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 <title>Maximum PC 3D gaming RSS Feed</title>
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<item>
 <title>Webkit&#039;s WebGL Arrives, Poised to Revolutionize Browser-based Gaming</title>
 <link>http://www.maximumpc.com/article/news/webkits_webgl_arrives_poised_revolutionize_browserbased_gaming</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;a href=&quot;http://blog.wolfire.com/2009/09/preview-of-webkits-webgl-canvas3d/&quot;&gt;A big WebGL patch has recently been released&lt;/a&gt;, bringing us a step closer to 3D gaming in the browser. WebGL is a project attempting to bring a few new features to HTML5 allowing JavaScript binding to OpenGL ES 2.0. When complete, this could mean fairly complex 3D games running in a WebKit browser with no plugins required.&lt;/p&gt;
&lt;p&gt; It may even be possible to see support for WebGL in native WebKit browsers in as little as 6 months. Safari and Chrome are probably on the forefront of this technology, as they are based on WebKit. Firefox, while based on the Gecko engine, has an extension capable of displaying a WebGL 3D canvas. As for Internet Explorer, don’t hold your breath. Microsoft still has yet to implement HTML5, let alone upcoming technologies.&lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u94712/wgl2.png&quot; alt=&quot;wgl&quot; width=&quot;405&quot; height=&quot;239&quot; /&gt;&lt;/div&gt;
&lt;p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
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 <comments>http://www.maximumpc.com/article/news/webkits_webgl_arrives_poised_revolutionize_browserbased_gaming#comments</comments>
 <category domain="http://www.maximumpc.com/article_type/news_amp_views">News</category>
 <category domain="http://www.maximumpc.com/geek_tested/3d_gaming">3D gaming</category>
 <category domain="http://www.maximumpc.com/geek_tested/browsers">Browsers</category>
 <category domain="http://www.maximumpc.com/geek_tested/gaming">gaming</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/8744">html5</category>
 <category domain="http://www.maximumpc.com/geek_tested/internet_explorer">Internet Explorer</category>
 <category domain="http://www.maximumpc.com/geek_tested/mozilla_firefox">Mozilla Firefox</category>
 <category domain="http://www.maximumpc.com/geek_tested/opengl">OpenGL</category>
 <category domain="http://www.maximumpc.com/geek_tested/safari">Safari</category>
 <category domain="http://www.maximumpc.com/geek_tested/software">Software</category>
 <category domain="http://www.maximumpc.com/geek_tested/standards">standards</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/7181">webkit</category>
 <pubDate>Mon, 14 Sep 2009 20:04:58 -0500</pubDate>
 <dc:creator>Ryan Whitwam</dc:creator>
 <guid isPermaLink="false">7849 at http://www.maximumpc.com</guid>
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<item>
 <title>Quick Hack Allows True 3D in L4D (And Some Other Games)</title>
 <link>http://www.maximumpc.com/article/news/quick_hack_allows_true_3d_l4d_and_some_other_games</link>
 <description>&lt;!--paging_filter--&gt;&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u46190/3Dgalsses.jpg&quot; width=&quot;415&quot; height=&quot;211&quot; /&gt;&lt;/div&gt;
&lt;p&gt;If &lt;a href=&quot;http://kotaku.com/gaming/dead-rising/frank-west-pimps-struts-in-free-dead-rising-costumes-193281.php&quot;&gt;Dead Rising&lt;/a&gt; taught us anything, it’s that donning goofy apparel is par for the course during a potential zombpocalypse. So, of course, as mindless slaves to our media (though not quite “zombies”), we’re thrilled that it’s finally kosher to sport a pair of multi-colored shades while doing our civic, undead-slaughtering duties. &lt;/p&gt;
&lt;p&gt; Oh, we guess you also get “true 3D” out of the whole deal or whatever, but it’s not like anyone else benefits from your newfound sight beyond sight. Only you, you self-serving greed-pig.&lt;br /&gt;  &lt;br /&gt; So here. Here are your dumb &lt;a href=&quot;http://gamerslastwill.com/2009/02/02/3d-left-4-dead-for-free-oh-yeah-heres-how/&quot;&gt;means&lt;/a&gt; to achieve your selfish ends. After all, it’s not like we’re bitter because the hack won’t work on our PC. No. You’re just a terrible person. Never forget that. &lt;/p&gt;
</description>
 <comments>http://www.maximumpc.com/article/news/quick_hack_allows_true_3d_l4d_and_some_other_games#comments</comments>
 <category domain="http://www.maximumpc.com/article_type/news_amp_views">News</category>
 <category domain="http://www.maximumpc.com/article_type/news/the_game_boy">Gaming</category>
 <category domain="http://www.maximumpc.com/geek_tested/3d_gaming">3D gaming</category>
 <category domain="http://www.maximumpc.com/geek_tested/gaming">gaming</category>
 <category domain="http://www.maximumpc.com/geek_tested/hack">hack</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/5373">left 4 dead</category>
 <category domain="http://www.maximumpc.com/geek_tested/news">news</category>
 <category domain="http://www.maximumpc.com/geek_tested/software">Software</category>
 <category domain="http://www.maximumpc.com/geek_tested/valve">Valve</category>
 <pubDate>Sat, 07 Feb 2009 01:44:25 -0600</pubDate>
 <dc:creator>Nathan Grayson</dc:creator>
 <guid isPermaLink="false">5213 at http://www.maximumpc.com</guid>
