Talonman
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/26 16:56:05
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Great find Talonman! This is crazy! I don't know how you are getting any CPU utilization. I am getting 0% utilization on this app too! I still can only get "1" GPU to work too, and that is at about 99% utilization as yours is. I see you are in the same boat of only getting 1 of your 3 GPUs to work with this program. Something interesting to note is that a single 5870 is getting 13x better performance that 1/2 of your GTX295 here. The 5870 is able to render a sample size of 14.883 MB every single second whereas you are able to render a sample size of 1.157 MB per second. You are even getting a fare amount of help from the CPU as well... EDIT: btw, 7-zip is the best zipping/unzipping program there is, and it is free. I've used it for a couple years now. AWESOME! http://www.7-zip.com
post edited by luv2increase - 2009/12/26 16:59:45
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/26 17:56:14
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Thanks for the post... I had 7-zip installed I thought? Oh well. I got er done! Odd again on the Nvidia boys and CPU utilization, and your lack thereof... That would be a fun answer to find out. It could be a key as to a performance bottleneck, or could be helping us? Tough call... One might initially think that the CPU must surly be helping... However, if whatever the CPU is doing, would be better processed on the GPU, it might be actually hurting us? Almost 15K Samples a second is stunning.
post edited by Talonman - 2009/12/26 17:59:51
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/26 18:38:22
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Talonman Almost 15K Samples a second is stunning. lol I thought it was K for KB. Now I feel dumb
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Brad_Hawthorne
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Re:New OpenCL Ray Tracing App...
2009/12/26 18:55:05
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Yep, 7-zip works just fine on the archive. You've got to unpack it twice though.
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/26 18:59:08
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That's why the second time was a charm... On the Sample rate, it does actually have 14883.7K... What is that actually? 14,883,700 samples a second? And I'm getting 1,157,100? Wowzer! ( 12.86 X slower) luv2increase Something interesting to note is that a single 5870 is getting 13x better performance that 1/2 of your GTX295 here. The 5870 is able to render a sample size of 14.883 MB every single second whereas you are able to render a sample size of 1.157 MB per second. Agree... Rather sick about it... but agree. Just for the record, we did get a second ATI guy report 0% CPU utilization, in the link at the bottom of the OP.
post edited by Talonman - 2009/12/26 19:17:42
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Brad_Hawthorne
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Re:New OpenCL Ray Tracing App...
2009/12/26 19:39:53
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It probably means points of light rendered. Simular to pixel count I think.
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/26 19:49:59
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/26 20:21:57
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They look outstanding, but are CPU only apps... I have yet to tackle .rar files. Thanks for the link though. I am considering downloading the Pinball game real bad, and just might mess with the rar.
post edited by Talonman - 2009/12/26 20:23:52
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/26 20:26:16
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Talonman They look outstanding, but are CPU only apps... I have yet to tackle .rar files. Thanks for the link though. I am considering downloading the Pinball game real bad, and just might mess with the rar. .rar is just like .zip 7-zip handles both files the same. Install 7-zip and just "right-click" on the files and extract it to its own folder. Literally "2" clicks of the mouse, and you have your nice little normal folder... edit: Also, it is going to be very hard to find any ray-tracing demos that run off of the GPU. The Nvidia OptiX (sp?) will literally be (I think) the first ever ray-tracing engine that runs off of the GPU. The example that you had given in this thread may be the first little demo ever to run off of the GPU. Crazy isn't it :) The reason why it is going to be possible to run ray-tracing on the GPU is due to OpenCL and/or CUDA. I think that we are literally at the "infancy" of something very BIG. As in ray-tracing is the future of gaming, and rasterization (DirectX) will be the "old way" of rendering graphics and gaming.
post edited by luv2increase - 2009/12/26 20:31:35
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justin_43
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Re:New OpenCL Ray Tracing App...
