Questions tagged [gpu]

Questions related to the massively parallel computing units targeting effective computer graphics in modern machines.

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AMD GPU specific triangles disappearing by subsequent draw calls in same frame

we have a Windows/DirectX11 2D Renderer that paints textured triangles to the screen from back to front. There is no face-culling or depth test activated. Now on AMD GPUs it happens randomly that an ...
user20154's user avatar
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"Smoothing out" raymarched reflections

I am writing a program to display 3-dimensional lattices (honeycombs) using raymarching and reflections. I made a simple cubic honeycomb to start. The usual method is to use a repetition operator, by ...
zenzicubic's user avatar
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What is the theory behind a CPU being able to do everything a GPU can? Can I have something GPU based that can not run on a CPU?

GPUs have a smaller instruction set than a CPU does, but that means that from an architecture POV all the instructions in a GPU have a combination of slower CPU equivalent instructions?
Raul Lapeira Herrero's user avatar
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How many rays can one RT core calculate simultaneously?

I have noticed that all GeForce RTX cards, without exception, have an equal number of RT cores as they have streaming multiprocessors (SM). From this fact I assume that each RT core is associated with ...
Warp's user avatar
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4 votes
2 answers
551 views

What is the difference between a "meshlet" and just a small mesh?

Obviously, conceptually, a meshlet is just a small mesh. But what is the reason for making the distinction then? I'm assuming it has to do with how they are implemented. In a meshlet architecture, ...
Chris Gnam's user avatar
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What motherboard spec should i look for using 4 displays

I am not sure if i am on the right forum. Let me know where to go if i'm wrong. I have an ASUS mATX motherboard H110M2 and PNY Quardro P620. Initially I put it into a mini tower which only had a 450W ...
Hoy Cheung's user avatar
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1 answer
133 views

Am I risking damaging my GPU?

I have written a relatively simple interactive C program using OpenGL 4.4 with a vertex shader and a fragment shader, running in the CodeBlocks IDE on Windows. I included an FPS counter basically as ...
Simon's user avatar
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10 votes
6 answers
7k views

Why can't we have hardware-specific graphics APIs?

Right now, if you want to use a GPU, you have to do it through graphics APIs like DirectX or Vulkan. These APIs are meant to be hardware-independent, but more often than not, they are tied to a ...
JasonPh's user avatar
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Why use buffer streaming instead of collecting data on CPU and uploading to GPU all at once

Say I have a couple of meshes that I want to reupload to GPU for each frame. I can do this by generating a single array from all the meshes on CPU and then uploading to GPU (ex with ...
Lenny White's user avatar
2 votes
1 answer
206 views

Dynamic array approach for GPU buffers

On CPU dynamic arrays are often used to store data of dynamic size, and often implemented by doubling the size when the array is full and copying the data over. The data structure has amortized O(1) ...
Lenny White's user avatar
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How to compute a GPU's theoretical GFLOPs based on its specs?

I was looking at the specs of this GPU in particular, and tried to compute its theoretical GFLOPs based on more basic specs, such as clock frequency and number of CUDA cores. My first thought was: ...
user56834's user avatar
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What does memory bandwidth of a GPU mean exactly?

This question is motivated by looking at two numbers for different GPU's: (1) the memory size and (2) the memory bandwidth. My understanding is that memory bandwidth means, the amount of data that can ...
user56834's user avatar
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Inter-Process communication in compute shaders

How do I write a code to facilitate common shared memory for communication between multiple shaders as well as processes within them in python?
Ravindra's user avatar
1 vote
2 answers
424 views

Performance impact/implications of constant buffers / uniform buffers

Constant buffers stay constant throughout entire dispatches / draw calls, and thus their data can presumably be shared as efficiently as possible between different threads using those buffers. But I ...
cg_guy420's user avatar
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1 answer
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Compute shader workgroups execution and size [closed]

I want to clarify how are workgroups executed on various GPUs, thus I have several questions. I know that different GPU architectures work differently, but I expect an answer YES if there is single (...
Emil Kabirov's user avatar
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1 answer
247 views

2d gpu powered rendering engine

First of all I am not sure if this is the correct place to ask my question. If it is not please be so kind to point me in a direction where my question is relevant. A while ago I came across this ...
FutureCake's user avatar
1 vote
1 answer
887 views

Is drawing Bezier curve with scanline algorithm possible with Vulkan?

As an information, Vulkan is a low-level abstraction layer thru modern GPU. It allows programmers to program the GPU and assemble rendering pipeline. On that pipeline, there are modules of program ...
Thor-x86_128's user avatar
1 vote
1 answer
155 views

Are intersections still hardware accelerated if we define a custom intersection program in Optix?

