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Posted On Nov 3. You can now log the execution activity of your AWS Lambda functions with AWS Cloud. Trail Lambda data events. Previously, you could only log Lambda management events, which provide information on when and by whom a function was created, modified, or deleted. Now, you can also record Lambda data events and get additional details on when and by whom an Invoke API call was made and which Lambda function was executed. All Lambda data events are delivered to an Amazon S3 bucket and Amazon Cloud. Watch Events, which allows you to respond to events recorded by Cloud. Trail. For example, you can quickly determine which Lambda functions were executed in the past three days and identify the source of the Invoke API calls. You can take immediate action to restrict Invoke API calls to known users or roles if you detect inappropriate Lambda activity. Posted On Nov 3. You can now allocate 3. MB of memory to your AWS Lambda functions. Previously, the maximum amount of memory available to your functions was 1. MB. Now, its easier to process workloads with higher memory or denser compute requirements, such as big data analysis, large file processing, and statistical computations. Posted On Nov 3. AWS Server Migration Service now supports the ability to migrate Hyper V VMs to AWS. With this launch, you can now migrate virtual machines running in on premises virtualization stacks from both Microsoft Hyper V and VMware ESXESXi environments. AWS Server Migration Service is an agentless service that makes it easier to migrate thousands of on premises workloads to AWS. It allows you to automate, schedule, and track incremental replications of live server volumes, making it easier for you to coordinate large scale server migrations. Automating incremental replication, Server Migration Service helps you speed up your migration process and reduce the operational cost of migration. Its easy to get started with AWS Server Migration Service either using the AWS Console, or CLI and is available at no cost to you in the following AWS regions. Its not uncommon to run out of disk space. A free utility can help tell where your disk space is going so you can determine what steps to take. When proxying is enabled, VirtualDub installs its frameserver under the regular Windows AVI driver, tunneling AVI files through to AVIFile and AVS files through to. To learn more about Hyper V support for AWS Server Migration Service, click here. Posted On Nov 3. The AWS Lambda console has been updated with enhancements and new features that improve the experience of creating, configuring, testing, and monitoring your Lambda functions. Kupit_Yakuza%203_bu_ps3-2.jpg' alt='Pc Games Under 50Mb Highly Compressed' title='Pc Games Under 50Mb Highly Compressed' />Posted On Nov 3. You can now set a concurrency limit on individual AWS Lambda functions. The concurrency limit you set will reserve a portion of your account level concurrency limit for a given function. This feature allows you to throttle a given function if it reaches a maximum number of concurrent executions allowed, which you can choose to set. This is useful when you want to limit traffic rates to downstream resources called by Lambda e. For more than 30 years, the realm of computing has been intrinsically linked to the humble hard drive. Given our. Pc Games Under 50Mb Highly CompressedENI and IP addresses for functions accessing a private VPC. Posted On Nov 3. Amazon Web Services now offers an AWS Deep Learning AMI  for Microsoft Windows Server 2. R2 and 2. 01. 6. These new Amazon Machine Images AMIs contain all the necessary pre built packages, libraries, and frameworks you need to start building AI systems using deep learning on Microsoft Windows. The AMIs also include popular deep learning frameworks such as Apache MXNet, Caffe and Tensorflow, as well as packages that enable easy integration with AWS, including launch configuration tools and many popular AWS libraries and tools. The AMIs come prepackaged with Nvidia CUDA 9, cu. DNN 7, and Nvidia 3. Anaconda platform supports Python versions 2. Posted On Nov 3. The AWS Serverless Application Repository is a collection of serverless applications published by developers, companies, and partners in the serverless community. Posted On Nov 3. Alexa for Business is now generally available for all customers. Alexa for Business makes it easy for you to introduce Alexa to your organization, providing the tools you need to set up and manage Alexa enabled devices, enroll users, and assign skills at scale. Posted On Nov 3. AWS Cloud. IDE for writing, running, and debugging your code. Posted On Nov 3. You can now provide access to HTTPS resources within your Amazon Virtual Private Cloud VPC without exposing them directly to the public Internet. You can use API Gateway to create an API endpoint that is integrated with your VPC. You create an endpoint to your VPC by setting up a VPC link between your VPC and a Network Load Balancer NLB, which is provided by Elastic Load Balancing. The NLB send requests to multiple destinations