2009/12/26 20:39:30
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luv2increase Talonman They look outstanding, but are CPU only apps... I have yet to tackle .rar files. Thanks for the link though. I am considering downloading the Pinball game real bad, and just might mess with the rar. .rar is just like .zip 7-zip handles both files the same. Install 7-zip and just "right-click" on the files and extract it to its own folder. Literally "2" clicks of the mouse, and you have your nice little normal folder... 7-zip is a great utility. Also check out Winrar. Its my go to archiving program.
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/26 20:49:48
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Thanks boys, and also think this is the tip of the iceberg with harnessing our GPU's. Strap in, could be a wild ride. Demanding little puppy!! Love it! I can't go near max settings and run 1920x1200 (Making it full screen), without a major performance hit. I can run fine at 1920x1200 with med settings.
post edited by Talonman - 2009/12/26 21:15:03
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justin_43
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Re:New OpenCL Ray Tracing App...
2009/12/26 22:24:03
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Thanks so much talonman! You have made some great contributions to this forum. I really love all these different programs/benchmarks that stress my GPU. I would love nothing more than perfect balance between all of the components of my system.
post edited by jethc9 - 2009/12/27 16:00:28
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/26 22:30:13
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No problem!! I love testing these little apps out...
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justin_43
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Re:New OpenCL Ray Tracing App...
2009/12/26 23:03:15
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Raytracing is really so beautiful. Hopefully GF100 or I guess I hope that maybe GF200/HD6000 is powerful enough to show us what raytracing is really about.
post edited by jethc9 - 2009/12/27 15:57:16
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chumbucket843
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Re:New OpenCL Ray Tracing App...
2009/12/27 08:36:07
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Talonman That's why the second time was a charm... On the Sample rate, it does actually have 14883.7K... What is that actually? 14,883,700 samples a second? And I'm getting 1,157,100? Wowzer! (12.86 X slower) luv2increase Something interesting to note is that a single 5870 is getting 13x better performance that 1/2 of your GTX295 here. The 5870 is able to render a sample size of 14.883 MB every single second whereas you are able to render a sample size of 1.157 MB per second. Agree... Rather sick about it... but agree. Just for the record, we did get a second ATI guy report 0% CPU utilization, in the link at the bottom of the OP. here is a secret about gpgpu. you cant write a program and expect it to run fast on all cards. this was written on ATi openCL SDK and with an ATi card. when you write a gpgpu app its easy to make it run but to make it run fat is the hard part. in other words it runs well on ATi but crap on nvidia. its still really cool though!
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chumbucket843
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Re:New OpenCL Ray Tracing App...
2009/12/27 08:38:53
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no samples per pixel is not a 1.1KB/s. basically with this ray tracing method you are rendering the color for 1.1 milllion pixels per second. love 2 is rendering 15 million pixels per second. i forget how much data one rgba value has.
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/27 09:47:42
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Thanks for the info buddy.
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Via Sin Dios
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Re:New OpenCL Ray Tracing App...
2009/12/27 10:01:21
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chumbucket843 Talonman That's why the second time was a charm... On the Sample rate, it does actually have 14883.7K... What is that actually? 14,883,700 samples a second? And I'm getting 1,157,100? Wowzer! (12.86 X slower) luv2increase Something interesting to note is that a single 5870 is getting 13x better performance that 1/2 of your GTX295 here. The 5870 is able to render a sample size of 14.883 MB every single second whereas you are able to render a sample size of 1.157 MB per second. Agree... Rather sick about it... but agree. Just for the record, we did get a second ATI guy report 0% CPU utilization, in the link at the bottom of the OP. here is a secret about gpgpu. you cant write a program and expect it to run fast on all cards. this was written on ATi openCL SDK and with an ATi card. when you write a gpgpu app its easy to make it run but to make it run fat is the hard part. in other words it runs well on ATi but crap on nvidia. its still really cool though! its even more believable after luvs post about open cl and si sandra i want something thats vendor neutral so we can see who has the muscle in open cl
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/27 10:09:38
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Me too...
