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

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Pros and Cons of GJK vs MPR [on hold]

I've heard that MPR is easier to understand and implement, while GJK converges more quickly so is more efficient. I've also heard that you can use EPA with GJK results to get a penetration distance / ...
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1answer
7 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 ...
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1answer
25 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 ...
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2answers
137 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. ...
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1answer
36 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 ...
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1answer
52 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 ...
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2answers
113 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" ...
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1answer
46 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?
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0answers
49 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 ...
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1answer
100 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 ...
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1answer
56 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 ...
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0answers
62 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 ...
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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?
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1answer
518 views

GPU Locality of Reference

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
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1answer
96 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 ...
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2answers
166 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, ...
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0answers
40 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 ...
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1answer
57 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 ...
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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 ...
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1answer
174 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?
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1answer
79 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. ...
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0answers
33 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
249 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, ...
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3answers
737 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 ...
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1answer
178 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 ...
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0answers
221 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 ...
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12answers
5k 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 ...
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0answers
158 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 ...
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4answers
3k 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 ...
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4answers
587 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 ...
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1answer
153 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
424 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
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3answers
1k 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
84 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 ...
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6answers
480 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
212 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
728 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
101 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
333 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
420 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
335 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
247 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 ...
3
votes
1answer
537 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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2answers
320 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
188 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
votes
2answers
2k 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
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1answer
561 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 ...
3
votes
1answer
920 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 ...