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Type: Posts; User: ViolentHamster

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    I can't find a path that makes UBOs faster than...

    I can't find a path that makes UBOs faster than regular uniforms. I moved frequently changing uniforms out of the UniformBlock and I upload the entire UBO if something does change, which should...
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    I'm using subdata. I'll try bufferdata. I think...

    I'm using subdata. I'll try bufferdata. I think it's between 500 and 1000 bytes.
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    I figured that might have been the problem, so I...

    I figured that might have been the problem, so I moved all the frequently changing uniforms out, but the performance is still worse using the Uniform Block. I'm using the default "shared" layout. ...
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    Uniform Buffer Object Performance

    I just added uniform block support, but the performance is terrible. I'm sharing a UBO with multiple programs. On the plus side, if a uniform changes infrequently, I need to update it just once and...
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    Uniform Buffer Object Sharing

    I'd like to share a UBO between multiple programs. But, what happens if two programs use the same block name but the contents of the uniform block are slightly different? Is there a way to detect...
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    The texture size affects the PBO load times. ...

    The texture size affects the PBO load times. STREAM, STATIC, and DYNAMIC DRAWs all perform very poorly. Unfortunately, using uncompressed textures isn't an option.
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    I'd be really happy if someone from Nvidia could...

    I'd be really happy if someone from Nvidia could at least confirm that this is a bug. The one page test program reproduces it...
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    Doh, my test program had a bug... To see the...

    Doh, my test program had a bug... To see the bug, change:


    glCompressedTextureSubImage3DEXT( bind_name, GL_TEXTURE_2D_ARRAY, 9, 0, 0,
    999, 1, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,...
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    I was playing with DSA and non-DSA to see if that...

    I was playing with DSA and non-DSA to see if that had anything to do with the bug. You're welcome to clean it up and post another version.
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    Here's a small program that demonstrates the bug....

    Here's a small program that demonstrates the bug. I realize that populating a PBO and immediately using it is not ideal. However, the performance I'm seeing has got to be a bug. If I don't use a...
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    Possible NVidia Driver Bug ~ 319.49

    I'm running the latest linux drivers (319.49) on a 680. I have a big performance problem with glCompressedTextureSubImage3D or glCompressedTexSubImage3D. I am trying to subload into a fairly large...
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    That's what it turned out to be. It was shader...

    That's what it turned out to be. It was shader cache related. When the shader cache is already on disk, apparently the driver can prevent the eviction.
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    Poor First Run Performance

    When I start my application for the first time after a reboot, I get poor performance and the Nvidia driver reports 250+ MB of evicted memory. However, if I kill my app and restart, then the...
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    Custom Depth Test Problem?

    Background: When most of my scene is rendered, I also write the eye space z values to a 32 bit linear depth texture. Next, I render sprites with points, but I use the geometry shader to sample the...
  15. Best practice for mipmapping normal maps?

    When generating normal map mipmaps, I use a Kaiser filter and renormalize the values at each pixel of each mip level. I'm also using BC5 compression. While the results are better than standard...
  16. Thanks for the post. So, NVidia is encountering...

    Thanks for the post. So, NVidia is encountering some headwinds...
  17. I had no idea. Thanks for letting me know what...

    I had no idea. Thanks for letting me know what "people at companies" do with their time.
  18. Yeah, I read it. It's horribly inaccurate as I...

    Yeah, I read it. It's horribly inaccurate as I mentioned in my other responses in this thread. Go read Aaron's original emails. Nvidia has NOT said that Optimus will be officially supported. ...
  19. Nvidia should have put a big disclaimer on the...

    Nvidia should have put a big disclaimer on the linux driver download page indicating that mobile cards are unsupported. Instead they pretend they are supported and have some fine print on the...
  20. Alfonse, don't be a troll. I took issue with...

    Alfonse, don't be a troll. I took issue with "one class of hardware on one class of machine". It's not. It's basically ALL linux laptops. Can you point me to the source of your statistics? I...
  21. LOL. Do you have NVidia stock? It's not "one...

    LOL. Do you have NVidia stock? It's not "one class of hardware on one class of machine". It's pretty much all laptops with recent Nvidia GPUs in them. Maybe if you researched it a little more,...
  22. Ummm. No, I don't think that's an overreaction. ...

    Ummm. No, I don't think that's an overreaction. The fact is that there is no satisfactory working solution and this point in time. Linus was justified in his response to Nvidia. That article was...
  23. Nvidia Mobile Drivers ~ No Linux Support

    My company just ordered a laptop with a 640 M in it. Unfortunately, the linux driver doesn't detect the card. We found this webpage: http://techies.ncsu.edu/wiki/bumblebee-nvidia

    The page states...
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    Multiple Texture Arrays

    Suppose a shader uses multiple texture arrays and needs different slices from all of them. What's the best way to hand the slice info to the shader? Do you just use multiple texture coordinates?
    ...
  25. Nvidia Bindless and glVertexAttribDivisor

    We're having problems with the newer Nvidia drivers when both bindless and vertex attribute instancing via glVertexAttribDivisor are enabled. Are there any known issues with using both at the same...
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