from the readme
If you smell burned material while running this software, i suggest to exit the program immediately.
If you smell burned material while running this software, i suggest to exit the program immediately.
Why is it more efficient on AMD?
from the readme
I'm saying that all graphics should be done on the CPU. That's a pretty ingenious program.
The future of 3D rendering:
Fast - 4 ghz
Complex - out-of-order instruction dispatch, massive caches
Not massively parallel - 12-24 cores
No. For the same reasons that Ageia no longer has a PhysX chip designed from the ground up to do physics. There's a point where hardware specialization just adds costs, and inhibits innovation.So graphics should not be done on a chip that is designed from the ground up to render graphics?
No. For the same reasons that Ageia no longer has a PhysX chip designed from the ground up to do physics.
You missed the point. It's not about the company disappearing, it's about the dedicated chips disappearing. They disappeared because of cost and because physics calculations merely consist of various arithmetic formulas. This is just generic computing, which can be handled by a CPU or a highly programmable GPU. Any kind of hardware specialization for certain types of physics calculations would create limitations that hamper innovation.You mean we shouldn't do graphics on a chip designed to do graphics because nvidia bought the company ?Nick said:No. For the same reasons that Ageia no longer has a PhysX chip designed from the ground up to do physics.
No. For the same reasons that Ageia no longer has a PhysX chip designed from the ground up to do physics. There's a point where hardware specialization just adds costs, and inhibits innovation.
All any processor can do is various arithmetic functions. PhysX cards filled a niche because compute shaders didn't exist back then.You missed the point. It's not about the company disappearing, it's about the dedicated chips disappearing. They disappeared because of cost and because physics calculations merely consist of various arithmetic formulas
OpenGL ES 2.0 is a step back in terms of pixels/Watt over ES 1.1,