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

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1answer
604 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
1k 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
1k 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 ...
27
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 ...
11
votes
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
977 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
375 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
6k 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
720 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
974 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 ...
4
votes
1answer
1k 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
votes
2answers
387 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
votes
2answers
2k 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
725 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 ...
3
votes
2answers
1k views

Which is worst: Too many VertexShader instructions, or FragmentShader instructions?

I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...
3
votes
0answers
376 views

How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)

Does anyone know how to create a Texture feedback effect in Stage3D / AGAL? I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place! I'll share with ...
2
votes
1answer
237 views

Graphic hardware texture formats shaders relational speed

I'm interested to know, is there a direct correlation to the speed that a shader will run based on the bit depth of a texture upon which it is running. For example: If I have a 2 bit stencil texture ...
2
votes
2answers
1k views

Sparse Voxel Octrees which parts on GPU or CPU?

I'm currently doing research into building my own voxel engine and found a lot of articles mentioning SVOs as the best mechanism. I just wanted to know that I understood the algorithm correctly, ...
2
votes
0answers
89 views

Game Research Points [duplicate]

Possible Duplicate: Any interesting thesis topic? I just wanna know what are the points of research in nowadays games. As I am Teacher Assistant and I must make a master thesis and I wanted ...
2
votes
1answer
441 views

Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?

Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...
2
votes
2answers
955 views

Can a texture's UV coordinates be animated (scrolled) when part of a SpriteSheet?

Alright so my question is about texture manipulation in Flash Stage3D / Context3D using AGAL for the shader language. But I'm pretty sure this could be applicable in other situations involving GPU ...
3
votes
3answers
298 views

Would it be a good idea to offload tasks like navigation to the GPU?

So I was reading through my copy of GPU Pro 2 and I came across a chapter for building a rendering pipeline for real-time crowds. The implementation uses render targets on the GPU to update agents and ...
6
votes
3answers
2k views

Which of these DirectX11 calls actually sends data to the GPU?

I'm trying to learn graphics programming and DirectX11. I'm trying to learn how to minimize CPU-GPU transfer and graphics programming in general. I have a question that I have been unable to answer ...
0
votes
0answers
94 views

Drawbacks for using only quads for model geometry [duplicate]

Possible Duplicate: Why do game engines convert models to triangles compared to keeping it as four side polygon What are the main drawbacks for using "only" quads for model geometry? Does ...
5
votes
4answers
214 views

Is there any guarantee about the graphical output of different GPUs in DirectX?

Let's say that I run the same game in two different computers with different GPUs. If for example they are both certified for DirectX 10. Is there a guarantee that the output for a given program ...
7
votes
1answer
690 views

Efficient Sprite Batching

Am considering porting over from XNA to the Stage3D API's (Molehill). So as a performance examination I've implemented sprite-batching, but the performance is not all that great, while with XNA i can ...
1
vote
2answers
3k views

How can I program on the GPU in Unity?

In my previous question, I asked about why people don't program on the GPU. Now I am learning about fluid dynamics with this article. They say that it should all be done on the GPU. The game engine ...
7
votes
2answers
751 views

Using GPU on Silverlight 5 for a Fast Fourier Transform

I've got an audio library for Silverlight that is in need of some acceleration on slower machines. Specifically, this library makes extensive and repeated use of the FFT transform as a part of its ...
2
votes
5answers
3k views

Skipping glReadPixels and reading iPhone's “VRAM” directly

I'd like to rapidly capture "screenshots" of my OpenGL ES iPhone game and turn them into a video. I've tried the following approach (it works but degrades the game play to an unacceptable level): ...
5
votes
2answers
6k views

How many “parallel units” does a GPU have?

I'd like to know how many parallel units for processing vertices a GPU has. This Wikipedia page provides a GFLOPS and clock speed, for example for the Radeon 5850 "Broadway PRO", you get 1000 GFLOPS. ...
57
votes
10answers
6k views

Are there any benefits for using the CPU instead of the GPU?

I've been researching processors and graphics cards, and I discovered that GPUs are way faster than CPUs. I read in this one article, a 2-year-old Nvidia GPU outperformed a 3.2GHz Core I7 Intel ...
8
votes
3answers
747 views

I would like to know how an OpenGL driver will be implemented to learn opengl internals?

I'm learning OpenGL and really like to know how the interaction with the Graphics card will be. I feel understanding how it was implemented in the Graphics driver, will let me know complete internals ...
0
votes
2answers
877 views

Graphics capabilities differences between mobile and desktop/console platforms?

I would like to better understand the difference in capabilities between mobile and desktop/console graphics? What exactly are the limitations of a mobile device? What kind of operations can a ...
8
votes
2answers
6k views

How to enable GPU for flash player 11?

I just install Flash Player 11 and SDK 4.5 (hero), and test it with a small program. But I find it is still using "software" to simulate 3D API, and trace("driver info: " + _context3D.driverInfo); ...
13
votes
1answer
1k views

Is nVidia's CUDA suited to performing pathfinding calculations?

I want to know if it would be worth executing pathfinding on the GPU (using nVidia's CUDA, or an equivalent) in certain situations, or whether it would be a wasted effort. The situation I imagine ...
1
vote
2answers
286 views

Different types of memories which a graphics card has

I've been googling this around and yet nothing showed up but some articles from middle ages which were talking about Gforce mx and ... . My question is just this: what are the different memories in a ...
5
votes
3answers
356 views

Drawing the same mesh or drawing the same material?

I was wondering. Suppose I have a 1000 grass meshes. They all have the same material, but I create them separately, because they look slightly different, because they have different heights. Does my ...
3
votes
3answers
716 views

How to find the bottleneck of the graphical pipeline

I've been wondering about this issue for a while. How to find the bottleneck of the graphical pipeline. Recently I've been using a program to draw massive amount of polygons in a simple scene with ...
3
votes
2answers
558 views

How to check Early Z efficiency on AMD GPU with Windows 7

I have a game using DirectX 9, and a development station using Win 7 x64. I am still able to get access to another station with Vista x64 / dual booted with WinXP x86. I wanted to check early Z ...
5
votes
1answer
998 views

Switching between Discrete and Integrated GPUs

I have a machine with two discrete GPUs and one integrated GPU. I can currently switch between them using NVIDIA's software, but I would like the ability to do so within my applications for purposes ...
6
votes
4answers
7k views

How much memory does a texture take up on the GPU?

A large png on disk may only take up a couple megabytes but I imagine that on the gpu the same png is stored in an uncompressed format which takes up much more space. Is this true? If it is true, how ...
3
votes
2answers
981 views

Dump texture from memory to the original format?

How can you dump GPU memory (images and such that are loaded on it) to the standard format ?
6
votes
2answers
578 views

What will AMD Fusion or likewise hybrid CPU/GPU will change for the 3D programmer ? Are they potentially faster?

Since the early days of accelerated graphics, programmers were obligated to use hardware-supported libraries like directX or OpenGL. If we wanted to explain someone what happened by introducing a ...
5
votes
2answers
478 views

Hardware acceleration for the Flash Player

What do we know about hardware acceleration for drawing operations in Flash? I know that since 10.1 it's there for video playback (and mobile graphics) but that doesn't really help with rendering ...
8
votes
4answers
2k views

Geometric Transformations on the CPU vs GPU

I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...
6
votes
4answers
2k views

Is it possible to use the GPU on a mobile device to accelerate a particle physics engine?

I am interested in answers for any mobile device but I am mainly considering the iPhone and devices that run Java. I am developing a game that relies heavily on a particle physics engine for core ...