Native resolution: 2880×1800 Article index: 1 – Setting the Retina Resolution 2 – Rendering Performance Test 1 – Setting the Retina Resolution By default, the screen resolution of the MacBook Pro Retina 15-inch is 1440×900. This resolution is a scaled resolution because the retina monitor has a native resolution of 2880×1800 pixels (the MacBook Pro [...]
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MacBook Pro Retina: Rendering Performance in Scaled and Native (2880×1800) Modes
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(Tested) Raspberry Pi Model B Board: Unboxing and First Boot
Article index: 1 – The Raspberry Pi Model B Board 2 – The Raspberry Pi Model B Power Supply 3 – Preparation of the Raspberry Pi Operating System 4 – Raspberry Pi: First Boot Few days ago I ordered a Raspberry Pi board and I received it this morning. Why a Raspberry Pi board? Because [...]
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OpenGL 4.3 Compute Shaders Quick Test on AMD Radeon (Linux and Windows)
With the release of a new graphics driver with full OpenGL 4.3 support by AMD for Windows and Linux, I couldn’t resist to test compute shaders, one of the media features of OpenGL 4.3. I did two tests: one under Windows 8 64-bit with a Radeon HD 7970 and a second under Linux Mint 15 [...]
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(Unboxing and Test) AMD A10-6800K APU (Radeon HD 8670D), ASRock FM2A88M Extreme4+ (UPDATED with DDR3 2400)
Article index: 1 – Unboxing 2 – Tests and Benchmarks 3 – Monitoring Utilities 4 – Conclusion Update (2014.01.06) Today, a quick test of AMD’s A10-6800K processor combined with a FM2+ motherboard from ASRock. The A10-6800K (Richland) is an APU (Accelerated Processing Unit) that packs on the same silicon a 4-core CPU clocked at 4.4GHz […]
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AMD Kaveri A10-7850K (With Radeon R7 Spectre GPU) Quick Test
This short test/review can be seen as an update of the A10-6800K test. The testbed is the same (ASRock FM2 A88M Extreme4+, 8 GB of DDR3-2400 Patriot Viper), I only swapped the A10-6800K for the brand new A10-7850K APU launched two weeks ago. Some pictures of the A10-7850K box: A10-7850K unboxing: OK let’s look at […]
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OpenGL 4 FP64 Test: AMD Radeon HD 7970 Surpasses NVIDIA GeForce GTX Titan (*** UPDATED ***)
UPDATE (2014.03.06): there is an option in the NVIDIA control panel to enable or disable full speed FP64 support for the GeForce GTX Titan. By default this option is set to OFF. But full speed FP64 support comes with a price: FP32 performance is impacted as it’s described in the NVCPL: Note that turning on […]
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AMD FirePro D500 (Mac Pro Late 2013) Quick OpenGL Test
Article index: 1 – Overview 2 – Gallery 3 – OpenGL benchmarks 1 – Overview I had the opportunity yesterday (thanks to anirul) to quickly test one of the new Mac Pro (a late 2013 model) equipped with two FirePro D500 graphics cards. The FirePro D500 is based on a variation of the Tahiti GPU […]
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Leap Motion: Touchless Hand Tracking Controller
The Leap Motion controller is a tiny device (size: 8cm x 1cm x 3cm) that allows to detect positions and orientations of one or several hands. It can send to a host application hand skeletal tracking data like the position of each bone of a finger or the orientation of the palm of the hand. […]
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(Test) Particle Rendering: Point Sprites vs Geometry Shaders Sprites
Particle billboarding is one of the important steps of particle rendering. Billboarding can be achieved by using point sprites (the billboarding is automatically done by the GPU) or geometry shaders as explained in this article. Both methods produce similar visual results. But which method is the faster if we have to render a lot of […]
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Quick Test: GeForce GTX TITAN vs GTX TITAN Black
I had the oppurtunity to test a GeForce GTX TITAN Black (an ASUS model) for few hours and I compared it with the basic GTX TITAN card. Quick recap of GTX Titan features: GeForce GTX TITAN GPU: Kepler GK110 @ 836MHz (base) / 876MHz (boost) - CUDA cores: 2688 (14 SMX) - 224 TMUs, 48 […]
