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Posts Tagged ‘ Nvidia ’

By Nate Ralph
August 1, 2010

Nvidia and AMD’s GPU arms race continues unabated, and the “world’s fastest” moniker hangs in the balance. The latest salvo comes in the form of Nvidia’s latest flagship graphics card, the GeForce GTX 580. Priced at $500 (as of 11/9/2010), the card sits right at the upper echelons of the graphics card market, aimed squarely at the enthusiasts who will suffer nothing but the best. And they’ll find speed in spades here: the GTX 580 is the fastest single-GPU graphics card on the market today, sailing through our battery of tests with aplomb.

A Tale of Two Cards

Over a year ago Nvidia released their flagship graphics card, the GeForce GTX 480. Built on Nvidia’s fledgling Fermi architecture, it was their first DirectX 11 graphics card. And it was quite a beast: a confluence of blistering performance and temperatures that generally topped the performance charts, but ultimately stumbled in light of AMD’s well-established DirectX 11 competition. With the GeForce GTX 580, Nvidia quite literally went back to the drawing board. The GPU inside the GTX 480 was re-tooled from the transistor level, as Nvidia worked to mitigate some of the power and temperature issues that plagued the card. As a result, the GTX 580 is quieter, cooler, and relatively more power efficient than its predecessor. Putting Fermi to the Test We pitted the GeForce GTX 580 against its predecessor, the GTX 480, and AMD’s Radeon HD 5870 and HD 5970. A note about the Radeon HD 5970: while it is a single graphics card, it’s actually a pair of GPUs, sandwiched together. Synthetic benchmarks aren’t necessarily a barometer of real-world performance, but they’re handy for getting a solid idea of how cards stack up. This is particularly true for the Unigine Heaven benchmark. This strenuous DirectX 11 test is laden with geometry-heavy scenes and tessellation — the Fermi architecture’s bread and butter. The GTX 580 takes a decisive lead, ousting even the HD 5970’s ample muscle. While the Radeon HD 5970 clambers back into the lead on the 3DMark Vantage benchmark, it isn’t ahead by very much — 7%, on the Extreme setting. That’s not a bad showing from the GTX 580’s single-GPU. Our gaming tests saw a bit more of the same. The dual-GPU Radeon HD 5970 maintains a near constant lead, with the GTX 580 nipping at its heels. The Dirt 2 Demo’s results were the outlier here, with Nvidia’s GTX 580 pulling ahead by as much as 80% over the Radeon HD 5870. It maintained a steady lead over the Radeon HD 5970 by up to 40%.

With Great Power, Comes Great Efficiency

The GTX 480s chief faults lay in its unwieldy power demands, and Nvidia has gone a long way to rectifying that issue. AMD’s Radeon HD 5870 is (unsurprisingly) the least demanding of the cards we looked at, but the GTX 580 managed to shave 20W off of its predecessor’s idle and full load power ratings. The improvement shows once we take performance per watt into account. The Radeon HD 5970 takes the lead as the most efficient card, but the GTX 580 makes dramatic strides over its predecessor, overtaking even the venerable Radeon HD 5870. Fermi, Done Right Nvidia was late to the DirectX 11 game, and the GTX 480 ultimately failed to make much of a splash. But an extra six months in the proverbial tool shed has resulted in quite a showpiece. The GeForce GTX 580 is everything the GTX 480 should’ve been, but it’s still saddled with some of the same problems. There’s still no answer for AMD’s Eyefinity technology — if you want to run three (or more) monitors, you’ll still need to pick up a second GTX 580. The GTX 580 also lacks a DisplayPort connector, offering up a pair of DVI connectors and a mini-HDMI port instead — AMD’s cards offer the full gamut.

DisplayPort concerns aside, Nvidia has managed an impressive feat. An unwieldy titan was reforged, delivering a component that outpaces the competition, and earns the vaunted “world’s fastest” moniker.

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Fermi on a budget

By Carlo on July 1, 2011

Fermi on a budget: NVIDIA GeForce GTS 450 and GT 430
By Carlo C. Gutierrez
July 1, 2011

Ever since its initial launch back in March 2010, NVIDIA has constantly been updating its Fermi line of graphics cards. The problem back then was then when you talk about Fermi cards, you talk about high-end market products which have relatively high price tags. With that in mind, NVIDIA has come up with two video cards – the NVIDIA GeForce GTS 450 and GT 430. As the names suggest, GTS and GT are NVIDIA’s branding for the entry level market. It’s no surprise that the cards are aimed at budget gamers and HTPC users.

