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

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28 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 ...
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1answer
239 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 ...
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2answers
135 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 ...
57
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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 ...
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1answer
61 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 ...
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1answer
43 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
48 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
175 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
41 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
89 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
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2answers
134 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
52 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
90 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
132 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
62 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
73 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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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 ...
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1answer
544 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 ...
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1answer
102 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
179 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, ...
2
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1answer
105 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 ...
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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 ...
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1answer
65 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
227 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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4answers
971 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 ...
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1answer
81 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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12answers
6k 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
34 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
272 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
795 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
190 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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6answers
531 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 ...
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0answers
279 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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0answers
163 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
4k 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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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 ...
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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 ...
2
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4answers
625 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
170 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 ...
3
votes
1answer
435 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 ...
7
votes
2answers
448 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 ...
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 ...
8
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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
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0answers
85 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 ...
2
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1answer
882 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 ...
5
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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 ...
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1answer
355 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
365 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 ...