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<item>
 <title>White Paper: Raster vs. Rays</title>
 <link>http://www.maximumpc.com/article/features/white_paper_raster_vs_rays</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;The shiny, new hatchback you nudge in a street race dents slightly on the driver’s side door. Although you’re playing a PC game, created with beaucoup equations, the bend looks almost real. The 3D renderer sculpts all those numbers into images, with help from the video API (application program interface). However, several completely different rendering techniques can be the source of those images. Currently, the hardware and software industries are debating how to best utilize two graphics-rendering techniques: ray tracing and rasterization. &lt;/p&gt;
&lt;p&gt;Rasterizing is widely used to render current 3D games because it strikes a compromise between real-time processing demands and pretty pictures. Its regular, predictable patterns are also suited to specialized massively parallel processors, such as GPUs. Essentially, the raster engine looks at the thousands of 2D triangles that build a 3D scene and determines which are visible in the current perspective. With that information, the engine analyzes the light sources and other environment details to light and color pixels onto each triangle.&lt;/p&gt;
&lt;p&gt;Ray tracing takes the opposite approach, borrowing from the way photons move in the real world. In nature, a light source creates countless photons (or rays) that bounce off objects, take on their color and properties, and eventually reach your eye. &lt;/p&gt;
&lt;p&gt;Ray tracing reverses the process, firing its gaze away from the camera perspective, assessing which objects are in view. When a ray hits something, the engine knows to draw a pixel.&lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u22694/renderingpixels.jpg&quot; alt=&quot;Rendering Pixels via Ray Tracing&quot; width=&quot;415&quot; height=&quot;297&quot; /&gt;&lt;/div&gt;
&lt;h4&gt;The Grey Area&lt;/h4&gt;
&lt;p&gt;These two techniques further diverge when adding shadows and other details to a scene. Rasterized graphics can use a few techniques to create light and dark, frequently relying on shadow maps. These guides are created by rasterizing from the perspective of a light source, seeing which objects are visible, and shading the camera perspective based on this blueprint. A ray tracer calculates shadows just by tracing more beams and seeing how they bounce. If a beam’s path leads back to a light source, its pixel is drawn brighter. If the beam ends without hitting a light, the engine knows to draw that pixel in shadow.&lt;/p&gt;
&lt;p&gt;Ray tracing’s realism—and system burden—comes from the arbitrary point at which the engine stops calculating these bounces. Every time the beam ricochets off another object, more color, shadow, and reflection details can be added back to the first collision pixel. Fog effects can be especially taxing, requiring the beams to refract through a mist. The best-looking images can take billions of rays; that’s just too much number crunching for today’s CPUs and GPUs to handle in real time.&lt;br /&gt;And even if those chips could keep up, other bottlenecks couldn’t keep pace with a fully ray-traced real-time scene. “It’s just too hard in terms of memory bandwidth; it’s too hard in terms of silicon speed,” says David Kirk, chief scientist at Nvidia. “It’s just too hard. And I don’t think that’s the goal.”&lt;/p&gt;
&lt;p&gt;“Graphics in general is the grand art of cheating,” Kirk notes, regardless of technique. “We’re trying to approximate what nature does—tracing gazillions of photons around—by doing less work than that, because even the most sophisticated and powerful ray tracers don’t trace billions of rays per second.”&lt;/p&gt;
&lt;h4&gt;Tools For The Job&lt;br /&gt;&lt;/h4&gt;
&lt;p&gt;“This whole CPU versus GPU distinction is a little bit artificial,” says Bill Mark, senior researcher at Intel’s Corporate Technology Group. “Certainly you can build GPUs that have some CPU-like characteristics. Similarly, you can build CPUs that have GPU-like characteristics.” That said, ray tracing slightly favors current CPUs because those chips were designed for similar computations as the physics-based ray engines. &lt;/p&gt;
&lt;p&gt;Jerry Bautista, co-director of Intel’s Tera-scale computing research program, says, “There’s no computational difference between tracing the path of a bullet and tracing the path of a light ray.” That similarity could even lead to ray-tracing engines being recycled as a game’s physics engine, saving programming and processing power. Bautista also notes, “General compute engines like a CPU are pretty well suited to physics kinds of problems, whereas a GPU is more of a stream compute engine and probably a little better suited to… processing triangles at a high speed.”&lt;/p&gt;
&lt;p&gt;Ultimately, hardware companies want software developers to have access to the fastest parts, regardless of renderer. Intel is developing its massively scalable, multicore Larrabee architecture. Nvidia is offering ways for game developers to run their own rendering code directly on the video hardware, allowing even those GPU devices to accelerate ray tracing.&lt;/p&gt;
&lt;h4&gt;Bright Future&lt;br /&gt;&lt;/h4&gt;