Side by side comparison

GF106 Block Diagram

On a hardware level, the GTS 450 makes use of the GF106 architecture. It has four SM units each with 48 CUDA Cores each adding up to a total of 192 CUDA Cores. It has 32 Texture Units and 16 ROP Units.



GF108 Block Diagram

On the other hand, the GT 430 utilizes the GF108 architecture. It has two SM units each with 48 CUDA Cores adding up to a total of 96 CUDA Cores. It has 16 Texture Units and 4 ROP Units.

Streaming Multiprocessor (SM)

This is what the Streaming Multiprocessor units look like upon closer inspection. This is only a diagram what’s inside the hardware. Do not open your video cards and expect to see this!

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By Carlo Gutierrez
June 6, 2011

Inno3D, in partnership with Villman and IAH games, sponsored its first Starcraft II tournament last June 4 at Cyberzone, SM Megamall. Inno3D also launched its new Inno3D GTX 560 during the event.

The Inno3D GTX 560 is the straight up successor of the company’s older GTX 460, offering improved capabilities of Nvidia’s Fermi architecture at an affordable price point. With an SRP of $199, the GTX 560 slips right between the company’s GTX 560 Ti and GTX 550 Ti video cards. Similar to other video cards in Nvidia’s Fermi series, the GTX 560 offers a large headroom for overclocking.

After a short presentation on the new features and specifications of the GTX 560 from Glen Serrano, Nvidia country manager, the Starcraft II tournament went full throttle.

The tournament participants were made up of Inno3D users, players from local gaming communities as well as members of TipidPC. Among the attendees were heavy hitters from known gaming groups like Mineski , eXo (eXorbitant) and AZK, who often represent the country in international leagues. In addition to the regular tournament, there was a side tournament held for members of the press and media.

Prizes were awarded to those finishing in first, second, third and fourth places: an Inno3D GTX 560 and a cash prize of P15,000 for first place; an Inno3D GT450 and P10,000 for second place; a CM Elite 334 and P7,000 for third place; and a CM Elite 371 and P5,000 for fourth place.

The tournament was held up a number of times by technical problems which called for a drastic schedule extension. Although the competition ran late into the evening, the elite players persevered until only one remained to claim the title of champion.

In first place was Caviar Acampando a.k.a. EnDeRR of eXo. He was followed by Jose Javier a.k.a. JaBiTo of Mineski in second, Nigel Zalamea a.k.a. zIM of AZK in third, and John Larrabaster a.k.a. TriGGeR of eXo in fourth.

1st place - Caviar Acampado

2nd place - Jose Javier

3rd place - Nigel Zalamea

4th place - John Larrabaster

1st place media - Carlo Gutierrez

2nd place media - Mikey Bautista

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By Agam Shah
October 20, 2010

NEW YORK – Advanced Micro Devices plans to announce its second-generation of DirectX 11 graphics cards this week, and also to show off its latest hybrid Fusion chip as the company tries to jump ahead of rivals Intel and Nvidia.

AMD on Friday will announce the Radeon HD 6800 family of graphics cards, which will be the first in the Radeon HD 6000 series, according to a company spokesman. The product will lose its ATI moniker, killing a brand name synonymous with graphics enthusiasts for around 25 years.

DirectX 11 graphics processors bring improved graphics and realistic images to PCs with the Windows 7 OS. The new graphics cards will replace the company’s existing 5000 family, released by the company last year as its first DirectX 11 graphics cards. The 6800 cards will compete with Nvidia’s latest Fermi offerings, which also support DirectX 11.

The company did not provide further comment on the products. However, one online retailer, Krex, has already listed an Asus graphics card based on the AMD’s Radeon 6870 graphics processor. The Asus EAH6870 graphics card is overclocked to 913MHz and has AMD’s Eyefinity technology, which allows six monitors to be connected to a single graphics card.

In an earnings conference call last week, AMD CEO Dirk Meyer said the company hopes to ship thousands of Radeon HD 6000 graphics cards over the next few months.

AMD also provided a sneak peek to its upcoming Llano chip for desktops and laptops, which combines a CPU and DirectX 11 GPU on one chip. The chip, which was demonstrated at the AMD Technical Forum and Exhibition in Taipei, belongs to the next-generation Fusion family of chips that could help build lighter, sleeker and more power-efficient PCs.

The graphics processor will be able to decode Blu-ray video at the same time the CPU is running an intense math application, the company said. But the CPU and GPU will also work together to accelerate certain non-graphics and data-intensive applications, according to the company.

