Now Listen to DiRT 3 OSTs directly from the game installation folder

DiRT 3, Powered by the EGO Game Engine developed by Codemasters, UK, is a rallying video game and the third release of DiRT series, one of the most advanced racing game (DiRT 2 was the first DirectX 11 Game supporting Tessellation and stunning graphics performance) where you can race through the snow, rain and dirt and experience dramatic night races with the largest amount of rally content in the Dirt series yet.

Features stunning new Gymkhana mode, inspired by Ken Block’s incredible freestyle driving event, and enables you to upload your best runs direct to YouTube! Other game mode capability includes split-screen and competitive online multiplayer.

DiRT series is also known for its soundtracks and DiRT 3 does include some great soundtracks that are available on Youtube, metacafe, etc. If you have purchased or downloaded this game, you might want to look in to the game folder (Or you have already gone through but had no luck!!) that already include these tracks, atleast I would! 🙂 This article is about how you can listen to the tracks and get the Artist and Track name before even going to Youtube and other sites. Yes, ofcourse you can find these listings in various gaming sites too. But what if you are interested in a particular track that you heard while zooming through this rally race game!

DiRT 3 tracks are stored on your disk at the installation location. Go to the root and you’ll find a folder named ‘audio‘. Bingo!!. Now you have the location, and you start looking for the audio files…BUMP!! You have no idea where to go next. FYI DiRT 3 folder is organised into categories. The folder which we are interested in is the ‘dictionaries‘.

DiRT 3 audios are stored in WIM files. Nothing is known about this format at present. WIM are some kind of archives with special information about the audio. Anyways WIM is not playable, do not attempt to play these files with you codec pack!

Furthermore, On May23, 2011, released few DiRT 3 editing tools along with the EGO Audio Tool. The  tool is responsible for giving you the access to the folder and WIM files. You will be able to play audio files and tweak to some extent such as replacing the original files, sorry you wont be able to extract though or convert to different formats.

Unpack and launch the utility, note that the utility will automatically find your installation path and present you with the screen similar to the screenshot shown below.

(To download this tool, go to Moddb or alternatively Download from here : EGO Audio Tool )

Codemasters and EGO Game Engine

The track name and artist names are stored in ‘musicPlayer.xml‘ file under Audio Folder. Open this folder and search for the DiRT 3 music file name. In this case, mus_fnd_quad04 (File-name of ~/ mus_fnd_quad04.WIM ). Below screen-shot should reveal you the artist and track name.

There are about 49 tracks in DiRT 3. The following is the complete listing/RIP.

01. Phonat – Intimate Confessions 
02. Hudson Mohawke – FUSE 
03. Starkey – OK Luv 
04. Scott Nixon – The Wedge 
05. Starkey – Pleasure Points 
06. Tek-One – LHC Blues 
07. Scott Nixon – Resolution 
08. Lorn – Cherry Moon 
09. Chase + Status – Blind Faith feat. Liam Bailey 
10. Skream – Listenin ‘To Records On My Wall 
11. Phonat – Ghetto Burnin ‘(MMMathias Remix) 
12. Starkey – New Cities feat. Kiki Hitomi 
13. We Are Scientists – Rules Don’t Stop 
14. Phonat – Ghetto Burnin ‘ 
15. Danny Byrd – We Can Have It All 
16. South Central – Demons (Main Citizen Mix) 
17. Dinosaur Pileup – Wheels Turning 
18. Manchester Orchestra – I’ve Got Friends 
19. Everything Everything – Suffragette Suffragette 
20. Chromeo – Don’t Turn The Lights On 
21. Leftfield – Storm 3000 
22. Furyon – Disappear Again 
23. 65 Days of Static – Crash Tactics 
24. Biffy Clyro – That Golden Rule 
25. Black Spiders – What Good’s A Rock Without A Roll 
26. Glamour of the Kill – Feeling Alive 
27. Young Guns – Crystal Clear 
28. Alter Bridge – Isolation 
29. Deaf Havana – Smiles All Round 
30. Fort Knox Five – Uptown Tricks (Shimon’s Trix Radio Mix) [feat. Mustafa Akbar] 
31. UNKLE – The Answer 
32. Harlem – Friendly Ghost 
33. Atmosphere – The Waitress 
34. David E. Sugar – Keep It Simple 
35. People Under The Stairs – Trippin ‘At The Disco 
36. Fort Knox Five – Insight (A Skillz Remix) 
37. Drive A – Are You Blind 
38. The Gaslight Anthem – The Spirit Of Jazz 
39. Crocodiles – Mirrors 
40. Graffiti Six – Stare Into The Sun 
41. Moloko – Fun For Me 
42. RJD2 – Good Times Roll Pt.2 
43. TORNADO – Go! Team 
44. Aceyalone + RJD2 – All for U 
45. Gap Band – Burn Rubber On Me 
46. Run DMC – Peter Piper 
47. Fort Knox Five – Insight (The Nextmen Remix) 
48. Danny Byrd – Judgement Day 
49. Dan Le Sac vs Scroobius Pip – Cauliflower (Does It Offend You, Yeah – Remix) 

Youtube Channel: ClubbySuperCharged

CryENGINE 3 update is here!! :


CryENGINE 3 SDK’s newest update is available for download with lots of changes and additions. Surely, this update is expected to be full-filling for the CryENGINEERS!