&lt;p&gt;According to Intel, hardware one to two generations away could render a complete, real-time scene with ray tracing. But nobody sees that as the goal. Nvidia’s David Kirk says, “If you could do all ray tracing, would you? I don’t think you would. There are many effects that you can do that involve diffuse kinds of lighting—that means softer, more inter-reflected kinds of lighting—that are horrendously [taxing]… to do with ray tracing.”&lt;/p&gt;
&lt;p&gt;The hardware companies want to give software developers more opportunities to write their own renderers, mixing and matching methods even within a single scene. Like the current process in many animated movies, a rasterizer could sketch in a game scene, while a ray tracer could add sharp reflections and details.&lt;/p&gt;
&lt;p&gt;This mix-and-match approach seems to contradict an API standard, but Microsoft has already been heading toward this solution. DirectX even allows game developers to send programmable shaders directly to the graphics card, allowing open-ended acceleration regardless of the 3D engine. Chas Boyd, principal program manager for Windows Display and Graphics Technology notes, “In future releases, we will continue to increase the generality of [Direct3D], and thus offer developers even more flexibility in their choice of rendering methods.”&lt;/p&gt;
</description>
 <comments>http://www.maximumpc.com/article/features/white_paper_raster_vs_rays#comments</comments>
 <category domain="http://www.maximumpc.com/taxonomy/term/3075">August 2008</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/72">From the Magazine</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/31">Features</category>
 <category domain="http://www.maximumpc.com/geek_tested/3d_animations">3D animations</category>
 <category domain="http://www.maximumpc.com/geek_tested/3d_gaming">3D gaming</category>
 <category domain="http://www.maximumpc.com/geek_tested/cpu">cpu</category>
 <category domain="http://www.maximumpc.com/geek_tested/gpu">gpu</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/3709">pixel</category>
 <category domain="http://www.maximumpc.com/geek_tested/rampd">r&amp;amp;d</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/4058">raster</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/4059">ray tracing</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/4060">rays</category>
 <category domain="http://www.maximumpc.com/geek_tested/white_paper">white paper</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/141">White Paper</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/145">2008</category>
 <pubDate>Mon, 21 Jul 2008 18:42:14 -0500</pubDate>
 <dc:creator>Zack Stern</dc:creator>
 <guid isPermaLink="false">2854 at http://www.maximumpc.com</guid>
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<item>
 <title>SLI and CrossFire Fans Unite! Make Vista Pay Attention to Your Second GPU!</title>
 <link>http://www.maximumpc.com/article/sli_and_crossfire_fans_unite_make_vista_pay_attention_to_your_second_gpu</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;NVIDIA SLI and ATI CrossFire are designed to provide scorching dual-GPU 3D goodness. Only trouble is, Windows Vista may not have been cooperating. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Solution for the &amp;quot;Dissing Your Second GPU&amp;quot; Blues&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.xbitlabs.com&quot; title=&quot;PC hardware and news website&quot;&gt;X-bit Labs&lt;/a&gt; reports &lt;a href=&quot;http://www.xbitlabs.com/news/video/display/20070723060734.html&quot; title=&quot;X-bit labs on Windows Vista dual-GPU fix&quot;&gt;today&lt;/a&gt; that Microsoft has released a fix for systems that ignore the second GPU. According to Microsoft Knowledge Base article &lt;a href=&quot;http://support.microsoft.com/kb/936710/en-us&quot; title=&quot;936710 MS KB fix for dual-GPU problem in Windows Vista&quot;&gt;936710&lt;/a&gt;, the solution involves replacing three files (D3d10.dll, D1d10core.dll, and Dxgi.dll). Updates are available for all Vista editions, both 32-bit and 64-bit. &lt;/p&gt;
&lt;p&gt;It&amp;#39;s going to be interesting to see what happens to Vista gaming performance after the updates are made.&lt;/p&gt;
</description>
 <comments>http://www.maximumpc.com/article/sli_and_crossfire_fans_unite_make_vista_pay_attention_to_your_second_gpu#comments</comments>
 <category domain="http://www.maximumpc.com/article_type/news_amp_views">News</category>
 <category domain="http://www.maximumpc.com/article_type/news/windows">Windows</category>
 <category domain="http://www.maximumpc.com/geek_tested/3d_gaming">3D gaming</category>
 <category domain="http://www.maximumpc.com/geek_tested/ati">ati</category>
 <category domain="http://www.maximumpc.com/geek_tested/crossfire">Crossfire</category>
 <category domain="http://www.maximumpc.com/geek_tested/nvidia">nvidia</category>
 <category domain="http://www.maximumpc.com/geek_tested/sli">sli</category>
 <category domain="http://www.maximumpc.com/geek_tested/windows_vista">Windows Vista</category>
 <pubDate>Mon, 23 Jul 2007 11:58:44 -0500</pubDate>
 <dc:creator>&amp;lt;p&amp;gt;Mark Soper&amp;lt;/p&amp;gt;</dc:creator>
 <guid isPermaLink="false">1216 at http://www.maximumpc.com</guid>
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