in your VPC such as Amazon EC2 instances, Auto Scaling groups, or Amazon ECS services. NLBs also support private connectivity over AWS Direct Connect, so that applications in your own data centers will be able to connect to your VPC via the Amazon private network. Posted On Nov 2. The Amazon Time Sync Service provides a highly accurate and reliable time reference that is natively accessible from Amazon EC2 instances. Posted On Nov 2. Amazon EC2 T2 instances can now deliver high CPU performance for as long as a workload needs it. T2 instances have previously enabled customers to optimize costs for their workloads with a generous baseline CPU performance and the ability to burst above baseline for short periods. With T2 Unlimited, workloads can now burst beyond the baseline for as long as required. This enables customers to enjoy the low T2 instance hourly price for a wide variety of general purpose applications, and ensure that their instances are never constrained to the baseline. Common general purpose workloads on T2 instances include micro services, low latency interactive applications, small and medium databases, virtual desktops, development, build and stage environments, code repositories, and product prototypes. Posted On Nov 2. Posted On Nov 2. Amazon Lightsail has added load balancers to its easy to use cloud platform, enabling developers to build scalable, highly available websites and applications easily and quickly. Load balancers can be launched in minutes, fully configured and ready to route traffic to Lightsail instances for a low, predictable price of 1. Lightsail load balancers also allow customers to easily build and maintain secure applications that accept HTTPS traffic with free SSLTLS certificates and intuitive, built in certificate management. Posted On Nov 2. Launch Templates is a new capability that enables a new way to templatize your launch requests. Launch Templates streamline and simplify the launch process for Auto Scaling, Spot Fleet, Spot, and On Demand instances. Posted On Nov 2. AWS Greengrass Machine Learning ML Inference makes it easy to perform ML inference locally on AWS Greengrass devices using models that are built and trained in the cloud. Until now, building and training ML models and running ML inference was done almost exclusively in the cloud. Training ML models requires massive computing resources so it is a natural fit for the cloud. With AWS Greengrass ML Inference your AWS Greengrass devices can make smart decisions quickly as data is being generated, even when they are disconnected. The capability simplifies each step of deploying ML, including accessing ML models, deploying models to devices, building and deploying ML frameworks, creating inference apps, and utilizing on device accelerators such as GPUs and FPGAs. For example, you can access a deep learning model built and trained in Amazon Sage. Old news virtualdub. News Bicubic resampling Long, lengthy rantHHHHdiscourse on 3. D to follow. One of the features Ive been working on for 1. D support. Weve been using simply bilinear for too long, and its time we had better quality zooms accelerated on the video card. Problem is, 3. D pipelines arent really set up for generic FIR filters, so the task is to convolute and mutate the traditional 4x. GPU understands. To review, the 1. D cubic interpolation filter used in Virtual. Dub is a 4 tap filter defined as follows tap 1 Ax 2. Ax. 2 Ax. 3 tap 2 1 A3x. A2x. 3 tap 3 Ax 2. A3x. 2 A2x. Ax. 2 Ax. Applying this both horizontally and vertically gives the bicubic filter. The fact that you calculate the 2. D filter as two 1. D passes means that the 2. D filter is separable this reduces the number of effective taps for the 2. D filter from 1. 6 to 8. We can do this on a GPU by doing the horizontal pass into a render target texture, then using that as the source for a vertical pass. As we will see, this is rather important on the lower end 3. D cards. Now, how many different problems did I encounter implementing this Lets start with the most powerful cards and work down DX9, some DX8 class cards Pixel Shader 1. NVIDIA Ge. Force FX, ATI RADEON 8. Six texture stages, high precision fixed point arithmetic or possibly even floating point. There really isnt any challenge to this one whatsoever, as you simply just bind the source texture to the first four texture stages, bind a filter LUT to the fifth texture stage, and multiply add them all together in a simple PS1. On top of that, you have fill rate that is obscene for this task so performance is essentially a non issue. Total passes two. NVIDIA has some interesting shaders in their FXComposer tool for doing bicubic interpolation using Pixel Shader 2. However, it chews up a ton of shader resources and burns a ton of clocks per pixel I think the compiler said somewhere around 5. Im not sure thats faster than a separable method and it chews up a lot of shader resources. Did I mention it requires PS2. It does compute a more precise filter, however. I might add a single pass PS2. I have a Ge. Force FX 5. I first wrote this path, I had no PS1. I had to prototype