Okay I updated to driver 516.01 and Newton is working fine now.
Physics time is about 5ms
GPU time is about .33ms
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Julio Jerez wrote:I posted this over the neidia forum.
https://forums.developer.nvidia.com/t/c ... ted/215900
and this is the kind of * the answer.
basically they just tell thought luck, the whole idea to go to dynamic paralesm is to reduce the number of call and now it turn out that if you nee to get the result they you have to issue individual call.
The whole idea of dynamic parallism is to move kerle logic to the gpu to minimize the number of cpu dispatch.
But if they remove the synchronization them they limited to a very small subset of algorithm. Mainly only algorithm that are data parallel by nature. Every thing else is not possible.
They are entre presentation by nvidia where the keynote point is to show how cool that functionality is.
But the gpu is also running a bunch of open gl shader.
JoeJ wrote:I guess this means you have to launch every little Kernel from CPU? No support to pack your pipeline into a GPU command list?.
That kind of omission is not just misleading it is border line a lie that cost developer hundred of hour of research, and lot of money.
a professional team like Apple or Microsoft
Julio Jerez wrote:It seems the nvidia software department is more like the amateurs hour at the comedy club than a professional team like Apple or Microsoft.
JoeJ wrote:To build acceleration structure on GPU, i used an approach similar to the BVH tutorial i have posted here: https://www.gamedev.net/forums/topic/712135-lots-and-lots-of-triangles-how-to-accelerate-ray-triangle-intersection/?page=2
It's a conventional top down approach, requiring one barrier per tree level.
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