The chip is expected to have four CPUs running at speeds over 3.0GHz. The chip will reach users in 2011, but AMD has not yet provided a specific date on when it will appear in PCs.

AMD’s rival Intel has already started shipping hybrid laptop and desktop chips that combine the CPU and GPU. The chips, based on a new microarchitecture called Sandy Bridge, will appear in computers early next year.

Intel’s chips will ship ahead of AMD’s Llano chips. However, Meyer said that Intel’s Sandy Bridge chips do not support DirectX 11, which gives its Fusion chips an edge in graphics performance.

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By Carlo C. Gutierrez
PC World Philippines
September 17, 2010

NVIDIA Bangkok

BANGKOK – NVIDIA, along with its manufacturing partners, officially launched the GTS 450 in the Asia Pacific region. The latest member of NVIDIA’s Fermi line of graphics cards, the GF106 card is aimed at the mainstream market segment at a price around US$129, effectively making DirectX11 available at an affordable price to NVIDIA fans.

“Game is NVIDIA. NVIDIA is game,” Paul Liu, NVIDIA director of APAC Marketing, said. He pointing out several factors which, he claimed, makes them stand out from the competition. Citing one example, he said that with SLI technology, instead of trashing old NVIDIA graphics cards, gamers “can use and pair them with newer, more powerful models to improve performance.”

He added that NVIDIA does not forget its old customers who still own previous generation cards. “New drivers are backwards compatible,” he said which means NVIDIA gamers do not need to worry about finding updates for their trusty 8800 GTs.

Although NVIDIA is already dominant in Asia Pacific, it is continuing to beef up its presence in other parts of Asia. According to Liu, a survey of Internet cafes in China which covered 4.2 million PCs revealed that 89.8% of those used NVIDIA technology.

“NVIDIA is the No. 1 gaming brand in the world and is the No. 1 professional rendering product in the market,” John Vilmer, NVIDIA vice president for GeForce Worldwide Sales, said. He pointed out that NVIDIA is not focused on only one market but has multiple product lines such as GeForce for gamers, Quadro for professional rendering, Tesla for supercomputing and Tegra and Optimus for mobile.

“The GTS 450 brings DirectX 11 capability to the GTS 250 segment,” he said, adding that the new NVIDIA cards perform eight times better in terms of tessellation performance compared to their competitors. With around 90% performance increase in 2-Way SLI and about 160% gains in 3-Way SLI, NVIDIA trumps AMD’s Crossfire technology, he noted.

NVIDIA partners who showcased their latest NVIDIA offerings included ASL, Asus, ECS, EVGA, Forsa, Galaxy, Gainward, Giada, Gigabyte, Inno3d, Leadtek, MSI, Palit and Zotac.

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April 28, 2010

image004Palit Microsystems Ltd, the leading graphics card manufacturer, announces the first custom design Palit GTX 470, featuring Dual Fans and 4 Video outputs which support HDMI, DisplayPort, and two Dual-Link DVI display outputs.

The first custom design Palit GeForce® GTX470 furnishes with a cooler & quieter innovated thermal solution. This will give your games an adrenaline shot of lighting speed performances and stunning futuristic visuals. Equipped with Dual Fans, Palit GTX 470 will provide much cooler gaming condition and emit heat from GPU more efficiently and effectively. Geared with Palit GTX 470 series, you will experience heart-pounding and cinematic-like visuals on your favorite games with the combined power of DirectX 11, CUDA, and PhysX technologies. Also, expand your visual real estate across three HD displays in jaw-dropping stereoscopic 3D for the ultimate immersive gaming.

The Palit cooler & quieter thermal solution is designed with more fans and fins in order to optimize the revolutionary Fermi architecture performances. Geared with Palit cooler & quieter thermal solution, the temperature on GPU is up to 12 ゜C degree lower and the noise level is 4 dB lower when in peak functioning mode. The cooler consists of a PWM fan with optimized heatsink, giving it excellent thermal performance while making it an ideal cooling solution.

The Palit GeForce GTX 470 is also built for future DirectX11 games. It provides an outstanding performance at DX11 benchmark by adopting the latest Fermi architecture and advanced DirectX11 hardware features, including tessellation and DirectCompute. Palit GTX 470 series is designed specifically to support the next generation gaming effect such as ray tracing and also enhance the 3D effect from NVIDIA existing 3D Vision to 3D Vision Surround technology. These specifications will give you a whole new perspective in gaming experience.

