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Questions tagged [gpu]

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

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30 views

Is it possible to achieve the same performance of CUDA on OpenCL?

I am planning on porting some of my CPU code to GPU. I want my code to run on all GPUs, so openCL seems to be the right choice. Will I be able to achieve the same performance as of CUDA in openCL?. ...
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1answer
82 views

GPU (render time) increase if screen size increase

i create a simple 2d scene in unity 2017.3.1f1 I changed the size (height and width) in the Game View and proflie to see how it affects the rendering.. (below photo) I saw that the rendering time ...
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1answer
52 views

Does Unity3D custom shader use its default GPU or CPU skinning automatically?

I'm writing my own shader in mobile, but was wondering if it uses default GPU or CPU skinning feature in Unity3D? I'd like to use GPU skinning and already enabled GPU skinning. Is there any way to ...
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0answers
61 views

How can I make sure my OpenCL code works correctly on different graphic cards?

I'm testing on adding some OpenCL code in my game, but I only have a single Nvidia card & I'm not sure the code will run normally on other platforms. Is there any way to make sure my code runs ...
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1answer
78 views

How OpenGL running without GPU?

Every tutorial on OpenGL mentions that, OpenGL codes are commands executed by the GPU. Few days ago, my GPU cashed and I removed it from my computer. But the same OpenGL programs are still ...
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1answer
130 views

Why do GPUs have limited amount of allocations?

I've been learning Vulkan lately and I read that you can allocate VRAM memory only set amount of times and it doesn't matter if it's 2gb or 2kb, why is it? I'm specifically referring to ...
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0answers
107 views

Are GPU drivers hand optimized for specific games using low-level APIs?

The GPU drivers often have slightly different behavior depending on game or program, which is using them. It optimizes performance, bypasses bugs and improves overall experience in popular games, ...
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1answer
76 views

Does texture splatting always sample 4 x N textures per fragment (regardless of the weights)?

Texture splatting - usually - is done by vertex painting, where each channel R-G-B-A is assigned as a different texture weight. Due to the way shaders are executed, doesn't it mean that the fragment ...
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0answers
103 views

Can running unity of a system with nvidia graphics card speed up the simulation?

I have a nvidia GTX 1080 graphics card in my computer, I don't know if unity by default makes use of GPU. Does having a GPU helps to speed up unity simulations.
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0answers
42 views

Render problems (black, purple and blue effects) in old GPU and Unity3D 5.6 project on Unity 2018

Well, I have a PC that has a GPU from 2009, and now I have some problems with a fork. The project was on Unity 5 (2015) and I have upgraded it to Unity 2018.1.0, without any problems. But some times,...
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1answer
117 views

How to balance GPU compute usage against render usage?

The GPU's primary purpose, obviously, is to render the scene. However, if we use compute capabilities on the very same GPU, how do we partitition and control these calls such that they do not ...
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2answers
317 views

How do multiple render targets get rendered onto the back buffer(s) then screen?

I'm using DX11. I understand how render targets are created, set, and why they are used, but I am really unsure how this all plays together with presenting it to the screen. Does the GPU ...
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0answers
100 views

Is it feasible to run part of game loop on GPU? [closed]

More and more games are using compute shaders these days to offload heavy processing to the GPU and free up CPU cycles. However, these are generally tasks that affect rendering only and don't affect ...
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1answer
163 views

Which memory is used in D3D12 resources?

According to MSDN there are three types of memory in D3D12, commited resources, placed resources and reserved resources. I do not understand where they are. Are they in RAM? Are they in VRAM? Are they ...
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2answers
383 views

Pseudo random number generation in compute shader

Using a C# script in Unity3D to control a HLSL compute shader, I'm trying to generate pseudo random numbers on the gpu. Following along with GPU Gems 3 Hybrid Tausworthe method and another thread ...
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0answers
84 views

android unity game optimisation

I'm finishing my game, i'm in the stage of optimisation, i tried multithreaded rendering and dynamic batching, with OpenGLES3.. i get a little bit increase , but now i'm getting function Clear take ...
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0answers
188 views

How to efficiently batch blocks and reduce drawcalls in a voxel-like game

To fully get the benefits of GPU instancing in Unity in a voxel-like game I'm trying to batch as many static blocks as possible (the terrain won't be destructible, and I can't set these blocks to '...
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1answer
177 views

GLSL shader performance reduced by loop?

I hav a fragment shader like this: ...
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1answer
2k views

Compressed vs Uncompressed Textures differences?

What is the difference? As far as i know, compressed textures would speed things up, because the PCIe bus has to transfer less amount of data, and the interconnect is the main latency issue with GPU'...
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0answers
131 views

How can I render geometry represented in a 64-bit floating point environment?

In this video about Star Citizen, right at the 12:30 mark on the timeline you can see the player zooming in on a space station who's location is clearly out of the limit of 32-bit floating point ...
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1answer
119 views

How to resize a D3D11Texture2D?

I would like to scale a D3D11Texture2D to make it smaller. I'm using AcquireNextFrame to get an output of my desktop but it's on FullHD resolution. I just want to scale the texture because I need ...
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1answer
216 views

Mipmapping on CPU

I'm trying to load a big terrain texture and only want to load a certain mipmap level to the GPU with Vulkan. When the whole terrain is in sight, the camera is far enough away from it so that only a ...
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2answers
111 views

Running Slick2d outside of the IDE

I am looking for advice how to solve an exception I am getting, I've looked around and seen people get the same error but most people whom had it seems to run on old graphics drivers and once they ...
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1answer
289 views

Measure elapsed gpu time of draw call

I'm rendering to a texture via DrawIndexedPrimitive (SharpDx). In some specific situations, the framerate drops significantly when doing this render. The framerate can be improved by rendering to a ...
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2answers
3k views

What's the difference between CUDA and Shader?