I've stumbled into Optix samples that define their own intersection programs to define how primitives intersect (or don't) with a ray, and others (mostly those only dealing with triangle meshes) that ...
Ilya's user avatar
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1 vote
1 answer
332 views

Is it possible to get recording device from meta data?

Im not sure if this is the right section to ask this question but i figured its worth a shot. Is it possible to take metadata from a video and use that data to identify what phone model was used to ...
xanttt's user avatar
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4 votes
1 answer
161 views

Why does UV tiling affect performance in volumetric ray marching?

I am building a volumetric ray marching shader in HLSL in Unreal Engine, based on Ryan Brucks’ work: https://shaderbits.com/blog/creating-volumetric-ray-marcher I am trying to add some additional ...
kinkersnick's user avatar
2 votes
2 answers
1k views

What data is passed from the CPU to the GPU each frame?

I've been reading a bit about the graphics pipeline for processing on a graphics card, and I'm interested to know in what kind of format data is passed from the CPU to the GPU when rendering 3D ...
Jojo's user avatar
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5 votes
1 answer
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What are 'mesh clusters' / hierarchical cluster culling (with LOD?) / triangle cluster culling and how do they relate?

I've seen several references to this and related concepts now but I can't find any hard details about these systems, and how they are implemented. The earliest reference I can find is from the "...
cg_guy420's user avatar
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5 votes
1 answer
2k views

Binding vs bindless

I was trying to understand what exactly is 'binding'. I found an answer on quora on this. From this, binding basically sounds like sending data from to GPU with help from CPU. I got to know more about ...
Abhineet Pandey's user avatar
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1 answer
70 views

How does the OS + hardware support multiple screen resolutions and multi-display?

Modern operating systems support a wide range of resolutions. Mine ranges from 800x600 to 1920x1080. They also support multi-displays. I've never tried it but I have seen other users with 2 or 3 ...
DrZ214's user avatar
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0 votes
3 answers
179 views

FLOP - exact definition

I am interested in how much a GPU can actually calculate. When learning about rendering, it seems like a good idea as well. My Question: WHAT EXACTLY is a Floating Point Operation? I know what a ...
LuckyLuke Skywalker's user avatar
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1 answer
153 views

Using Software Rendering to make an External GPU

I was looking at the Raspberry Pi 4 specs and realized that running a software renderer on the pi could get some decent graphics. By using USB ports and Ethernet ports, I think I might be able to send ...
The Orchidomaniac's user avatar
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1 answer
90 views

is utilizing multiple GPUs better than using one for all software?

In cases of Laptops, some will have two GPUs. One is built-in (e.g. Intel) and another one attachable (e.g. Nvidia). Is it better to have each of them operate different software to divide the load? or ...
Anwar Elhadad's user avatar
2 votes
2 answers
384 views

Why do some videos look smoother and others don't on the same monitor

I have a Dell monitor with 60 Hz refresh rate and therefore games playing on it are not very smooth as compared to 120 hz. But when I open videos on YouTube of the same game on the same monitor, some ...
Aryan Sethi's user avatar
1 vote
0 answers
107 views

GL_OUT_OF_MEMORY Error when glDispatchCompute takes longer

I built a simple Ray Tracer which takes use of OpenGL's Compute Shader and traces ".obj" Files. The results are passed to the Host-Program via glMapBufferRange after finishing computing. ...
herrmutig's user avatar
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1 answer
111 views

Operations in the Rendering Pipeline

I have a few short question regarding operations happening in the rendering pipeline (OpenGL, Vulkan, I'd expect for all questions to have similar answers for these two frameworks while DirectX might ...
Anima's user avatar
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3 votes
2 answers
6k views

Optimizing compute shader with thread group shared memory

I'm currently learning compute shaders and I'm trying to write an optimized Game Of Life. I have a first version working that uses a Shader Storage Buffer Object. I dispatch a thread per cell I want ...
François Guthmann's user avatar
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0 answers
88 views

GPU accelerated 2D graphics library with signed distance functions

I want to create my own 2D graphics library using signed distance functions where everything is drawn on the GPU. Browsing the web I quickly found Inigo Quilez website that describes how to draw basic ...
Nils's user avatar
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1 vote
0 answers
52 views

What modern C++ Unit Testing Framework do you use for highly parallel image, 3D and higher dimensional matrix processing workloads? [closed]

Most of the existing open-source libraries such as OpenCV, Tensorflow, and Pytorch use Google Test. I would like to know about strong alternative testing frameworks that thrive under a similar ...
mohankumarSriram's user avatar
1 vote
1 answer
88 views

Do we have OpenGL shaders write out the intermediate *.o-esque file on first compile so that we can skip compiling them in run-time every single time?