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By Loyd Cade
March 25, 2010

nvidiaugust27SAN FRANCISCO – If you fire up a game for the first time without checking your graphics settings beforehand, you’re not getting the most out of your graphics board. Whether your PC runs a discrete graphics card in a PCI Express slot or integrated graphics, your video drivers come with a control panel that you can use to make your games look better–if you know what you’re doing.

These control panels, unfortunately, are not easy to work with. Over the years, AMD, nVidia, and Intel have improved the user interfaces–but the underlying technology has also become more complex, and the control panels have gained many more settings to manage.

If your system is powerful enough to run a typical 3D title above 90 or 100 frames per second, then it has excess GPU horsepower that you could use to improve the image quality of the game. Getting your machine to hit 60 frames per second while pumping up the graphics eye candy will make your overall gaming experience much better.

The hard part is using trial and error–you change a setting, then play the game, then change again–to find the sweet spot, especially since every game and every system is a little different. My goal here is to give you some general guidelines for obtaining good image quality, as well as for finding the right blend of image quality and performance.

Note that all of the following examples work with Windows 7. They’ll likely work with Windows Vista too. Windows XP users, however, may see differences–and some capabilities (namely, features specific to DirectX 10 and 11) simply aren’t available in XP.

Before we dive into the intricacies of in-game settings and graphics control panels, it’s worth discussing a few rules of thumb for prioritizing which settings to enable.

Start With the In-Game Control Panel

The settings available in the game you’re playing are often more optimized than the global settings you can enable with the AMD or nVidia control panel. As an example, if the game allows you to set antialiasing, use that setting rather than the Windows control panel setting. You’ll often see better performance in the game, along with improved image quality.

Pump Up Texture Detail and Anisotropy First

You may be tempted to start by cranking up the antialiasing. Sure, antialiasing removes annoying jaggies, but if you turn it on while the texture detail remains low, you’ll end up with a muddy mess. Low-resolution textures will still look ugly with antialiasing turned on.

Anisotropic filtering with modern graphics cards can go as high as 16X with only a modest decrease in performance. Yet anisotropic filtering makes a huge impact in the look of the game as you move through the world, particularly with objects or textures that recede in the distance as you view them–you’ll see less image popping, and long hallways and receding terrain will look smoother and more accurate.

Increase Resolution Before Antialiasing

Sometimes, bumping up antialiasing will actually reduce the detail you see in the game. Antialiasing tends to soften what you see on screen slightly, and running antialiasing at relatively low resolutions can often produce a game world that looks a little blurry. That’s a result of the color blending needed to create good antialiasing effects.

If you’re running a game at, say, 1440 by 900 with antialiasing, consider turning off antialiasing and bumping the resolution up to 1680 by 1050. The performance hit will be roughly the same, but you might see a little more game detail.

Don’t Turn Up Shadow Detail

When you’re playing a game, you’re always in motion, and you probably won’t stop to gaze at the scenery. High shadow levels can seem very immersive–if you’re standing still. If you’re constantly on the move, you may notice an absence of shadows, but you’ll often not see the difference between medium shadows and high shadows. Maxing out shadow levels can often cause a huge decrease in performance. Turn up this setting only after you’ve pumped up other image-quality settings and are still running at high frame rates.

Avoid DirectX 10 and DirectX 11 With Low-Cost Graphics Cards

Don’t get me wrong: DX10 and DX11 can offer substantial increases in 3D graphics image quality. And due to improved multithreading in the DirectX libraries and drivers, installing DirectX 11 can boost performance over DirectX 10 even if the game was developed prior to DirectX 11.

However, graphics board companies do buyers a disservice by advertising cheap versions of cards as being able to run the latest graphics APIs (application programming interfaces). Technically, a Radeon HD 5450 can run DirectX 11 games in DirectX 11 mode–but the results will look like a slideshow. Revert to DirectX 9 modes if you have a low-end GPU, and you’ll be pleasantly surprised by higher frame rates.

Usually you can use the in-game control panel to change the mode, but sometimes you’ll need a different executable or shortcut, such as with Tom Clancy’s H.A.W.X. And with some games, the way to alter the mode is not always obvious. For example, in Crysis, you enable the DirectX 9 mode by reducing the global detail settings to ‘high’ instead of ‘very high’.

Experiment With Antialiasing Settings

Even if the game offers merely the usual 2X/4X/8X multisampling antialiasing schemes, those aren’t your only choices. Here’s a case where using the Windows graphics card control panel may be more useful, because you can fool around with transparency antialiasing or other modes.