The latest update is available on as they are the official partners with Crytek, GmbH. The latest build number is 2572, following are the highlights over the 2456 build.

  • Added ability to save levels to Projects for use with CryDev Projects Database
  • Added redundancy for logoff to prevent “Account Locked” errors
  • Added more flexibility to login username/password allowed characters
  • Added ability for any CryDev user to load any level within the Launcher
  • Added support for building GameDLL using Visual C++ Express
  • Added ability for player to switch seats in some vehicles
  • Added Time:FrameDelay flownode to delay actions for just one frame
  • Fixed several login and logoff crashes
  • Fixed crash when creating new levels
  • Fixed rare crash when deleting an Animation Graph Editor view, along with several other fixes and adjustments to Animation Graph Editor
  • Fixed rare crash if sound system is disabled
  • Fixed several warnings/issues specific to 64-bit
  • Fixed issue relating to mouse and screen resolution in Launcher
  • Fixed issue where AI wouldn’t enter vehicles
  • Fixed issue with Material Editor jumping to different materials against users input
  • Fixed issue with road tool not aligning correctly with edited terrain
  • Fixed “Frozen” material layer
  • Fixed HMMWV not loading in Vehicle Editor
  • Fixed issue with water volume material not displaying water ripples
  • Fixed a few misplaced objects in the Forest sample level
  • Made several adjustments to particle system
  • Made several fixes made to AI system
  • Made several changes to weapon firemodes and other weapon tweaks
  • Improved CryTif support (64-bit and newer versions of Photoshop)
  • Adjustments made to Flowgraph editor
  • Adjusted warning box on Sandbox startup related to NtfsDisableLastAccessUpdate error, users can now ignore this warning or have the registry adjusted to fix
  • Fixed TimeofDayTrigger and looping ToD not working correctly
  • Fix for 16-bit float image always generate DXT5 instead of DXT1
  • Adjusted spawnpoint arrow/icon
  • Fixed issue with overlapping water volumes
  • Many fixes/improvements to Maya exporter
  • Several updates to Abrams Tank & MH60 Blackhawk sample vehicles
  • Adjusted motionBlur settings to provide nicer results
  • Added several new asset additions to the Forest sample level, including things like water droplet sounds, sounds for falling debris, etc
  • Made several beautification updates to Forest level including new textures, additional objects, new materials, etc
  • Updated rock assets for improved collision
  • Added rooster boid with animations
  • Updated turtle boid animations
  • Added LODs for several assets, chimneys, railroad tracks, drains, etc
  • Improved several particle effects, including bullet/water impact
  • Added 3ds Max files for railroad tracks
  • Added new low detail texture for terrain
  • Added several new destroyable props and replaced lamp post and power poles in Forest with destroyable versions
  • Added new outdoor toilet asset for Forest
  • Added pickup, pick and throw animations
  • Made several adjustments to the Asset Browser
  • Fixed: Potential crash if no filename is specified for a static vehicle part. Added proper warnings with references to the part and vehicle causing the problem
  • Fixed crash on closing Vehicle Editor when the HMMWW is loaded
  • Destroyable object pieces no longer always sink in water (“kwater” prop was applied even when unset)



ATI Radeon HD 7000 Series to Hit Q2 2012

ATI Radeon’s next flagship is all set to target Q2 2012.

The ATI Radeon 7k series codenamed Southern Islands are expected to be based on something known as the VLIW4 (Very Long Instruction Word ) SP arrangement circuits. The same circuitry is used in the high end HD 6900 series. FYI the HD 6800 Series were based on VLIW5 arrangement. Theoretically both architectures provide similar computation power, VLIW4 providing reduced die size. Without jumping further, lets see whats this VLIW4 is?

VLIW4 Architecture

Click here to know more about this Architecture

VLIW4 is a chip architecture, you can say it is the GPU technology architecture. In VLIW4 where the number 4 (of VLIW4) means group of 4 SP’s (or 4 SIMD processor) which form a functional unit or AMD Radeon cores (Math units) of this new circuit architecture. All 4 SP’s have same computational potential. However, two of the SP’s especially every 3rd and 4th SP in the group has some special function which is currently unknown, but it may be used for scheduling other SP’s in the group. In 7k series, each SIMD will now be able to perform two GPE’s (Graphics Processing Engine) Cycle. This means almost 3-4x performance increase is expected as compared to the current generation one’s. VLIW designs are unique and are designed to execute many operations from the same task in parallel by breaking it up into smaller groupings called Wavefronts (In case you are wondering about NVIDIA, this is same as CUDA cores /WARP). In AMD’s case a wavefront is a group of 64 pixels/values (A warp on the other hand is 32-bit) and the list of instructions to be executed against them. Ideally, in a wavefront a group of 4 or 5 instructions will come down the pipe and be completely non-interdependent, allowing every Radeon core to be fed. [Read More at @nandtech]

While 7k series will be based on VLIW4, HD7900 will built on a different technology, a stepping stone for AMD’s GPU architecture called as GCN.

