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pacca registered the ShellNot project.
11:13PM UTC on Oct 08 2005 in ShellNot
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Gerard did optimize the SSE calculation routine using AMD's Pipeline analyzer.
The speed improvements make FFFF ~30% faster on P4 and newer Athlons.
My tests on a P4@2.4GHz results in 375 MegaIters/sec (about 6.5 clock cycles per iteration). On my P3, the speed improvement is ~5%.
08:35PM UTC on Oct 07 2002 in FFFF - Fast Floating Fractal Fun
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Sorry for the stupid bug, i am developing on an Athlon, but there are no excuses :)
Please download this fixed version which includes also other minor fixes.
12:08PM UTC on Oct 05 2002 in FFFF - Fast Floating Fractal Fun
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The benchmark does crash trying to execute 3DNow! code on Intel CPUs.
Will be fixed asap.
10:04AM UTC on Oct 05 2002 in FFFF - Fast Floating Fractal Fun
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Version 3.1.0 supports realtime orbit draw.
Just move the mouse on the image while pressing the "O" key (the O letter, not the zero !).
I forgot to mention it in the doc.. sorry :)
10:42PM UTC on Oct 02 2002 in FFFF - Fast Floating Fractal Fun
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New in this release:
- Added AMD 3DNow! dual pixel calculation [GB].
- Added Radeon GPU pixel calculation using GL_VERTEX_SHADER_EXT (see notes). Maybe it works on other GPUs, tell me ! [DP].
- Added experimental GPU benchmarking (does not work on my Radeon 9000..) [DP].
- Slightly improved speed of SSE2 quad pixel calculation by constant data alignment on 64 bytes boundaries [DP].
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09:37PM UTC on Oct 02 2002 in FFFF - Fast Floating Fractal Fun
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The Radeon GPU Mandelbrot code (Vertex Shaders) is ready.
It will be present in the upcoming version 3.1.0.
12:11AM UTC on Oct 01 2002 in FFFF - Fast Floating Fractal Fun
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This causes a bad performance penalty, expecially on ATI cards.. GeForce cards do not see to be affected (that's why i didn't notice it :).
This has been fixed and will be released in the new version.
07:57PM UTC on Sep 29 2002 in JellyMark
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Gerard coded the 3DNow! routine that will be integrated and released asap. :)
12:57PM UTC on Sep 27 2002 in FFFF - Fast Floating Fractal Fun