You can also turn on antialiasing modes that aren’t available in-game, such as nVidia’s CSAA (coverage sample antialiasing), which can offer good image quality with less of a performance hit than standard multisampling antialiasing. I’ll talk about those modes in the nVidia control panel section.

If your game provides more than the usual settings, experiment with them. You may find that 8X CSAA on nVidia cards looks just as good as 4X multisampling antialiasing but offers better performance.

How to Use the In-Game Controls

Now that we’ve looked at a few rules of thumb, let’s explore in-game settings and the graphics control panels.

Most modern PC games come with a wealth of graphics options.Below I’ve used the recent S.T.A.L.K.E.R.: Call of Pripyat as an example, because it has assorted settings that take advantage of the latest DirectX 11 graphics cards.

Of course, if you don’t have DirectX 11-capable graphics hardware, you can’t enable some of these features, like tessellation, a technique that creates more-detailed geometry from a base set of geometry defined within the game.

Each additional setting you dial up or turn on can adversely affect performance. You need to determine which settings will give you the most image-quality bang for the buck, and then decide which of those to enable. The key is to remember that you’re always in motion in a 3D game; you’re rarely standing around and enjoying the environment.

Games that give you a wide assortment of adjustments for detail levels are terrific, and allow you to experiment to your heart’s content. Since the graphics control panels from AMD and nVidia don’t really let you change shadow or ambient occlusion (SSAO) settings, you have to use in-game settings if you want to balance image quality and performance.

Unfortunately, not every game gives you that much control over graphics settings. Many titles based on the Unreal Technology engine (BioShock 2 and Borderlands, for example) don’t allow you to set antialiasing, one of the most basic image-quality improvements.

You can edit configuration files manually, but that might result in what programmers euphemistically call “unpredictable results”–namely game crashes, weird image-quality flaws, and more.

nVidia Control Panels

Now let’s take a look at the nVidia and AMD control panels. If you have an nVidia graphics board, open the nVidia graphics control panel by right-clicking on the desktop and selecting nVidia Control Panel from the context menu.

You should use the Windows control panel only if the game doesn’t offer the appropriate built-in settings–which happens often with antialiasing. nVidia’s control panel has two different antialiasing settings, one for standard multisampling antialiasing and the other for transparency antialiasing.

Though you can enable them separately, there’s really no point to turning on transparency antialiasing if you don’t have standard antialiasing enabled.

One interesting option in Antialiasing Mode is the ‘Enhance the application setting’ mode. What this does is turn on CSAA for games that support multisampling antialiasing but don’t have explicit settings for CSAA. If that seems a little confusing, it is.

CSAA essentially allows you to add an antialiasing level (say, 8X) over the in-game level, and to obtain that level of image quality without the performance hit of full 8X multisampling antialiasing (MSAA). It’s a little arcane, but it’s worth experimenting with if you have the time and inclination.

Transparency antialiasing reduces jaggies for transparent textures. Frequently, when you turn on standard antialiasing, textures that include transparent elements–a chain-link fence, for example–may reduce those jagged effects for distant objects, but the fence will still have jagged edges.

nVidia also allows you to set game profiles explicitly. Click the Program Settings tab, and you’ll be greeted with a drop-down menu that permits you to set parameters for specific titles. What you can do here is leave the global settings for stuff like anisotropic filtering and antialiasing to Application controlled, and then set overrides for specific game titles.

It’s like having an in-game control panel, only you set it in the nVidia panel. This approach is especially useful if you want to set aggressive image-quality settings for older titles that are very fast on your system while allowing newer titles to be managed by their in-game settings.

This screen is a little confusing at first–everything seems to read ‘Use global setting’ or ‘Not supported for this application’. However, each setting that is supported is actually a drop-down box that allows you to change the setting. When you run the game, nVidia’s driver enables that setting for that game only.

AMD Graphics Control Panel

For an AMD ATI card, you bring up the AMD graphics control panel, known as the Catalyst Control Center, by right-clicking on the desktop and selecting Catalyst Control Center from the context menu. Fire up CCC for the first time, and you’ll be prompted to choose between a ‘basic’ and ‘advanced’ control panel. The basic control panel is really too simple for your needs, so select the advanced one.

Next you’ll see a fairly pedestrian-looking screen that appears to be mostly an ad. Welcome to the, er, welcome screen. This is a fairly useless screen, so uncheck Show this page on startup. Once that’s done, you’ll always return to the last page you viewed when you run CCC.

