Originally posted by rabcor
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Lavapipe CPU-Based Vulkan Driver Implements Ray-Tracing Pipelines
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Originally posted by Mitch View PostThis is totally academic and beyond the use-case of the CPU solution, but I can't help wonder how many CPU cores and/or what clockspeed they'd have to run to get GPU-levels of performance using this solution. I imagine it might be in the hundreds or thousands of cores
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Originally posted by byteabit View PostFor games, it does not need to calculate RayTracing on its own, just support the GPU when it has some time left. So this is an excellent use case for when its GPU bottlenecked, so that the CPU has to wait for the GPU. Or when the game does not utilize all CPU cores otherwise. I mean I am talking about CPUs in most end users PCs.
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Originally posted by Anux View PostI doubt that's feasible, remember CPU and GPU need to communicate over a slow PCIe connection.
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Originally posted by byteabit View Post
That's less of an issue if the CPU already has to wait for GPU and is just idling. If the game/application is programmed with this in mind, it could have some workload sitting for the GPU that the CPU could help out with.
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Originally posted by Anux View Post
It's not about idling but to deliver your partly rendered frame from the CPU to the GPU in time to sync with the right frame, without delaying it further than what would have happened when doing everything on the GPU.
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Of course you would only render a very small part of the full frame but you only have (depending on your FPS) a short amount of time.
Imagine a single Frame at 60 FPS (~ 16 ms):
Code:GPU: | ... display of pref frame | render 95% of frame | | fuse CPU + GPU frame and display | CPU: | game world state | send to GPU | render 5% of frame | send to GPU | begin frame 2 ... Time: | 4 ms | 1 ms | 10 ms | 1ms |
And then you have to think of all the things that could go wrong, for example Windows doing updates in the background and you have to delay the frame even further. The potential gain would be minimal compared to the work and risks involved. Remember all the stutter problems back in the days of dual GPU (SLI)? And those dual GPUs were identical in speed.Last edited by Anux; 11 April 2024, 08:10 AM.
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Originally posted by Anux View Postyour GPU is at least 100 times faster than you CPU for rendering, so my scenario is still too favorable for typical CPUs.
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Originally posted by byteabit View PostThere are plenty of games (and configurations) where it is bottlenecked by the GPU and the CPU has to wait for each frame.
And you are comparing todays workload and tools, not a game that is optimized to take advantage of
plus with AVX-512 (or even something better in the future) the CPU could help in some points.
Have a look at 128 threads server CPU vs integrated GPU (at higher resolution): https://www.phoronix.com/review/mete...raphics#page-4 https://www.phoronix.com/news/LLVMpipe-Mesa-19.0-Performance
And that is not even accounting for new features like ray tracing.
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Originally posted by Anux View PostI think you don't understand why we even have graphics cards.
Have a look at 128 threads server CPU vs integrated GPU (at higher resolution)
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