on the D3. D reference rasterizer. Refrasts awe inspiring 0. Unfortunately, I think refrast is still a procedural rasterizer, like old Open. GL implementations just about all other current software rasterizers now use dynamic code generation and run orders of magnitude faster. DX8 class card Pixel Shader 1. NVIDIA Ge. Force 34 Four texture stages not quite enough for single pass 4 tap, so we must do two passes per axis. Now we run into a problem the framebuffer is limited to 8 bit unsigned values, and more importantly, cant hold negative values. The way we get around this is to compute the absolute value of the two negative taps first into the framebuffer, then combining that with the sum of the two positive taps using REVSUBTRACT as the framebuffer blending mode. Sadly, clamping to 0,1 occurs before blending and there is no way to do a 2. X on the blend so we must throw away 1 LSB of the image and burn a pass doubling the image, bringing the total to five passes. And no, I wont consider whacking the gamma ramp of the whole screen to avoid the last pass. DX7 class card Fixed function, two texture stages NVIDIA Ge. Force 2 This is where things get uglier. Source Code Validation Tools more. Only two texture stages means we can only compute one tap at a time, since we need one of the stages for the filter LUT. This means that 9 passes are required, four for the horizontal filter, four for the vertical, and one to double the result. As you may have guessed a GF2 or GF4. Go doesnt have a whole lot of fill rate after dividing by nine and I have trouble getting this mode working at 3. That sucks, because my development platform is a GF4. Go. 44. 0. I came up with an alternate way to heavily abuse the diffuse channel in order to do one tap per texture stage draw one pixel wide strips of constant filter vertical for the horizontal pass, horizontal for the vertical pass and put the filter coefficients in the diffuse color. This cuts the number of passes down to five as with the GF34 path. Unfortunately, this turns out to be slower than the nine pass method. I doubt its T L load, because 5. Im blowing the tiling pattern by drawing strips. Sigh. Ive been racking my brain trying to bring this one below nine passes, but I havent come up with anything other than the method above that didnt work. DX7 class card Fixed function, three texture stages ATI RADEON Three texture stages means we can easily do two taps at a time for a total of five passes, which should put the original ATI RADEON on par with the Ge. Force 3 for this operation. Yay for ATI and the third texture stage Oh wait, this card doesnt support alternate framebuffer blending operations and thus cant subtract on blend. On top of that, D3. D lets us complement on input to a blending stage but not output, and we cant do the multiply add until the final stage. Never mind, the original RADEON sucks. So now what We first compute the two negative taps using the ugly but useful D3. DTOPMODULATEALPHAADDCOLOR. How do we handle the negation By clearing the render target to 5. INVSRCCOLOR, basically computing 0. We then add the two positive taps with their filter scaled down by 5. The result is the filtered pixel, shifted into the 0. The vertical pass is computed similarly, but with input complement on both passes to flip the result inverted to 0, 0. The filtering operation is linear and can be commuted with the complement. The final pass then doubles the result with input complementation again to produce the correct output. Rather fugly, but it does work. The precision isnt great, though, slightly worse than the Ge. Force 2 mode. Interestingly, the RADEON doesnt really run any better than the Ge. Force 2 despite having half the passes. DX0 class card Intel Pentium 4 M 1. GHz Heres the sad part a highly optimized SSE2 bicubic routine can stretch a 3. That means systems with moderate GPUs and fast CPUs are better off just doing the bicubic stretch on the CPU. Argh You might be wondering why Im using Direct. D instead of Open. GL. That is a valid question, given that I dont really like Direct. D which I affectionately call caps bit hell. The reason is that I wrote a basic Open. GL display driver for 1. NVIDIA drivers that caused a stall of up to ten seconds when switching between display contexts. The code has shipped and is in 1. Video. Display. Drivers. I might resurrect it again as NVIDIA reportedly exposes a number of features in their hardware in Open. GL that are not available in Direct. D, such as the full register combiners, and particularly the final combiner. However, I doubt that theres anything I can use, because the two critical features I need for improving the GF2 path are either doubling the result of the framebuffer blend or another texture stage, both of which are doubtful. News YV1. 2 is b. My daily commute takes me across the San Mateo Bridge. Coming back from the Peninsula there is a sign that says Emergency parking 14 mile. Several people suggested declspecnaked for the intrinsics code generation problem. Sorry, not good enough.

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