Catalyst Control Center offers a fairly rich array of controls, though not quite as many as nVidia’s control panels do. It has no concept of individual game profiles, for example.

Instead, AMD offers Catalyst AI, which attempts to auto-optimize settings for known game titles. In fact, AMD does have game profiles embedded in its drivers, and will try to auto-optimize performance for individual games, though it won’t override in-game settings.

Since you need to focus on 3D image quality and performance, select the Graphics drop-down on the upper left and click on 3D. You’ll encounter a series of tabs that include mini-previews, both animated and still, of your settings changes.

Catalyst AI is most useful if you have a dual-GPU CrossFire setup, but it sometimes works poorly with newer games. For example, in Gearbox’s game Borderlands, you’d see missing textures (gray or white boxes) with Catalyst AI enabled in the Catalyst 9.11 drivers. In general, the safest thing to do is turn off Catalyst AI.

If you want to make some manual changes, first check the Use custom settings box. Then you can move to the other tabs to make changes to antialiasing, anisotropic filtering, and so on, all with slightly different and mildly useful animated previews. The antialiasing screen even allows you to pick a filter type–actually a sample pattern and depth–which will improve antialiasing quality at the expense of performance.

Generally, you can leave it on the default ‘Box’ filter, but feel free to experiment. Even if you leave the antialiasing level on ‘Application Settings’, you can still change the filter type.

The AAMode tab is AMD’s way of letting you alter antialiasing with transparent textures. The ‘Performance’ setting has little effect, while the maximum-quality ‘Supersampling’ setting produces the biggest performance hit.

If you don’t care about the mini-previews, the simplest screen to navigate is the ‘All’ tab, which lists every setting in a single, scrollable window.

Remember, it’s generally better to use in-game settings to make the most of your image quality; use the graphics board maker’s control panels only for settings that games don’t have available within their options screens.

Troubleshooting

Whether you use in-game settings or the graphics board control panels, you’ll run into problems. Graphics drivers and 3D games are complex pieces of software, and the interactions between them are often unpredictable. Let’s take a look at several typical issues and solutions.

Lack of Feature Support

I’ve already mentioned how games using the Unreal Engine often don’t support antialiasing. In a few games, such as Borderlands and Mass Effect 2, you can’t even override the lack of in-game antialiasing with the control panels. Certain rendering techniques in games, like deferred lighting or render-to-texture, can also interfere with multisampling antialiasing.

Some tricks are available, such as downloading third-party utilities like RivaTuner, but many of them are old and don’t work under Windows 7 64-bit. Occasionally, driver updates will permit you to force a feature such as antialiasing or anisotropic filtering, or the game will be updated to allow that feature, but the only thing you can do is wait for the update.

In other cases, one particular feature in the game may prevent another from working. For example, some games won’t work properly with antialiasing and high dynamic range (HDR) lighting, even though both features may show up in the game settings. Try them out for yourself, and if you run into extreme performance degradation or image-quality issues, just disable one of the conflicting features.

Driver Problems

Earlier, I mentioned how Catalyst AI would result in missing textures in Borderlands. It’s not uncommon for new games to have problems with existing 3D-card drivers. All drivers make heavy use of optimizations, and sometimes that will cause a problem with a new game that may use the latest build of DirectX.

These issues may manifest as image corruption, game crashes, or very low frame rates. In such cases, one tactic is to go to a very basic driver level and disable certain advanced features in-game. For help, check the various online forums or do a Web search combining the game name and your graphics card model.

On rare occasions, you may even have to wait for driver updates before playing a particular game–thankfully, both nVidia and AMD are good about issuing driver “hotfixes” for popular new titles that may encounter problems.

One other tactic that may seem counterintuitive is to roll back to an earlier driver. Sometimes compatibility issues are accidentally introduced in newer driver releases, meaning that if something breaks you’ll have to uninstall the new driver and reinstall the old one (which is usually still available from the manufacturer’s Website).

Game Bugs

Sometimes you may encounter obscure bugs in a game that cause graphics issues. Given the large array of hardware, PC game developers can’t always test for all possible combinations.

For example, I’ve seen SSAO (screen space ambient occlusion) allowed as a setting on graphics hardware that can’t possibly support it. The result may be image corruption, a game crash, or, if you’re lucky, nothing happening aside from the feature not working.

Driver Residue

The general rule of thumb is always to uninstall your existing driver before installing a new one. If you don’t, it’s possible for traces of the old driver to remain on the system; it may be a stray DLL, or a Registry entry that conflicts with a new driver entry.

