GPU (graphics processing unit), is a specialized processor designed to accelerate the process of building images.

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50 views

Strong GPU with bad CPU? [on hold]

I have pc with intel cpu, 2.4ghz 1 core 64bit. it is quite old too. Ram is ddr2 4gb 800mhz,and old sata HDD (one of first SATA disks from samsung) now my question is: would it be racional to put ...
3
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2answers
114 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
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0answers
38 views

GPU skinning weird issue

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
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1answer
50 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
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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
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1answer
80 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
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1answer
73 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. ...
0
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0answers
28 views

Rectification of an image by using texture projection

I need to rectify an image with texture projection on GPU (GLSL/shaders), do you have any resources/tutorials/insights to share? I have the 3D pose of the camera that created the image and the image ...
6
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1answer
226 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
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3answers
664 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
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1answer
147 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
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0answers
126 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 ...
13
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12answers
4k 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
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0answers
120 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 ...
2
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4answers
1k 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 ...
0
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0answers
14 views

Character animation on GPU using Flash [duplicate]

I'm trying to find information about doing GPU skinning on Flash/Stage3D. Strangely, can't find any information/source code about this. I know how to do GPU skinning in OpenGL, but since Flash uses a ...
2
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4answers
530 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
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1answer
129 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
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2answers
395 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
919 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
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0answers
79 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 ...
5
votes
6answers
401 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
136 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
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1answer
546 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
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1answer
85 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
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1answer
288 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
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1answer
383 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
282 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
234 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 ...
2
votes
1answer
458 views

Do I have to keep textures in Android games smaller than 1024^2?

I have read tips in books and article that point out, if you are making a game for Android, make sure your textures are =< 1024^2, or you'll not reach all your potential customers. I have never ...
9
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3answers
1k views

How can I set my application to run on the High performance GPU by default?

Nowadays a good deal of laptops come with 2 GPUs - a high-performance one and a power-saving one (less powerful). Most of the application, which I use on my laptop run with my integrated(power-saving) ...
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votes
2answers
298 views

Why are graphics engines writern in C/C++, when games are GPU bound? [closed]

What performance benefits a low level language can give to the engine, when the game is dependent on the GPU?
3
votes
1answer
158 views

Scaling and rotating texture onto another texture by raw buffer data

I've been messing with C++ AMP and OGRE in attempt to make writing to/altering textures to my liking easier on my behalf. In this I've been trying to draw a texture onto my "dynamic" texture with ...
3
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2answers
1k views

How to display an image stored in GPU video memory

My platform is Windows PC and C++. I am using an image buffer in GPU video memory via CUDA. Is there any way to directly send the content to GPU for display? Currently, I am getting the content into ...
2
votes
1answer
2k views

Is basic SDL hardware accelerated?

I'm going over some SDL tutorials aimed at creating 2D games. However, when I create a basic SDL program - is it hardware accelerated? Or is hardware acceleration only relevant when it comes to 3D ...
6
votes
1answer
449 views

Why do mesh classes still contain vertex arrays if VBO's exist?

I find I'm a bit confused about the practical use of resource management in combination with memory not tied to the CPU. Correct resource management is often recommended in game tutorials, books and ...
2
votes
1answer
771 views

Low-level GPU code and Shader Compilation

Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying ...
3
votes
2answers
966 views

HTML5 - Does it have the power to handle a large 2D game with a huge world? [closed]

I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have ...
26
votes
5answers
1k views

Why do GPUs require game specific drivers?

PC GPU driver updates often cite improvements made to performance of specific, recently released games. Why is this game-specific updating needed? How do the game-specific changes interact with the ...
10
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1answer
1k views

Information about rendering, batches, the graphical card, performance etc. + XNA?

I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
3
votes
1answer
741 views

Is the series of books “GPU Gems” still good for a modern OpenGL 3.0+ approach?

I noticed that this series of free books from Nvidia is really popular and well know in the devs world, the problem is that is simply old; you would recommend to read those 3 books to a developer that ...
7
votes
2answers
332 views

Must I worry about quad-based rendering in real world scenarios?

Most of the time in the first chapters of a random book about rasterization and rendering techniques, I find some phrases about a triangle-based rendering system and a quad-based one. I have never ...
0
votes
2answers
116 views

Is it possible to read the frame to be output to the screen from GPU in XNA?

I want my XNA game to do its thing and at the end of the Draw() call read the the frame that is sent to the screen into memory (which in XNA would presumably be a Microsoft.Xna.Framework.Color[]). Is ...
9
votes
2answers
5k views

Random number hlsl

How do you generate a random number in HLSL? I'm asking because I want to try gpu ray tracing. You need to generate random directions in a pixel shader. So I want randFloat(), where the result is a ...
5
votes
2answers
694 views

How to take advantage of multiple core GPUs

I'm interested in developing for the new Nexus 7 tablet when it finally arrives. I've done a little OpenGL development for Android but I'm not sure what I have to do to take advantage of the 12-core ...
3
votes
4answers
815 views

How can I view an R32G32B32 texture?

I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to ...
3
votes
1answer
919 views

OpenGL FBO to OpenCV image

I am trying to figure out the best way to share an image between OpenGL and OpenCV libraries. I perform a render to texture on OpenGL, so I have and FBO/texture that then I want to pass it OpenCV, ...
0
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2answers
361 views

CUDA 4.1 Update

I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date ...
7
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2answers
1k views

HLSL - Creating Shadows in 2D

The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I ...
0
votes
1answer
691 views

Help understand GLSL directional light on iOS (left handed coord system)

I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please ...