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(Test) Particle Rendering: Point Sprites vs Geometry Instancing based Billboards
In this article, I compared two methods for rendering a lot of particles: 1 – the first method is based on point sprites GPU built-in feature. We send an array of points, and the GPU transform them into billboards (quads facing the camera). 2 – the second method is based on the first: we send […]
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OpenGL Geometry Instancing Test: Radeon vs GeForce
This article is a kind of follow-up of this article that showed some surprising results about geometry instancing with two triangles per instance (particle rendering). In this article, I’m going to test geometry instancing performance when the number of faces (or triangles) per instance increases. The test consists in the rendering of 1’000’000 of quads […]
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(Tested) GeForce GTX 970 and 4k @ 60Hz on HDMI 2.0
GeForce GTX 980/970 are great graphics cards and one of the cool features is the support of HDMI 2.0. Why HDMI 2.0 is cool? Because it allows to have an insane 3840×2160 resolution at 60Hz on a 4K TV. That’s a crazy experience to work on a 49-inch monitor with a 4k resolution at 60Hz! […]
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How to Quickly Check the Chroma Subsampling used by your 4K UHD TV
At the end of this article, I said that I had some doubts about the chroma subsampling used with the LG 49UB850V + GTX 970 at 4K/60Hz resolution. Was it 4:4:4 or rather a reduced format like 4:2:0 ? Today I found a test that brings the answer in no time. The test is simple. […]
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MSI GTX 970 + LG UHD TV @ 60Hz 4:4:4 : Finally It Works!
The first post of 2015 starts with a good news: I finally managed to get my UHD TV (LG 49UB850V) to work @ 60Hz with a chroma subsampling of 4:4:4 (more on GTX 970 + 4K TV HERE). This is confirmed with the THE QUICK BROWN FOX chroma torture test available in this post. I […]
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OpenGL Apps Not Impacted by GTX 970 VRAM Limitations?
Since few days, there is a hot topic in the graphics cards community: the VRAM limitations of the GeForce GTX 970. To make the story short (see links at the end of the article), the GTX 970 comes with 4GB of GDDR5 memory. Some GTX 970 owners have noticed that the VRAM allocation is limited […]
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Cmder: A Very Handy Terminal Utility for Windows
I just found this very cool utility: Cmder, a powerful terminal for Windows. I love terminals you can quickly open everywhere on Linux (as well as on OSX). Thanks to Cmder, you can now open Linux-like terminals in any folder on Windows. Cmder comes with a some unix tools like cat or ls (you have […]
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Quick Benchmark of the Raspberry Pi 2 GPU (VideoCore IV)
Some users asked me to benchmark the VideoCore IV, the GPU of the Raspberry Pi (RPi 1 and 2). The hard part of this test was to find other level entry GPUs in my lab. I selected a GeForce G 105M (8 CUDA cores!) and an Intel HD Graphics 4600. I also added a GeForce … Continue reading Quick Benchmark of the Raspberry Pi 2 GPU (VideoCore IV)
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Adafruit 5-inch HDMI Touch Display 800×480 Tested with Raspberry Pi
VPlay in action on the 5-inch 800×480 display! Last week, I ordered this 5-inch touch display with a resolution of 800×480 pixels. I was curious to see how it would work with a Raspberry Pi and to what GLSL Hacker demos would look like. I received the 5-inch display in small box that included: – … Continue reading Adafruit 5-inch HDMI Touch Display 800×480 Tested with Raspberry Pi
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Direct3D 12 vs OpenGL: A quick Test
GeeXLab, the successor of GLSL Hacker, comes with the support of Direct3D 12. It’s not a full support but most of the basic things are available: command lists (CL), pipeline state objects (PSO), constant buffers (CB) and HLSL shaders. An introduction to Direct3D programming with GeeXLab is available HERE. Since GeeXLab is now available with an OpenGL and a Direct3D
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