If you’ve been installing new drivers over older versions, you’ll likely encounter game crashes and severe image-quality problems. One solution is to download Driver Cleaner. Though it used to be free, Driver Cleaner is now a $10 download–but it’s worth it.

You’re in Control

You may care about frame rate above all else, or be the kind of person to tweak every available setting for the best possible image quality. Either way, don’t forget to check both the in-game graphics settings and your graphics card’s control panel. Just a few tweaks can result in a much more immersive and satisfying experience.

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nvidia_logo01NVIDIA has released version 2.2 of the CUDA Toolkit and SDK for GPU Computing. This latest release supports several significant new features that deliver a major leap forward in getting the most performance out of NVIDIA’s massively parallel CUDA-enabled GPUs. In addition, version 2.2 of the CUDA Toolkit includes support for Windows 7, the upcoming OS from Microsoft that embraces GPU Computing.

Additional new features in CUDA Toolkit 2.2 include:

- Visual Profiler for the GPU

The most common step in tuning application performance is profiling the application and then modifying the code. The CUDA Visual Profiler is a graphical tool that enables the profiling of C applications running on the GPU. This latest release of the CUDA Visual Profiler includes metrics for memory transactions, giving developers visibility into one of the most important areas they can tune to get better performance.

- Improved OpenGL Interop

Delivers improved performance for Medical Imaging and other OpenGL applications running on Quadro GPUs when computing with CUDA and rendering OpenGL graphics functions are performed on different GPUs.

- Texture from Pitch Linear Memory

Delivers up to 2x bandwidth savings for video processing applications.

- Zero-copy

Enables streaming media, video transcoding, image processing and signal processing applications to realise significant performance improvements by allowing CUDA functions to read and write directly from pinned system memory. This reduces the frequency and amount of data copied back and forth between GPU and CPU memory. Supported on MCP7x and GT200 and later GPUs.

- Pinned Shared Sysmem

Enables applications that use multiple GPUs to achieve better performance and use less total system memory by allowing multiple GPUs to access the same data in system memory. Typical multi-GPU systems include Tesla servers, Tesla Personal Supercomputers, workstations using QuadroPlex deskside units and consumer systems with multiple GPUs.

- Asynchronous memcopy on Vista

Allows applications to realise significant performance improvements by copying memory asynchronously. This feature was already available on other supported platforms but is now available on Vista.

- Hardware Debugger for the GPU

Developers can now use a hardware level debugger on CUDA-enabled GPUs that offers the simplicity of the popular open-source GDB debugger yet enables a developer to easily debug a program that is running 1000s of threads on the GPU. This CUDA GDB debugger for Linux has all the features required to debug directly on the GPU, including the ability to set breakpoints, watch variables, inspect state, etc.

- Exclusive Device Mode

This system configuration option allows an application to get exclusive use of a GPU, guaranteeing that 100% of the processing power and memory of the GPU will be dedicated to that application. Multiple applications can still be run concurrently on the system, but only one application can make use of each GPU at a time. This configuration is particularly useful on Tesla cluster systems where large applications may require dedicated use of one or more GPUs on each node of a Linux cluster.

Developers can download the latest CUDA Toolkit, SDK, and drivers now at www.nvidia.com/cuda.

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nvidia_logo01Windows 7 will mark a dramatic improvement in the way the Windows operating system takes advantage of the graphics processing unit (GPU) to provide a more compelling user experience. And so, in conjunction with the release candidate of Windows 7, NVIDIA announced that it is the first hardware vendor to release a new Windows Hardware Quality Labs (WHQL)-certified graphics driver for PC desktops and notebooks, offering all of the latest NVIDIA exclusive performance, features, and technology for its ION, GeForce and Quadro products.

Anandtech’s Ryan Smith and Gary Key put the new driver through a full test and reported that “NVIDIA promised performance gains with Windows 7 over Vista and they delivered.” They went on to add “…performance was rock solid and the compatibility/stability aspects of the driver far exceeded our expectations… they pretty much nailed their first full driver set for Windows 7 with all features working.” As a result, Anandtech asserted that “Windows 7 will be a very solid
gaming platform.”

By taking advantage of the GPU for both graphics rendering and parallel computing, Windows 7 with DirectX Compute will not only ensure that greater clarity and focus are inherent in the look, feel, and functionality of the desktop experience, but it will also provide the speed and responsiveness to delight customers.

