Now that TensorRT is open source, maybe someone can abstract it as a layer over SyCL or OpenCL instead of CUDA?
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NVIDIA Open-Sources TensorRT Library Components
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Originally posted by betam4x View PostThat out of the way, of course they aren't going to start open sourcing stuff. Then AMD and Intel will realize how stupid easy it is to integrate on current gen hardware. As it is, NVIDIA already does a LOT of stuff in software. Even the DirectX 12 implementations for certain GPUs are done mostly by software. That is one of the reasons why NVIDIA drivers are proprietary on Linux today and you can't find a decent open source equivalent. If NVIDIA created an open source driver, all those dirty little driver secrets would be spilled out.
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Originally posted by DoMiNeLa10 View PostI don't know why people care about CUDA these days, considering that OpenCL exists, and it's a standard controlled by the Khronos group. It's as irrelevant as DirectX.
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Originally posted by jojo7887 View PostThey're not as open source friendly as much as we'd like to, but something is still better than nothing. I don't wanna sound like an Nvidia fan boy or anything, as I still consider AMD to be king when it comes to open source friendliness, and they're thriving at that.
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Originally posted by schmidtbag View PostWell, CUDA is also open-sourced, but you still pretty much have to have Nvidia hardware. So basically they throw you a carrot, keep the leash, and they pull the carrot away on a string as soon as you get a little too close to it.
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Originally posted by DoMiNeLa10 View Post
I don't know why people care about CUDA these days, considering that OpenCL exists, and it's a standard controlled by the Khronos group. It's as irrelevant as DirectX.
OpenGL was/is bad because it allows for vendor specific extensions. This means NVIDIA can effectively implement their own API that is incompatible with AMD/ATI. DirectX has a standard API you have to use. If you wanted to add extensions, you have to talk to Microsoft, and they will create a reference implementation for you and competitors to follow. NVIDIA STILL tried to work around this by implementing Gameworks, which is a software library, optimized for NVIDIA GPUs, and is intentionally NOT optimized for competitors. They then PAID developers to use it to cripple the competition.
Vulkan has continued this trend. The only advantage/strength of Vulkan and OpenGL is cross platform compatibility. People who claim the API is superior are wrong. Khronos doesn't have the clout to dictate a standard API like Microsoft does. The Linux community could have done it, but IMHO it is far too late for that. Even Apple has clamped down on it's 3D API. They now dictate the use of their own API for everything, which pretty much killed the use of NVIDIA GPUs on the latest version of the MacOS. They can get away with this because they own 10% of the personal/professional computing market, and a large percentage of the mobile market. Khronos has no devices and therefore no marketshare. Their APIs are merely a suggestion.
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