GPU (graphics processing unit), is a specialized processor designed to accelerate the process of building images.
5
votes
4answers
156 views
Data flow with PhysX on a dedicated GPU
If there are 2 GPUs in a PC, one processing only graphics and the other dedicated to PhysX, what is the flow of the physics-related data?
Let's say we're simulating an explosion and the PhysX ...
0
votes
2answers
49 views
LibGDX: Max number of textures?
I've been developing a game targeted at android. I know not to think about program optimization until the project is finished, but I have to wonder how many textures most phones can handle safely ...
15
votes
2answers
2k views
How does GPU handle texture and VRAM?
It's actually a bunch of inter-related questions:
Are compressed textures (dxt5/dxt1 etc.) ever completely decompressed while going through rendering pipeline?
If the answer to the first question is ...
-1
votes
1answer
72 views
Rendering with sdl_gfx is so slow, any alternative?
I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow.
So I was rendering it once ...
0
votes
0answers
36 views
Opengl - Shadow map working with Nvidia graphics but not working with AMD
At school i am using an up to date NVIDIA graphic card and i did my shadow map suscessfully.
I tried to copy the project and try it at home with my AMD graphic card (which i just updated).
Now ...
-1
votes
2answers
121 views
Do shaders still need to be optimized on desktop / laptop platforms
On mobile platforms shader optimization is necessary and improve FPS.
But on desktop platforms is optimization still needed (and will improve FPS) or does the GPU driver handle it ?
0
votes
0answers
36 views
Changing the number of particles being calculated via DirectCompute runtime
I've been playing around with a GPU-based particle system using Unity DirectCompute feature.
I create a buffer to hold the particle data, marshal it to the GPU and the simulation begins.
I use a 3D ...
2
votes
2answers
125 views
DirectX Performance Issue: Rendering to texture
Brief introduction:
I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
0
votes
0answers
46 views
How to compute distance between two convex hulls in the gpu?
How to compute distance between two convex hulls in the gpu? I have used GJK-EPA algorithm from bullet but that happens on cpu. I searched in NVIDA-physx but i couldnt find exact distance computation....
2
votes
0answers
38 views
Simple square vertex lifting shader
I am trying to rebuild the fur effect in Viva Pinata.
Here each square becomes a pattern of fur
I imagine the process to be like this...
U lift one end of the triangles.
Now I need to achieve "...
1
vote
0answers
75 views
How to render Viva Pinata fur
In the game Viva Pinata, cute virtual animals have color changing paper cut like furs.
It didn't seem like using shell rendering because there are LOTS of animals in a scene and shell rendering each ...
1
vote
0answers
25 views
Multi Sampling in Rendering Pipeline?
I am trying to understand : How does multi-sampling rasterization effects pixel shader output?
In a nutshell (i am skipping some steps to stay on point of question):
Vertex data is fetched.
Vertex ...
1
vote
0answers
73 views
Keeping a mesh entirely at the GPU and changing its vertices there with a ComputeShader (Unity5)
In a Unity game I have an object whose mesh is made of around 10k vertices and I have to make changes to these vertices (position, color, etc) almost every frame.
Considering that such object is ...
1
vote
0answers
56 views
Simple coherent noise function to use in a GLSL shader
I'm looking for a simple (but especially fast) coherent noise function to use it in a shader written in GLSL.
I don't need it to be excessively smooth or good looking, I just need that it has the ...
0
votes
0answers
19 views
Simplex noise input problem
I am running simplex noise on a compute shader and am having problems getting an even(ish) distribution, with very obvious errors.
I know this is due to particular inputs used but I have no bases for ...
0
votes
0answers
50 views
What is GPU instancing and what are its differences in comparison to standard instancing?
I have been reading a lot of debate on a new feature that will be in Unity 5.4: GPU instancing. I understand the importance of instancing in general, both in terms of saving memory and draw calls.
...
2
votes
0answers
42 views
Is there a way to identify, within a shader, the current GPU thread ID?
My question is rather simple: within a shader, is there a way (that works both in DirectX and OpenGL) to retrieve the ID of the given GPU thread being executed at the given iteration?
I am using ...
1
vote
2answers
95 views
Reducing draw calls in a y-sorted orthogonal world
This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem.
The style of my game is ...
0
votes
0answers
50 views
is there a way to make decent material having reflection, glossy behaviour etc. whithout GPU (GLSL, HLSL)?
I'm developping 3D applications using Irrlicht, i want to know if texturing is the only one solution to fake material behaviour, 'cause my video card doesn't support GPU programming (GEForce 6800)
3
votes
1answer
78 views
How to determine what color will be written into single pixel framebuffer?
I thinking about rendering into single pixel (1x1) framebuffer.
For example we have two triangles which covers whole NDC area, one is green second red.
What color will be written to 1x1 framebuffer? ...
5
votes
2answers
353 views
What are other sources of screen tearing?
I have a DirectX11 based engine / application that is showing screen tearing on a certain system. The system has a large TV monitor with a GTX 980 graphics card. The tearing tends to happen in ...
5
votes
2answers
337 views
Is glDrawArraysInstanced in OpenGL parallel when drawing those instances?
Is glDrawArraysInstanced in OpenGL parallel when drawing those instances?
I cannot figure out by referring to its reference and numerous online tutorials.
[Update] To be more clear, I mean, for ...
5
votes
0answers
113 views
OpenGL: Frame partially jumps back and forth
I'm working on a project with SDL and OpenGL. The game works great on Windows, Linux, OS X and iOS. However, the Android version is showing a problem on my phone in particular. I have tested another ...
1
vote
2answers
89 views
How do 3d engines create frames? [closed]
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 ...
3
votes
1answer
189 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
149 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
2answers
200 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
496 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 ...
1
vote
0answers
155 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: https://msdn.microsoft.com/en-us/library/...
4
votes
2answers
672 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 ...
2
votes
1answer
59 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 ...
2
votes
1answer
442 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
152 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 ...
3
votes
1answer
76 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
512 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
102 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
615 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
161 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
125 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?
4
votes
0answers
339 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
593 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
104 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
259 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
...
14
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
792 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
144 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
274 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
44 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
132 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 ...
7
votes
1answer
2k 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 ...