected together.
    Each of the machines can be configured to do something specific. Once everything is set up the factory will produce exactly that thing you specified it to produce.
    The configuration of all machines is called the factory's state. If you want to change what the factory produces you have to change its state.
    Different state changes have different costs because some machines are more difficult to reconfigure than others.
    The following diagram shows how the different state changes compare to each other in terms of execution time:

    Let's try to minimize the state changes as much as possible. The factory doesn't need to be reconfigured completely for each part that you produce. Many similar parts have almost the same production steps:
    Use Sparse Bindless Textures to eliminate texture changes between draw calls (Place all your needed materials close to the machine that needs them instead of in a warehouse. Prepare everything you need before starting production.) Pack many objects in an UBO, use persistent mappings, use ARB_shader_storage_buffer_object (Don't feed the machine parts individually. Give it a pile of stuff to work on.) Use ARB_multi_draw_indirect to pack multiple draw calls together (Don't produce one thing and then have a meeting with all your machine operators to tell them what to do next. Plan ahead what the next N products will be and give a detailed list to all of the operators.) Results of these optimizations:
    => With modern OpenGL you can choose at run-time how you balance the workload on CPU and GPU
    The following image shows the reduction in state changes (OpenGL function calls). Each square is a state change operation.
    Each line is a draw operation and consists of up to 7 state change operations and one draw call.
    Because of spacing there are 4 columns that should be seen as one big stream of draw operations (lines).
    This is only a part of an even longer stream of draw operations so some state changes are not visible at all in this image (red and orange).

    All of these OpenGL extensions are available on NVIDIA Kepler GPUs and some of them on Fermi.
    All of them are also implemented by AMD and Intel "for a pretty reasonable fraction of hardware".
    Here is a (hopefully complete) list of the used OpenGL extensions:
    Sparse Textures (contributed by AMD, NVIDIA)
    Bindless Textures (contributed by AMD)
    UBOs (contributed by APPLE, NVIDIA)
    Shader Storage Buffer Object (contributed by NVIDIA, AMD)
    Persistent Mapping (contributed by NVIDIA)
    Multi Draw Indirect (contributed by AMD)
    My opinion:
    If developers decide to move away from Direct3D, why not join the OpenGL club instead of Mantle?
    OpenGL is vendor-independant, extensible, well tested and optimized and works on most platforms NOW.
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