“Windows 7 users now have the absolute latest in performance and support for features including SLI, PhysX, 3D Vision, and DirectX Compute,” said Dwight Diercks, vice president of software engineering at NVIDIA. “For gaming, video transcoding, and an overall better computing experience on Windows 7, users now have the peace of mind knowing that we have the official
Microsoft WHQL stamp of approval.”

Version 185.85 WHQL drivers support Microsoft’s new Windows 7 display driver model WDDM v1.1. Powered by NVIDIA’s DirectX 10 GPUs, WDDM v1.1 drivers provide a premium visual experience in Windows 7.

To download the new Windows 7 WHQL drivers for NVIDIA GPUs, please visit: www.nvidia.com/drivers. For more information on Windows 7 and the release candidate, please visit: www.microsoft.com/windows7.

About NVIDIA
NVIDIA (Nasdaq: NVDA) is the world leader in visual computing technologies and the inventor of the GPU, a high-performance processor which generates breathtaking, interactive graphics on workstations, personal computers, game consoles, and mobile devices. NVIDIA serves the entertainment and consumer market with its GeForce® products, the professional design and visualisation market with its Quadro® products, and the high-performance computing market with its Tesla products. NVIDIA is headquartered in Santa Clara, Calif. and has offices throughout Asia, Europe, and the Americas


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nvidia-tesla_s1070SINGAPORE — MAY 5, 2009 — NVIDIA and its partners today announced the immediate availability of the Tesla GPU Preconfigured Cluster, a ready-to-power-up, off-the-shelf solution that enables researchers and IT managers to easily add GPU computing capabilities to their existing datacenter systems.

Tesla GPU Preconfigured Clusters provide up to 30 times the performance of CPU-only solutions,enabling IT managers to deploy smaller, more computationally dense systems. These consume

substantially less power – which creates substantially lower costs – while still meeting the increasing demands of such applications as computational fluid dynamics, molecular dynamics, seismic processing, and financial computing.

French banking giant BNP Paribas’ Corporate and Investment Banking division recently replaced 500 traditional CPU cores, consuming 25 kW, with a smaller cluster consisting of CPU servers and two Tesla S1070 1U systems, which consume only 2kW. Taking into account the dramatic acceleration achieved using Tesla GPUs, the lower power cluster enabled BNP Paribas to consume 190-times less electricity than before.

The increasing momentum being experienced by GPUs in the high performance computing segment today demonstrates a clear industry need for accessible computing solutions.

“There are 15 to 20 million engineers, scientists and researchers around the world struggling for time on supercomputers, which has led to a huge pent-up demand for computation,” said Andy Keane, general manager of the Tesla business at NVIDIA. “With the launch of the Tesla Preconfigured Cluster, every one of them can easily deploy a GPU-powered supercomputing cluster that dramatically reduces their power consumption while still advancing the pace of their work.”

”Time on a supercomputer can be extremely difficult to get, especially since some of our computations run for weeks to months. Also, buying a supercomputer is expensive for every university research group,” said Axel Kohlmeyer, associate director at the Center for Molecular Modeling at the University of Pennsylvania. “Since we got access to a Tesla GPU enabled cluster, we can run our molecular dynamics algorithms up to 100X faster and more importantly run bigger and more complex simulations and do research that was impossible to do before – this is game changing for us.”

Tesla Preconfigured Clusters consist of x86 CPU servers coupled with Tesla S1070 1U GPU systems. Configurations start at 16 Teraflops of performance, delivered by four Tesla S1070s, each containing four Tesla 10-series GPUs. All systems include host servers, infiniband switches, cabling, and are fully customisable to suit individual customer needs.

Tesla GPU Preferred Partners around the world including AMAX, Appro, CADNetwork, Colfax, Cray, Dep, FluiDyna, HPC Technologies, Inspur, JRTI, Megware, Microway, NetWeb, PCPC, Penguin, Silicon Mechanics, Sprinx, T-Platforms, Viglen, and Xenon are offering Tesla Preconfigured Clusters today. For more information on their products and services, please visit: www.nvidia.com/object/tesla_wtb.

About NVIDIA

NVIDIA (Nasdaq: NVDA) is the world leader in visual computing technologies and the inventor of the GPU, a high-performance processor which generates breathtaking, interactive graphics on workstations, personal computers, game consoles, and mobile devices. NVIDIA serves the entertainment and consumer market with its GeForce® graphics products, the professional design and visualisation market with its Quadro® graphics products, and the high-performance computing market with its Tesla™ computing solutions products. NVIDIA is headquartered in Santa Clara, Calif. and has offices throughout Asia, Europe, and the Americas. For more information, visit www.nvidia.com.

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