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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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How do I write a program that does calculations on nvidia or amd gpu on users machine?

I know that AMD and Nvidia GPUs can be programmed using opencl. But, Nvidia dropped its support for opencl from version 1.2 and they have developed cuda for nvidia gpus. Lets, say I want my game to ...
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Confused about Vulkan and dx12 queues

in vulkan when I ask for info about my gpu it tells me that I have 16 graphics queues, I also heard that if you use 2 graphics queues it won't make your program faster, just more complicated since one ...
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1answer
124 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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104 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
45 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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67 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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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
116 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
209 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
97 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
124 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
339 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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80 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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164 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
138 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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122 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
108 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
207 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
101 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
262 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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369 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
255 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
697 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
380 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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Opengl - Shadow map working with Nvidia graphics but not working with AMD

At school i am using an up to date NVIDIA graphic card and i did my shadow map suscessfully. I tried to copy the project and try it at home with my AMD graphic card (which i just updated). Now ...
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2answers
136 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
482 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 ...
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1answer
225 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
415 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
439 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 ...
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1answer
444 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
205 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
64 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
195 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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59 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
101 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
660 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
764 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
258 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
99 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 ...
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1answer
473 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
320 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
459 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
731 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 ...
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0answers
307 views

OpenGL textureGather and DirectX gather

These functions sample multiple RGBA pixels but return only a single component. OpenGL: https://www.opengl.org/sdk/docs/man/html/textureGather.xhtml DirectX: https://msdn.microsoft.com/en-us/library/...
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2answers
1k 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 ...