I wish to do calculations with my graphics card as the CPU's etc are too slow. I know it is possible with NVidia cards, (CUDA etc) but I can't find anything about using the ATI Mobility Radeon HD 5850 graphics card in the laptop I have. I wish to perform vector addition/multiplication + exp/log functions with floating point.
Is there any C code that can access the card and put it to work in this way?
The calculations aren't to do with graphics, but would still be sped up a lot by the increased power of it compared to the CPU I expect.
Radeon cards support OpenCL (aka ATI Stream) and Direct3D compute shaders.
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My machine has 1 Intel graphic card and 1 Nvidia 1060 card.
I use Nvidia gpu for object detection (Yolo) .
PipeLine
---Stream--->Intel gpu (decode)----> Nvidia Gpu (Yolo)---->Renderer
I want to utilize both of my gpu cards ; I want to use one for decoding frames (Hardware accleration -ffmpeg ) and other for yolo. (Nvidia restricts number of streams that you can decode at one time to 1, but I dont see such restriction with Intel)
Has anyone tried some thing like this ? any pointers on how to do interGPU frame transfer
I want to write a program with OpenGL version 4. The currently installed version of OpenGL is 2.1.0 on my computer. I checked for a way to install the latest version of OpenGL, but in online articles it is said that the only way of updating OpenGL libraries is by updating the graphics card driver software.
I have a laptop with Mobile Intel(R) 4 Series Express Chipset Family graphics card. The last update was released in 2010, and it looks like to be abandoned.
Is it possible to write high version OpenGL software with a bad graphics card? I don't care if my program will be running with low FPS rate or be very sluggish on my hardware. I just would like to know if it is technically possible.
Your graphics card must support the OpenGL 4 version to develop with it. It is mandatory that the hardware (graphic card) is compatible with the OpenGl version you want to develop and the driver installed in your system allows the graphic card to use that version.
Supported cards for openGL 4 (Wikipedia):
Nvidia GeForce 400 series, Nvidia GeForce 500 series, Nvidia GeForce
600 series, Nvidia GeForce 700 series, ATI Radeon HD 5000 Series, AMD
Radeon HD 6000 Series, AMD Radeon HD 7000 Series. Supported by Intel's
Windows drivers for the Haswell's integrated GPU.
In your case your graphic card and driver only allows openGl 2.1.
Nowadays almost any graphic card for 40/50 Euros is capable to run openGl 4 (but change it on the laptop usually is not possible)
For more information check Wikipedia and Nvidia
We began learning OpenGL at school and, in particular, implemented a .obj mesh loader. When I run my code at school with quite heavy meshes (4M up to 17M faces), I have to wait a few seconds for the mesh to be loaded but once it is done, I can rotate and move the scene with a perfect fluidity.
I compiled the same code at home, and I have very low performances when moving in a scene where heavy meshes are displayed.
I'm using the 3.0 Mesa 10.1.3 version of OpenGL (this is the output of cout << glGetString(GL_version) << endl) and compiling with g++-4.9. I don't remember the version numbers of my school but I'll update my message as soon as possible if needed. Finally, I'm on Ubuntu 14.04 my graphic card is a Nvidia Geforce 605, my CPU is an Intel(R) Core(TM) i5-2320 CPU # 3.00GHz, and I have 8Go RAM.
If you have any idea to help me to understand (and fix it) why it is running so slowly on a quite good computer (certainly not a racehorse but good enough for that), please tell me. Thanks in advance !
TL;DR: You're using the wrong driver. Install the proprietary, closed source binary drivers from NVidia and you'll get very good performance. Also with a GeForce 605 you should get some OpenGL-4.x support.
I'm using the 3.0 Mesa 10.1.3 version of OpenGL
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my graphic card is a Nvidia Geforce 605
That's your problem right there. The open source "Noveau" drivers for NVidia GPUs that are part of Mesa are a very long way from offering any kind of reasonable HW acceleration support. This is because NVidia doesn't publish openly available documentation on their GPU's low level programming.
So at the moment the only option for getting HW accelerated OpenGL on your GPU is to install NVidia's proprietary drivers. They are available on NVidia's website; however since your GPU isn't "bleeding edge" right now I recommend you use those installable through the package manager; you'll have to add a "nonfree" package source repository though.
This is in stark contrast to the AMD GPUs which have full documentation coverage, openly accessible. Because of that the Mesa "radeon" drivers are quite mature; full OpenGL-3.3 core support, with performance good enough for most applications, in some applications even outperforming AMD's proprietary drivers. OpenGL-4 support is work in progress for Mesa at a whole and last time I checked the "radeon" drivers' development was actually moving at a faster pace than the Mesa OpenGL state tracker itself.
So I have two NVidia GPU Cards
Card A: GeForce GTX 560 Ti - Wired to Monitor A (Dell P2210)
Card B: GeForce 9800 GTX+ - Wired to Monitor B (ViewSonic VP20)
Setup: an Asus Mother Board with Intel Core i7 that supports SLI
In NVidia Control Panel, I disabled Monitor A, So I only have Monitor B for all my display purposes.
I ran my program, which
simulated 10000 particles in OpenGL and rendered them (properly showed in Monitor B)
use cudaSetDevice() to 'target' at Card A to run computational intensive CUDA Kernel.
The idea is simple - use Card B for all the OpenGL rendering work and use Card A for all the CUDA Kernel computational work.
My Question is this:
After using GPU-Z to monitor both of the Cards, I can see that:
Card A's GPU Load increased immediately to over 60% percent as expected.
However, Card B's GPU Load increased only to up to 2%. For 10000 particle rendered in 3D in opengl, I am not sure if that is what I should have expected.
So how can I find out if the OpenGL rendering was indeed using Card B (whose connected Monitor B is the only one that is enabled), and had nothing to do with Card A?
And and extension to the question is:
Is there a way to 'force' the OpenGL rendering logic to use a particular GPU Card?
You can tell which GPU a OpenGL context is using with glGetString(GL_RENDERER);
Is there a way to 'force' the OpenGL rendering logic to use a particular GPU Card?
Given the functions of the context creation APIs available at the moment: No.
i'm programming a simple OpenGL program on a multi-core computer that has a GPU. The GPU is a simple GeForce with PhysX, CUDA and OpenGL 2.1 support. When i run this program, is the host CPU that executes OpenGL specific commands or the ones are directly transferred
to the GPU ???
Normally that's a function of the drivers you're using. If you're just using vanilla VGA drivers, then all of the OpenGL computations are done on your CPU. Normally, however, and with modern graphics cards and production drivers, calls to OpenGL routines that your graphics card's GPU can handle in hardware are performed there. Others that the GPU can't perform are handed off to the CPU.