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"GPU versus CPU"

3 Comments -

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Blogger FieldsOfCarp said...

I find this is more a people/programmer problem than a tech one.

GPUs force data parallelism on the programmer to the extent that they have no other choice but to employ masively parallel data structures and algos to make it work. CPU's on other hand allow programmer to write non-parallel code even if there are many cores available.

Either you are forced to do (GPU) or not (CPU with many cores)... and when we are not forced to do it I'm afraid the lazy non-parallel option is often the easy one.

You cover most of the tech aspects I just wanted to mention the human factor in all this.

August 1, 2008 at 6:24 AM

Blogger cj said...

http://www.realtimerendering.com/blog/direct3d-11-details-part-ii-tessellation/
Direct3D integrated Tessellation, which means we can do gpu subdivision surfaces easily in d3d, doesn't you feel that opengl is lag behind?

August 6, 2008 at 6:10 PM

Blogger DEADC0DE said...

Yes and no. Feature-wise it's partially lagging behind, even if with extensions it's usually on par, and many times hardware developers are faster at adding oGl extensions than microsoft is with new directX releases.

August 7, 2008 at 8:40 AM

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