Sign in to follow this  
silvermace

OpenGL Best video card for OpenGL performance

Recommended Posts

silvermace    634
hey all, our strict hardware setup is limited to a 4x PCIe lane (2GB/s up+down gross), we want use the graphics card to do some GPGPU stuff to help crunch some numbers. What I want to know is which video card to use to best match PBO transfer performance for this bus setup, obviously putting a 9800GX2 into a 4x slot is the biggest waste of $$ ever. these are rough numbers for peak memory bus b/w and # of stream processors from google: 8500GT - 13 GB/s / 16 8600GT - 22 GB/s / 32 8800GT - 58 GB/s / 112 9800GX2 - 128 GB/s (insane.) / 256 the main thing here is to find the lowest cost card which will maximise the bus utilization. We don't want our GL shaders executing on 256 stream processors but having to wait around 70% of the time for the bus transfers to complete.. Our main transfer method is going to be PBO's and various textures, we want to maximise the parallel data transfer (in/out) on this card, would PBO's be the right choice to allow for this? Basically, im just trying to find the best card for the OpenGL task at hand..

Share this post


Link to post
Share on other sites
Krohm    5030
Unluckly, I fear that if you're going to use them for generic processing you're going to have a few issues with a x4 lane.
With a so strong limitation, I personally would go for a cheap cart as an initial proof of concept and possibly move later on more interesting upgrades.

I say this for a reason - I made some research years ago on a new sort of FEM-like method - the project later didn't made to an official contract and thus I left it in the dust.

I am not well aware how much memory goes with the 8500GT but I suggest to take 512MB. I suppose exhausting 256MB could be pretty easy nowadays and this was basically a big hit for me.

Why do you have that x4 limitation anyway?

Share this post


Link to post
Share on other sites
silvermace    634
Hi Krohm, thanks for the reply. Yeah that's what I feared. I can get my hands on an 8600GT for $130 NZD (~63 euro) so I think I will go for that, an 8500 seems almost pointless with only 16 stream processors...

The limitation is on the motherboard we are using, unfortunately but its all we have to work with (the are workstation boards so we cant simply replace them with mainstream ones)

[Edited by - silvermace on May 15, 2008 3:11:16 AM]

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By povilaslt2
      Hello. I'm Programmer who is in search of 2D game project who preferably uses OpenGL and C++. You can see my projects in GitHub. Project genre doesn't matter (except MMO's :D).
    • By ZeldaFan555
      Hello, My name is Matt. I am a programmer. I mostly use Java, but can use C++ and various other languages. I'm looking for someone to partner up with for random projects, preferably using OpenGL, though I'd be open to just about anything. If you're interested you can contact me on Skype or on here, thank you!
      Skype: Mangodoor408
    • By tyhender
      Hello, my name is Mark. I'm hobby programmer. 
      So recently,I thought that it's good idea to find people to create a full 3D engine. I'm looking for people experienced in scripting 3D shaders and implementing physics into engine(game)(we are going to use the React physics engine). 
      And,ye,no money =D I'm just looking for hobbyists that will be proud of their work. If engine(or game) will have financial succes,well,then maybe =D
      Sorry for late replies.
      I mostly give more information when people PM me,but this post is REALLY short,even for me =D
      So here's few more points:
      Engine will use openGL and SDL for graphics. It will use React3D physics library for physics simulation. Engine(most probably,atleast for the first part) won't have graphical fron-end,it will be a framework . I think final engine should be enough to set up an FPS in a couple of minutes. A bit about my self:
      I've been programming for 7 years total. I learned very slowly it as "secondary interesting thing" for like 3 years, but then began to script more seriously.  My primary language is C++,which we are going to use for the engine. Yes,I did 3D graphics with physics simulation before. No, my portfolio isn't very impressive. I'm working on that No,I wasn't employed officially. If anybody need to know more PM me. 
       
    • By Zaphyk
      I am developing my engine using the OpenGL 3.3 compatibility profile. It runs as expected on my NVIDIA card and on my Intel Card however when I tried it on an AMD setup it ran 3 times worse than on the other setups. Could this be a AMD driver thing or is this probably a problem with my OGL code? Could a different code standard create such bad performance?
    • By Kjell Andersson
      I'm trying to get some legacy OpenGL code to run with a shader pipeline,
      The legacy code uses glVertexPointer(), glColorPointer(), glNormalPointer() and glTexCoordPointer() to supply the vertex information.
      I know that it should be using setVertexAttribPointer() etc to clearly define the layout but that is not an option right now since the legacy code can't be modified to that extent.
      I've got a version 330 vertex shader to somewhat work:
      #version 330 uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewMatrix; layout(location = 0) in vec4 Vertex; layout(location = 2) in vec4 Normal; // Velocity layout(location = 3) in vec3 TexCoord; // TODO: is this the right layout location? out VertexData { vec4 color; vec3 velocity; float size; } VertexOut; void main(void) { vec4 p0 = Vertex; vec4 p1 = Vertex + vec4(Normal.x, Normal.y, Normal.z, 0.0f); vec3 velocity = (osg_ModelViewProjectionMatrix * p1 - osg_ModelViewProjectionMatrix * p0).xyz; VertexOut.velocity = velocity; VertexOut.size = TexCoord.y; gl_Position = osg_ModelViewMatrix * Vertex; } What works is the Vertex and Normal information that the legacy C++ OpenGL code seem to provide in layout location 0 and 2. This is fine.
      What I'm not getting to work is the TexCoord information that is supplied by a glTexCoordPointer() call in C++.
      Question:
      What layout location is the old standard pipeline using for glTexCoordPointer()? Or is this undefined?
       
      Side note: I'm trying to get an OpenSceneGraph 3.4.0 particle system to use custom vertex, geometry and fragment shaders for rendering the particles.
  • Popular Now