• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Green_Baron

  • Rank

Personal Information

  • Interests
  1. Methods of artificial life?

    Palaeontology is kind of a hobby of mine. If i can help with a little background i will be glad to do so if you are thinking of a simulation of natural processes. Only programming is s skill that i am just about to develop (that's why i'm here). I can imaging that the capabilities of a good pc could manage it. A full-featured evolution is just a very complex thing and will only be credible if two separate runs of exactly the same starting conditions would not lead to exactly the same result ....
  2. I'm just beginning to understand how this works, am far from asking "why". And for a newcomer vulkan is a little steep in the beginning and some things seem highly theoretic (like graphics without presentation or so). Thanks for the answers, seems like i'm on the right track :-)
  3. Thanks. So i understand that a single graphics queue is the best solution. Yeah, i could split the 2*16 queues freely among graphics, compute, transfer and sparse, and the family with the single q is transfer only. Like this, but two times for two devices: VkQueueFamilyProperties[0]: =========================== queueFlags = GRAPHICS | COMPUTE | TRANSFER | SPARSE queueCount = 16 timestampValidBits = 64 minImageTransferGranularity = (1, 1, 1) VkQueueFamilyProperties[1]: =========================== queueFlags = TRANSFER queueCount = 1 timestampValidBits = 64 minImageTransferGranularity = (1, 1, 1) I am not that far as to test anything on different platforms/devices. My "training" pc is a debian linux one. But in principle and if one day i shall do a basic framework for my own i would of course aim towards a solution that is robust and works for different platforms / manufacturers. That would probably be a compromise and not the ideal one for every case.
  4. Hello, my first post here :-) About half a year ago i started with C++ (did a little C before) and poking into graphics programming. Right now i am digging through the various vulkan tutorials. A probably naive question that arose is: If i have a device (in my case a GTX970 clone) that exposes on each of two gpus two families, one with 16 queues for graphics, compute, etc and another one with a single transfer queue, do i loose potential performance if i only use 1 of the 16 graphics queues ? Or, in other words, are these queues represented by hardware or logical entities ? And how is that handled across different vendors ? Do intel and amd handle this similar or would a program have to take care of different handling across different hardware ? Cheers gb
  • Advertisement