GPU (graphics processing unit), is a specialized processor designed to accelerate the process of building images.
1
vote
2answers
78 views
How do 3d engines create frames?
I wanted to start on a little project of making a simple 3d engine, but I can't seem to find anywhere how 3d engines actually make frames. (I don't mean the math behind the 3d projection). Do they use ...
0
votes
0answers
26 views
How to simulate a recoverable graphics driver crash
I'm trying to work around a bug in an external piece of code (Telerik graphs) that I do not have the source code to. It seems to make the graphics driver crash unexpectedly, but the graphics driver is ...
3
votes
1answer
41 views
Do shader compilers typically know not to look up unused texture channels?
I have a texture that's from the color attachment of an FBO in OpenGL ES 2.0, so I have limited control over the number of channels in the image.
Suppose I only need the color from the R channel of ...
1
vote
1answer
79 views
Are shaders always faster?
Will using shaders or some other way of talking directly to the GPU always be faster than drawing to the screen in whatever language a game is being (mainly) written in? I guess that code with lots of ...
6
votes
3answers
99 views
How to have real time (blood) traces?
https://www.youtube.com/watch?v=Tzf3zjPJYw4
In this game, Ink, color blobs fall then they create pretty color spots.
The color traces are unlike any other game.
For an example, in Super Meat Boy ...
0
votes
2answers
140 views
D3D12 device not supported
In the last days, I tried to learn the basics of Direct3D12, using some online resources and tutorials/demos.
After failing to run the demos,
I created a new project in Visual Studio 2015, added the ...
0
votes
0answers
42 views
OpenGL textureGather and DirectX gather
These functions sample multiple RGBA pixels but return only a single component.
OpenGL: https://www.opengl.org/sdk/docs/man/html/textureGather.xhtml
DirectX: ...
4
votes
2answers
203 views
Discoordinated Chromatic Aberration Effect
The game Teleglitch heavily utilizes the CA effect with screen distortion.
I am trying to achieve this effect.
Issue 1. How to not apply the effect onto the floor? (solved)
They render the screen ...
1
vote
1answer
41 views
Skeletal Animation Mirrored
Okay so I've been working on GPU skinning skeletal animations.
I need help assessing what is going on here. Looks like the animations are completely mirrored
What are the possible issues? I've been ...
1
vote
1answer
99 views
GPU friendly bezier storage/evaluation?
Let's say that you want to do bezier curve or surface evaluation on the GPU (fragment shader, geometry shader, compute shader, OpenCL, etc). Does anyone know of any interesting tricks of techniques ...
2
votes
1answer
67 views
(Fat) ray cast with MPR OR GJK?
I know that it's possible to see if a line segment or a swept shape (to make a "fat" line segment) intersects objects using MPR and GJK. Is it possible in those situations to find out the distance ...
2
votes
1answer
52 views
Are GPU physics implementations branchless?
I've implemented MPR on the CPU and in pixel shaders (long story!) and there seems to be unavoidable conditional loops both to find the starting portal as well as to find the final solution. I know ...
1
vote
2answers
206 views
Hundreds or even thousands of “slow” running CPUs emulated on GPU?
Introduction
This question is specific to GPU programming. It's not primarily about the game idea.
However, to better understand the question i will detail what it is i want to achieve in my game.
...
1
vote
1answer
52 views
Relation between TFLOPS and Threads in a GPU?
What's the relation between Teraflops and Threads in a GPU like GTX Titan X has 7 TFOPS of Compute Performance but how many threads it has ? And Like Xbox and PS4 have 1.32 and 1.84 TFLOPS of compute ...
0
votes
1answer
175 views
Moving skeletal animation blending logic to GPU: worth it?
We have a solid skeletal animation system in our engine. It allows to set up to three animations onto each bone and blend them seamlessly. The animation update (fetching animation matrix given current ...
3
votes
2answers
140 views
Can I use the HD Graphics 3000's quad list primitive type via D3D?
I was studying some technical documentation on the Intel HD Graphics 3000 GPU, which I'm using as a lower-end reference for my 2D game engine. I noticed the hardware supports a nice "Quad List" ...
0
votes
1answer
79 views
TTF fonts are being converted to image in CPU or GPU?
Once I use a TTF font, when they are being converted to images to be rendered? Does CPU or GPU do the conversion? How heavy is that operation?
2
votes
0answers
141 views
How much is atomicAdd slower than an atomic counter?
I am considering replacing an atomic counter in my shader code with a SSBO an atomicAdd operation. What I need to know is the difference in performance of these two. I know the atomic counter executes ...
2
votes
1answer
202 views
Is there a way to manipulate a pixel Array on the GPU?
I'm currently working on a 2D-Game and i want to draw and calculate the whole screen myself through a pixel array. I'm programming in C++, using SDL 2 and OpenGL specifically a OpenGL Texture which is ...
0
votes
1answer
69 views
Are Textures cached by GPU or buffered from memory for every frame?
I did a lot of research on this but couldn't find any answer.
-Are the textures buffered from memory(RAM) for each Draw Call/Frame or are cached in VRAM.
As per my research, I believe in the former ...
0
votes
0answers
108 views
What limits the number of vertices the GPU can process per clock cycle?
I am currently experimenting with OpenGL to make my own game. I wrote some test code to see what are the limits of my GPU. I own a Geforce 840m. This essentially consists of a draw command
...
13
votes
3answers
3k views
How do I control which calculations are done on the CPU and which are done on the GPU?
My current understanding is that anything done in a shader file is done on the GPU, and anything done in my (Java, in my case) code is done on the CPU.
Is this an accurate description?
9
votes
2answers
611 views
Is GPU locality of reference worth worrying about?
Does locality of reference make as much of a difference to GPU performance as it does CPU performance?