GCN (Graphics Core Next) Architecture

ATI brings in the Graphics Core Next (GCN) which is the architectural basis for AMD’s future GPUs, both for discrete products and for GPUs integrated with CPUs as part of AMD’s APU products. AMD will be introducing a major overhaul of its traditional GPU architecture for future generation products in order to meet the direction of the market and where they want to go with their GPUs in the future. The main focus is on the compute capability of the GPU’s targeting towards high performance computing for enterprise markets where precision is a key. The GCN is completely a non-VLIW4 architecture, means that the architecture will be focusing completely on the threads now instead of instructions. To be precise, the non-VLIW4 SIMD would run parallelism at thread level also known as the TLP (Thread Level Parallelism),  the one which NVIDIA follows. The new 7k series with GCN architecture would be able to perform double precision floating point operations i.e FP64. There’s more to it.

Leaked Specification ATI Radeon HD 7k Series


For the first time, ATI GPU’s higher end 7k series 7970 and 7950 will harbor XDR™2 memories. The XDR™2 memory architecture is the world’s fastest memory system solution capable of providing more than twice the peak bandwidth per device when compared to a GDDR5-based system. Further, the XDR 2 (2005 by RAMBUS) memory architecture delivers this performance at 30% lower power than GDDR5 at equivalent bandwidth.

Click here to go to RAMBUS XDR™2 Page

XDR™2 will provide high-performance to gaming, graphics and multi-core compute applications. Each XDR 2 DRAM can deliver up to 80GB/s of peak bandwidth from a single, 4-byte-wide, 20Gbps XDR 2 DRAM device. With this capability, systems can achieve memory bandwidth of over 500GB/s on a single SoC. Watch to know more.

AMD launching the Southern islands in 2012 Q2 seems very exciting. AMD will be launching its 7k series with the 28nm GPU with VLIW4 and will later introduce the Graphics Core Next. With the advancement and more and more opting of DX11, 7k series would definitely accelerate the current tessellation performance and mostly the long awaited GPU Compute Capability.



NVIDIA brings updates to developers

NVIDIA PhysX 3.1

As per the roadmap that was revealed quite a few months back, NVIDIA brings in the new update for the PhysX for the 3.x generation of Physics engine.

“NVIDIA PhysX provides game physics solutions for a variety of platforms including PC and all current major game consoles, in both software and hardware-accelerated configurations.”

NVIDIA PhysX first time integrates the SDK for Android. The Tegra 2 line of smartphones will now get the power of GPU accelerated PhysX in competition to the Unity and UDK (Epic Games).

PhysX SDK 3.1 will support,

  • Multiple platforms viz. PC, Xbox 360, PS3, Android, OSX, and Linux
  • New Destruction Tutorial added
  • New improved  Clothing Tutorials added for 3ds Max, Maya, and UE3
  • Upgraded 3ds Max and Maya Plugin
  • VC10 support has been introduced. This version will not support the VC8 anymore.
  • CUDA 4 is fully supported for GPU enhancement.
  • New and Improved APEX library
  • Extensions, Character Controller and Vehicle source code made available in binary distribution.
  • Improved and enhanced examples for developers that will aid in quick learning
  • Backward compatibility with older generation GPU’s
  • Categorized files and folders for XBOX360
  • User’s guide is no more traditional and contains more readable content.

 Developers will get benefit as, [Src]

  • Various improvements to Foundation and classes shared with APEX.
  • Extensions, Character Controller and Vehicle source code made available in binary distribution.
  • Namespaces cleaned up.
  • Cleaned up a large number of warnings at C++ warning level 4, and set SDK to compile with warnings as errors.
  • No longer passing NULL pointers to user allocator to deallocate.
  • Added x86,x64 suffix to PxTaskCUDA.dll
  • Removed boolean return value from PxScene::addActor(…), and similar API calls.
  • Removed individual sample executables in favor of SampleAllInOne from PC and console builds.


  • A new solution for simulating cloth and clothing.


Tegra 2

Tegra is NVIDIA’s family of system-on-a-chip (SoC) mobile processors designed to enable high resolution and engaging experiences on tablet, clamshell, mobile phone and other mobile computing platforms. As an SoC, Tegra comprises CPU, GPU and image, video & sound processors in a highly energy efficient package that runs a variety of operating systems including Android, Linux and Windows. For full system specifications of the NVIDIA Tegra 250 SoC, please click here.

Tegra Android Development Pack 1.0

The Tegra Android Development Pack installs all software tools required to develop for Android on NVIDIA’s Tegra platform and is the perfect companion for developing native applications for Tegra Developer Kits. This toolkit includes following:

  • NVIDIA Debug Manager for Eclipse 12.0.0
  • Android SDK r12
  • Android NDK r6b
  • JDK 6u24
  • Cygwin 1.7
  • Eclipse 3.6.2
  • CDT 7.0.2
  • ADT 12.0.0
  • Apache Ant 1.8.2