- Joined
- Aug 22, 2010
- Messages
- 756 (0.15/day)
- Location
- Germany
System Name | Acer Nitro 5 (AN515-45-R715) |
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Processor | AMD Ryzen 9 5900HX |
Motherboard | AMD Promontory / Bixby FCH |
Cooling | Acer Nitro Sense |
Memory | 32 GB |
Video Card(s) | AMD Radeon Graphics (Cezanne) / NVIDIA RTX 3080 Laptop GPU |
Storage | WDC PC SN530 SDBPNPZ |
Display(s) | BOE CQ NE156QHM-NY3 |
Software | Windows 11 beta channel |
NVIDIA's new toy for GTX 580 launch. Works also with GTX 400 series.
ATI users don't need to waste their time thanks to CUDA :-\
NVIDIA Endless City Demo
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Let the machines take over!
Our Endless City demo starts with a few dozen building blocks and uses an L-System to
assemble these into complex structures, buildings, whole city blocks, and finally a
sprawling and boundless megalopolis.
At any given time, there are hundreds of thousands of on-screen objects. The
super-efficient NVIDIA® Tessellation engine scales the number of polygons for each object
according to its surface detail and proximity to the camera . . . real-time,
high-resolution displacement.
So while you enjoy a leisurely glide through the city, the NVIDIA® GeForce® powering your
flight will be churning through over 600 million polygons per second. Better yet, there
will still be enough power to keep the lights running . . . hundreds of thousands of
them, all lighting the scene dynamically.
All you need to do is sit back and enjoy the view.
Highlights of the demo include:
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• Tessellation enables a continuous ramp on the level of detail, more than
doubling the total triangle count and providing up to a 500x increase in detail
on the nearest objects.
• Three dimensional displacement maps allow greater detail than simple height maps.
• The demo positions and renders over 600 million triangles per second with a
single GPU.
• The city is procedurally generated. The buildings are constructed from a small
set of objects into a city of complex structures using a set of rules called an
L-system.
• In the area surrounding the viewer, over a million meshes are arranged by the
L-system, including roughly 500,000 light sources.
• As the viewer moves, the demo endlessly (hence the name) generates more of the
city to keep the viewer surrounded by buildings.
• The L-system randomly selects elements to assemble so each block looks different
from the last but if you return to a place you saw before, it'll regenerate the
same buildings you saw previously.
• Split screen rendering modes operate in eye space so they look correct in 3D Vision.
• Screen-space ambient occlusion enables high quality shading on randomly
generated and dynamic geometry which cannot be accomplished with precomputed texture
maps.
• Dynamic lighting on everything; can shift from day to night.
Recommended System:
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NVIDIA GeForce GTX 500 series GPU
2.6 GHz Quad core CPU
4 GB System memory
300 MB Hard drive space
Microsoft Windows Vista or Windows 7
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FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2010.
ATI users don't need to waste their time thanks to CUDA :-\