People who knows the ins and outs of GPU programming these days.
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People who knows the ins and outs of GPU programming these days. Would it be ill-advised to base the rendering/compositing/effects etc in a drawing application fully on GPU, either regular rendering or compute? My worries is that different hardware have different enough results that it's somehow a problem.
It somewhat feels like a image manipulation app should give the exact same result on all computers, but... I don't know. Maybe it's not a problem.
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People who knows the ins and outs of GPU programming these days. Would it be ill-advised to base the rendering/compositing/effects etc in a drawing application fully on GPU, either regular rendering or compute? My worries is that different hardware have different enough results that it's somehow a problem.
It somewhat feels like a image manipulation app should give the exact same result on all computers, but... I don't know. Maybe it's not a problem.
@SonnyBonds I think if you implement everything in compute and compile the shaders with strict IEEE floating point math, you should get reasonably deterministic results between platforms. Raster shaders can probably also be made to be pretty close, but it's defined loosely enough that it varies between vendor.
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@SonnyBonds I think if you implement everything in compute and compile the shaders with strict IEEE floating point math, you should get reasonably deterministic results between platforms. Raster shaders can probably also be made to be pretty close, but it's defined loosely enough that it varies between vendor.
@SonnyBonds personally I don't think the variance is likely to be that big a deal on most platforms except phones maybe
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@SonnyBonds personally I don't think the variance is likely to be that big a deal on most platforms except phones maybe
@aeva Yeah I'm leaning towards betting on it not being an actual problem.