Skip to main content
Share Your Experience: Take the 2024 Developer Survey

Questions tagged [hardware]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
0 votes
1 answer
123 views

Wouldn't it be better if the vertex shaders and Z-Buffer were on the CPU instead of the GPU?

Wouldn't it be better if instead of unified shaders on the GPU you had separate pixels and vertex shaders again and the vertex shaders together with the Z-buffer were on the CPU die instead of on the ...
Coder's user avatar
  • 155
3 votes
2 answers
466 views

What were the benefits of quads used by Nvidia's NV1 over tri based rendering?

What were the benefits of primitive quadrilateral rendering used by Nvidia's NV1 graphic chip over triangle based rendering? And what was the reason why Nvidia followed this approach?
Coder's user avatar
  • 155
1 vote
1 answer
97 views

Vulkan Syscalls

I'm working on educating myself more about computer graphics, and the more I learn and play with the technology, the more I get frustrated by the dependencies on C++ (even though I know why it exists)....
Sienna's user avatar
  • 111
0 votes
0 answers
30 views

What happens when we select lower resolutions on a high-resolution monitor?

I have a monitor with a resolution of 1360x768 (16:9), When I set the resolution to 1280x768 (5:3), 1024x768 (4:3), 800x600 (4:3), even 1920x1080 (16:9) it completely covers the screen and the monitor ...
Ehsan's user avatar
  • 1
1 vote
1 answer
123 views

How can I test my GLSL code on different hardware?

I've written a game engine in OpenGL and developed it on my computer with an NVidia GTX 1060. I'm now ready to start releasing it into the wild but I'm worried about hardware issues. I compile my ...
JHall's user avatar
  • 57
1 vote
1 answer
64 views

Why is a screenshot visually different (and in size) to my screen?

I don't understand how my monitor works. I am at 1920x1080 resolution which I thought was the native resolution of my monitor. I proceed to take a screenshot, then I open it up in a image program at ...
Lake's user avatar
  • 111
1 vote
1 answer
938 views

On modern GPUs, what hardware do vertex/pixel shaders have access to that compute shaders don't?

Suppose that someone implemented rendering for a video game using entirely GPGPU apis, like compute shaders or CUDA. Would it be possible to achieve the same performance as standard graphics pipelines ...
while1fork's user avatar
1 vote
1 answer
2k views

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
2 votes
2 answers
2k 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
  • 123
1 vote
2 answers
258 views

Rasterization: How does hardware disambiguate identical Z values at silhouette edges?

I have written a software rasterizer, and have encountered a (literal) edge case. At the silhouette edge of a typical object, you have two triangles—the front face and the back face. They are not ...
geometrian's user avatar
  • 1,990
0 votes
1 answer
78 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
  • 103
0 votes
3 answers
246 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
1 vote
0 answers
31 views

Why refresh rate is needed in a passive-matrix LCD?

In a passive-matrix LCD we have horizontal and vertical conductors. The intersection points are pixels which are cells of liquid crystal molecules . For drawing a frame, we provide the necessary ...
Urooj's user avatar
  • 111
3 votes
1 answer
4k views

What do the OpenGL version strings from glxinfo actually mean?

Note: I wasn't 100% certain if this question belonged here or in Ask Ubuntu. I figured since it was about OpenGL programming I'd put it here, but if I should move it to Ask Ubuntu, please let me know. ...
RoboticForest's user avatar
3 votes
1 answer
5k views

What is the oldest hardware able to feasibly support Vulkan?

What is the oldest hardware or minimum requirements conceptually able to support a fully hardware-accelerated Vulkan implementation? I am not referring to what implementations are currently available ...
novice's user avatar
  • 163
5 votes
1 answer
554 views

Precision problem on AMD

I have a problem with precision on AMD in shaders (hlsl). In vertex shader I calculate UVs for particle using modulus operator ...
Derag's user avatar
  • 596
3 votes
1 answer
541 views

What happens with the framebuffer after the fragment shader is done?

I'm wondering what happens with the framebuffer between the time that the fragment shader is done, and the time when it appears on my screen. Is my understanding correct if I assume that the ...
Supernormal's user avatar
1 vote
1 answer
501 views

Is it Possible to send data directly to the GPU via a custom hardware interface?

Is it possible to directly bypass the CPU while transferring data to the GPU? could there be hardware which gives the GPU direct memory access to a data stream for real-time GPU processing and ...
E-rap's user avatar
  • 13
1 vote
0 answers
182 views

Feature detection for embedded platform OpenCV

I'm trying to do object recognition in an embedded environment, and for this I'm using Raspberry Pi (Specifically version 2). I'm using OpenCV Library and as of now I'm using feature detection ...
Fanteros's user avatar
8 votes
1 answer
2k views

How much precision (half, float, double, etc) is enough for a Color class?

While doing some reading on how real-time applications handle color under OpneGL, I noticed that some examples implemented Color as a collection of 4 floats, while ...
AndrewSteer's user avatar
10 votes
1 answer
274 views

Why did AMD's putting an SSD on a GPU board reduce latency so much?

AMD have recently been in the news with an interesting Radeon Pro board with a couple of M2 SSDs on it. As some of the more detailed stories (here or here, for example) note, the benefits may ...
timday's user avatar
  • 201
3 votes
2 answers
823 views

Is there a performance implication if the frame buffer resolution and the physical screen resolution are different?

I was under the impression that the frame buffer resolution always has to be the same as the physical screen resolution, so changing the software resolution settings would not affect rasterization. ...
Chun-Fu Chao's user avatar
7 votes
2 answers
1k views

MSI GTX 950 2GD5T triangles per second

A friend got an MSI GTX 950 2GD5T graphics card for xmas. I said "yeah, graphics cards are super fast now, that thing probably processes 2 billion triangles per second". Then I tried to look it up to ...
M Katz's user avatar
  • 173
15 votes
1 answer
930 views

Are lookup textures still used for anything?

I know in the not so long ago (5-10 years?) that it was popular / efficient to bake data out into textures and then read the data from the textures, often using the built in texture interpolation to ...
Alan Wolfe's user avatar
  • 7,801