Shaders get compiled during runtime every single time an app starts. I understand the reasoning for this is that there are so many GPU architectures out there that it does not make sense to ship pre-...
Harsh's user avatar
  • 113
2 votes
0 answers
27 views

Visualizing auras around clusters of points

For a real-time application I am trying to add glow to a few hundred points. These points are more like 2D circles of various small sizes on the screen. These points are supposed to be like balls of ...
CalebK's user avatar
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0 answers
334 views

Queue from a family queue that supports presentation doesn't work [Vulkan]

I'm following this tutorial on Vulkan and I tried to see if it actually worked with different queues for drawing and presenting the image of the triangle. My GPU supports presentation with every queue ...
E.s's user avatar
  • 9
0 votes
1 answer
459 views

Sending programs from CPU to GPU

How does a CPU know which piece of code should be executed on GPU (i.e how to recognize whether a code is shader or not) and how is it been sent to GPU VRAM?Is it via DMA?
Parsa Mousavi's user avatar
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0 answers
246 views

After making any 3D model using Opengl how to export it's data in .dae file?

I'm trying to make simple 3d modeling program in c++ with Opengl. So I don't know how to transfer/convert/export or save data of 3D model in .dae file. NOTE:- 3d model is made using Opengl ...
Vinayak Thube's user avatar
3 votes
3 answers
658 views

Latency difference between texture copy on GPU vs CPU?

Does anyone happen to know the latency difference between copying a texture on cpu (using, say, memcpy) compared to gpu (using, say, ...
Kerastan's user avatar
1 vote
1 answer
56 views

Performance of particle implementation

I am about to implement the renderer for a simple particle system. Every particle has to be updated every frame (position, rotation, scale) and so I was wondering which way is usually faster: ...
clamp's user avatar
  • 113
5 votes
1 answer
645 views

Double buffering always necessary?

Question from the graphics newbie: What I know by now is that "usually" double buffering is used: You calculate the content of frame x+1 while frame x is shown on the screen, if you want to achieve ...
mic's user avatar
  • 297
1 vote
1 answer
150 views

Tessellation Speed in terms of interpolated points per second

For a research project, I have written a Tessellation Shader to interpolate solution points of a 3-Dimensional mathematical equation. Therefore I don't use any techniques for displacement, I merely ...
mkay's user avatar
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3 votes
1 answer
1k views

Is it possible to do color conversion on decoded video without getting it from GPUmemory to CPU memory?

Decoding video will result in different pixel formats on different GPUs and drivers. I have an application which can render (using OpenGL), only the RGB8 pixel format, therefore I need to do color ...
Guerlando OCs's user avatar
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0 answers
210 views

Software Rendering Display Latency

I've been doing some reading as to how to reduce input delay on modern computing devices. A lot of my understanding from this comes from the VR research paper by Carmack explaining the numerous ...
MiloticMaster's user avatar
8 votes
1 answer
3k views

Is vkCmdPushDescriptorSetKHR efficient?

I am new to Vulkan. Compared to DX12, the resource binding procedure seems a little bit complicated. In terms of per draw call uniform buffers, I currently have two approaches in mind, and they both ...
ACskyline's user avatar
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2 votes
0 answers
29 views

Should I use common resource bindings across all my shaders in HLSL/D3D12?

Will unaccessed bindings consume cache or bandwidth? I want to improve cache usage by splitting the per-path information in my renderer across different resources, but I also want to keep my binding ...
Paul Ferris's user avatar
2 votes
1 answer
951 views

Floating Point Operations in Line Drawing Algorithms

When it comes to line drawing, DDA is the simplest and most intuitive algorithm, the core idea being: compute the slope of the line for every increment in x, increment y by the slope However, DDA is ...
wsaleem's user avatar
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1 vote
1 answer
294 views

How can I control memory for command allocators and command queues in D3D12?

The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
Paul Ferris's user avatar
2 votes
1 answer
215 views

What does GPU serialized mean?

With GPU isolation : multiple processes use the single GPU will be serialized, cause OOM easily link https://www.slideshare.net/mobile/Hadoop_Summit/deep-learning-on-yarn-running-distributed-...
THEGreatGatsby's user avatar
4 votes
1 answer
435 views

How much does driver quality affect Vulkan and DX12 compared to OpenGL and DX11?

Considering the fact that Vulkan and DX12 delegate most of the memory management / work scheduling tasks to the application itself, how much do drivers affect performance? To put my question into ...
mbl's user avatar
  • 291