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DXVA + VMR9 vs. MadVR vs. CUDA

Name: Anonymous 2011-04-25 10:39

Let's discuss the best method for GPU-accelerated H264 decoding

Name: Anonymous 2011-04-26 2:20

>>7
OpenCL works on DX10 hardware. OpenCL is an industry standard that works on AMD, Intel, nVidia, Imagination Tech (PowerVR), and various other GPUs, as well as CPUs due to it's heterogeneous nature. You can run OpenCL compute kernels easily on multiple GPU and CPU cores simultaneously on the same system. CUDA can't do this. I'd say OpenCL takes better advantage of hardware.

CUDA is to OpenCL as Glide was to OpenGL. And we all know what happened to Glide at the turn of the century. Proprietary standards never win out.

Name: Anonymous 2011-04-26 2:30

>>7,9
>Imagination Tech (PowerVR)
PowerVR GPUs are the GPUs powering 90% of mobile devices. The OpenCL Embeddeed Profile capable PowerVR equipped mobile phones are coming out later this year, which includes the iPhone 5. OpenCL will pretty much become the defacto compute API.

Also, there's a big movement currently underway among game developers to move away from 3D-specific APIs like Direct3D and OpenGL and to build custom ``software'' renderers using compute languages, like OpenCL and DirectCompute. For example, DICE is using DirectCompute to implement Battlefield 3's tile-based fully-deferred shading renderer.

No one is bothering with CUDA becomes it's proprietary and only works on nVidia GPUS, and AMD's HD5000/HD6000 are the most popular DX11 GPUs currently (they have 75% of the DX11 market).

http://www.qotpa.com/2011/03/25/is-this-the-beginning-of-the-end-for-directx/

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