For example, if I send 200 draw commands to the GPU, will I see a (potentially) noticeable ...
2
votes
1answer
122 views
How can I estimate the perfomance of graphics cards I don't have? [duplicate]
I'm developing a voxel game with OpenGL and want to optimize the number of rendered faces. How can I estimate how many faces at most a modern graphics card of a certain brand is able to compute, while ...
4
votes
2answers
196 views
How can I make sure my game runs on older GPUs than mine?
My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind.
My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...
0
votes
0answers
41 views
GPU skinning weird issue [duplicate]
I finally got my GPU skinning to work! (Mostly) I'm using MD5 format and this here tutorial
However the weird part is that I'm getting EXACTLY the same issue as this unanswered post: here
The ...
1
vote
1answer
79 views
Threading in Sound
I am developing a game and a question that constantly comes to mind is how my sound system is going to work. I am currently working on the graphics and terrain generation portion of my game and sound ...
6
votes
1answer
1k views
How to profile CPU and GPU performance if I have a monster PC?
I'm going to upgrade my PC soon. I'm worried that I will no longer spot performance losses in my game because of the better specs.
I can check memory usage easily, but how do I check and debug CPU ...
1
vote
1answer
297 views
how much memory does Adreno 320 GPU provide? [closed]
I wanted to know how much memory does Adreno 320 GPU provide ? I am using Nexus 4.
I Googled about it and not able to find any details about it. Can anyone provide the details?
0
votes
1answer
86 views
Possible to create 3-D or accelerated graphics on Windows using your own library/API?
Say I want to come up with a way to replace what OpenGL and DirectX specifications do: communicate with GPU to get some functions done that help hardware-acceleration and rapid drawing of screen data. ...
6
votes
1answer
299 views
How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?
Graphics cards are mathematically imprecise.
So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, ...
8
votes
3answers
867 views
Correct method for choosing the user's video cards?
My game uses DirectX 10, and I'm having a problem where users are reporting that my game isn't picking up on their graphics card. Instead it prefers to run on their integrated Intel card, ruining ...
1
vote
1answer
237 views
Should all primitives be GL_TRIANGLES in order to create large, unified batches?
Optimizing modern OpenGL relies on aggressive batching, which is done by calls like glMultiDrawElementsIndirect. Although glMultiDrawElementsIndirect can render a large number of different meshes, it ...
1
vote
0answers
357 views
Android: Hardware Scaler
I was reading through this: using-hardware-scaler-for-performance and am a little confused by it. It says all you need to do to invoke the scaler is to set it like so:
surfaceView = new ...
15
votes
12answers
7k views
Can an application break the graphics card?
Quick note: I know this is a game development Q&A site but I guess you guys most of all know and have experience with graphics cards so I address this question to you. If you think this is ...
1
vote
0answers
167 views
Theoretically, If GPUs were equipped with faster memory access, how would that impact game development? [closed]
According to NVIDIA memory access time will no longer cost a noticeable overhead. Regardless if it's true or not, I would like to know:
How it would affect games in practice? How will it translate ...
3
votes
4answers
5k views
Why would you use software rendering over hardware rendering, today?
As opposed to CPU or software rendering I assume?
Wouldn't generally all current rendering be GPU based, seeing as you would be using OpenGL or Direct X?
Could someone give me some info here, can't ...
2
votes
4answers
690 views
Can sprite sheet width and height affect performance?
Is there any performance difference in the way the images are placed inside a sprite sheet image (for the same total area)?
For example, should I place 50 sprites (50x50 each) in a linear way ...
1
vote
1answer
192 views
opengl offscreen rendering in linux is slow [duplicate]
My opengl application runs at about 110 fps. The moment I add off-screen rendering, it slows down to 15 fps. I am using frame buffer objects and glReadPixels to render off-screen. I have searched on ...
7
votes
2answers
473 views
How many rendering passes is “normal”?
I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
8
votes
3answers
2k views
CPU - GPU memory data flow [closed]
I'm a newbie graphics programmer and I've been wondering recently - how does model data (meshes and materials) flow from application (CPU memory) to graphics card (GPU memory?)? Say I have a static ...
2
votes
0answers
87 views
Framebuffer Heightmap Performance Problems
I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...
6
votes
6answers
595 views
Increasing efficiency of N-Body gravity simulation
I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity.
I currently have a system in place that works, but if the number of planets ...
2
votes
1answer
279 views
Proper updating of GeoClipMaps
I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that I just can't seem to understand, specifically this paragraph, and more ...
2
votes
1answer
1k views
Profiling the GPU of a tablet
We are working on a tablet game in Unity Pro (for the first time). Unity's profiler works great for probing the CPU, but the tablet's GPU isn't supported in the profiler, so we have no idea where the ...
2
votes
1answer
111 views
Transparency behaviour on PowerVR
I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
3
votes
1answer
385 views
GPGPU physics & game logic
I'm wondering about gpu accelarated physics after reading about Erwin Coumans presentation on GPU accelerated physics: http://www.gdcvault.com/play/1018185/GPU-Rigid-Body-Rigid-Body
(demo video here: ...
3
votes
1answer
469 views
Heightmaps on the GPU
Originally I was doing all terrain calculations in a vertex shader and simple modifying the positions of the vertices from there. I would now like to use normal maps and I cannot think of any way of ...
3
votes
1answer
396 views
Do GLSL 4.x subroutine variables cause any performance overhead?
There's not too much deep information about them on the web.
How are they implemented and how they work under the hood? I'd like to know that they cause any performance overhead or not, especially in ...
3
votes
1answer
268 views
How to do gpu batching?
I need to render two shapes with opengl (let's say a cube and a triangular prism) and one of them has texture and the other one has lightning fx. The thing I want to do is first draw texture and ...