I am new to CUDA, and it seems that CUDA and Shader are both GPU programs. When we talk about GPU programming in rendering, like GPU voxelization, are we talking about CUDA or just converting data to ...
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0answers
410 views

Unity / Box2D / Raycasting and Performance

Im currently using the Unity Engine and the Box2D Physics Engine. I have this line of code: ...
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4answers
258 views

Data flow with PhysX on a dedicated GPU

If there are 2 GPUs in a PC, one processing only graphics and the other dedicated to PhysX, what is the flow of the physics-related data? Let's say we're simulating an explosion and the PhysX ...
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2answers
780 views

LibGDX: Max number of textures?

I've been developing a game targeted at android. I know not to think about program optimization until the project is finished, but I have to wonder how many textures most phones can handle safely ...
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2answers
3k views

How does GPU handle texture and VRAM?

It's actually a bunch of inter-related questions: Are compressed textures (dxt5/dxt1 etc.) ever completely decompressed while going through rendering pipeline? If the answer to the first question is ...
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1answer
414 views

Rendering with sdl_gfx is so slow, any alternative?

I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow. So I was rendering it once ...
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2answers
138 views

Do shaders still need to be optimized on desktop / laptop platforms

On mobile platforms shader optimization is necessary and improve FPS. But on desktop platforms is optimization still needed (and will improve FPS) or does the GPU driver handle it ?
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2answers
525 views

DirectX Performance Issue: Rendering to texture

Brief introduction: I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
5
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1answer
249 views

Simple square vertex lifting shader

I am trying to rebuild the fur effect in Viva Pinata. Here each square becomes a pattern of fur I imagine the process to be like this... U lift one end of the triangles. Now I need to achieve "...
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0answers
450 views

How to render Viva Pinata fur

In the game Viva Pinata, cute virtual animals have color changing paper cut like furs. It didn't seem like using shell rendering because there are LOTS of animals in a scene and shell rendering each ...
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0answers
31 views

Multi Sampling in Rendering Pipeline?

I am trying to understand : How does multi-sampling rasterization effects pixel shader output? In a nutshell (i am skipping some steps to stay on point of question): Vertex data is fetched. Vertex ...
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0answers
484 views

Keeping a mesh entirely at the GPU and changing its vertices there with a ComputeShader (Unity5)

In a Unity game I have an object whose mesh is made of around 10k vertices and I have to make changes to these vertices (position, color, etc) almost every frame. Considering that such object is ...
2
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1answer
572 views

Simple coherent noise function to use in a GLSL shader

I'm looking for a simple (but especially fast) coherent noise function to use it in a shader written in GLSL. I don't need it to be excessively smooth or good looking, I just need that it has the ...
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1answer
222 views

What is GPU instancing and what are its differences in comparison to standard instancing?

I have been reading a lot of debate on a new feature that will be in Unity 5.4: GPU instancing. I understand the importance of instancing in general, both in terms of saving memory and draw calls. ...
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0answers
67 views

Is there a way to identify, within a shader, the current GPU thread ID?

My question is rather simple: within a shader, is there a way (that works both in DirectX and OpenGL) to retrieve the ID of the given GPU thread being executed at the given iteration? I am using ...
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2answers
206 views

Reducing draw calls in a y-sorted orthogonal world

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...
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0answers
60 views

is there a way to make decent material having reflection, glossy behaviour etc. whithout GPU (GLSL, HLSL)?

I'm developping 3D applications using Irrlicht, i want to know if texturing is the only one solution to fake material behaviour, 'cause my video card doesn't support GPU programming (GEForce 6800)
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1answer
107 views

How to determine what color will be written into single pixel framebuffer?

I thinking about rendering into single pixel (1x1) framebuffer. For example we have two triangles which covers whole NDC area, one is green second red. What color will be written to 1x1 framebuffer? ...
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2answers
699 views

What are other sources of screen tearing?

I have a DirectX11 based engine / application that is showing screen tearing on a certain system. The system has a large TV monitor with a GTX 980 graphics card. The tearing tends to happen in ...
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2answers
795 views

Is glDrawArraysInstanced in OpenGL parallel when drawing those instances?

Is glDrawArraysInstanced in OpenGL parallel when drawing those instances? I cannot figure out by referring to its reference and numerous online tutorials. [Update]...
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1answer
259 views

OpenGL: Frame partially jumps back and forth [closed]

I'm working on a project with SDL and OpenGL. The game works great on Windows, Linux, OS X and iOS. However, the Android version is showing a problem on my phone in particular. I have tested another ...
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2answers
100 views

How do 3d engines create frames? [closed]

I wanted to start on a little project of making a simple 3d engine, but I can't seem to find anywhere how 3d engines actually make frames. (I don't mean the math behind the 3d projection). Do they use ...
3
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1answer
508 views

Do shader compilers typically know not to look up unused texture channels?

I have a texture that's from the color attachment of an FBO in OpenGL ES 2.0, so I have limited control over the number of channels in the image. Suppose I only need the color from the R channel of ...
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1answer
339 views

Are shaders always faster?

Will using shaders or some other way of talking directly to the GPU always be faster than drawing to the screen in whatever language a game is being (mainly) written in? I guess that code with lots of ...
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2answers
477 views

How to have real time (blood) traces?

https://www.youtube.com/watch?v=Tzf3zjPJYw4 In this game, Ink, color blobs fall then they create pretty color spots. The color traces are unlike any other game. For an example, in Super Meat Boy ...
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2answers
742 views

D3D12 device not supported

In the last days, I tried to learn the basics of Direct3D12, using some online resources and tutorials/demos. After failing to run the demos, I created a new project in Visual Studio 2015, added the ...