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

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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 ...
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 ...
14
votes
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 ...
13
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?
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 ...
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 ...
9
votes
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) ...
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 ...
8
votes
3answers
815 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 ...
8
votes
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 ...
8
votes
2answers
563 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 ...
8
votes
3answers
766 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 ...
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 ...
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); ...
7
votes
2answers
384 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 ...
7
votes
2answers
458 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 ...
7
votes
2answers
756 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 ...
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 ...
7
votes
1answer
694 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 ...
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 ...
6
votes
2answers
580 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 ...
6
votes
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 ...
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 ...
6
votes
1answer
278 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, ...
6
votes
1answer
619 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 ...
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 ...
5
votes
2answers
7k 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. ...
5
votes
6answers
548 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 ...
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 ...
5
votes
2answers
725 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 ...
5
votes
3answers
361 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 ...
5
votes
2answers
480 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 ...
5
votes
1answer
1k 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 ...
4
votes
2answers
185 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, ...
4
votes
2answers
158 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 ...
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, ...
3
votes
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 ...
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 ...
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 ...
3
votes
2answers
137 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" ...
3
votes
3answers
729 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
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
2answers
991 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 ?
3
votes
4answers
996 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
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
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 ...
3
votes
1answer
369 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
votes
1answer
1k 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 ...
3
votes
1answer
260 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
598 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 ...