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/27 10:52:11
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Via Sin Dios its even more believable after luvs post about open cl and si sandra i want something thats vendor neutral so we can see who has the muscle in open cl Read my post in the other thread. Basically OpenCL is a standard, and all these programs are based upon OpenCL 1.0. The main dealbreaker in determining how well the architecture can handle parallel computing and the drivers brought out by the manufacturer. Granted, the way the program is designed can be tailored to a specific architecture and device (CPU vs GPU), but that is not the most important aspect in determing the performance. This is evident in the DirectCompute benchmark. The developer Pat made it blatantly clear that it is indeed a "VENDOR NEUTRAL" benchmarking application.
post edited by luv2increase - 2009/12/27 13:45:18
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/27 11:20:49
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At this point I am leaning toward either driver issue, or GPU hardware limitation issue meaning she is giving it all she's got. Still find it hard to believe though... On this app, it was indeed written on ATI OpenCL SDK, and using an ATI GPU so that is part of the performance equation on the one.
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chumbucket843
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Re:New OpenCL Ray Tracing App...
2009/12/27 12:25:36
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luv2increase Via Sin Dios chumbucket843 its even more believable after luvs post about open cl and si sandra i want something thats vendor neutral so we can see who has the muscle in open cl Read my post in the other thread. Basically OpenCL is a standard, and all these programs are based upon OpenCL 1.0. The main dealbreaker in determining how well the architecture can handle parallel computing and the drivers brought out by the manufacturer. Granted, the way the program is designed can be tailored to a specific architecture and device (CPU vs GPU), but that is not the most important aspect in determing the performance. This is evident in the DirectCompute benchmark. The developer Pat made it blatantly clear that it is indeed a "VENDOR NEUTRAL" benchmarking application. have you ever written a gpgpu program? just because the API does not support IHV exclusive optimizations like warps/wavefronts does not mean that a program will not favor one architecture over the other. most games have optimized codepaths too. just look at stalker. it uses non dx11 tessellation (before CoP) and nvidia cards are still faster than their ATi counterpart. ****? i never wrote that.
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/27 13:51:36
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chumbucket843 have you ever written a gpgpu program? just because the API does not support IHV exclusive optimizations like warps/wavefronts does not mean that a program will not favor one architecture over the other. most games have optimized codepaths too. just look at stalker. it uses non dx11 tessellation (before CoP) and nvidia cards are still faster than their ATi counterpart. ****? i never wrote that. I fixed the quote. Sorry. No one is arguing that code can favor one architecture over another. I wholeheartedly know for a fact that is true. Yes, certain games are coded to favor one architecture over another. Every single game that has the Nvidia - The Way Its Meant to Be Played logo at its startup was coded to be optimized for Nvidia cards. Those games will then favor Nvidia, and the benchmarks will show it. Take 3DMarkVantage for an example. That also is coded more so for Nvidia's architecture although they will deny it through their teeth. This really has to do with how well the companies are getting into bed with developers and how much moneyu it takes to pay off the developers to code the game so it performs better for their cards. Take Batman AA for an example. The developer actually had the audacity to disable AA when an ATI card was present. This is big thanks to Nvidia. This is really a cut-throat industry, period.
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/28 04:44:18
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http://www.hpcwire.com/fe...8625442.html?viewAll=y An insight from a compiler writers perspective on OpenCL. For Luv and Chum: "So, are OpenCL programs going to be performance portable or not? Sadly, not. An OpenCL kernel is a low-level representation of the work to be done on the accelerator or GPU itself. To optimize the performance, you must know and take advantage of device-specific information such as the optimal number of work-items in a work-group, the amount of local memory and perhaps the number of banks, and trade-offs between parallelism and efficiency. An optimized kernel for one device may or may not perform well on another, but is unlikely to be optimal for that second device. This is not a condemnation of OpenCL, or even a failure of the language. It was intended and designed to be a low-level, high-performance, close-to-the-metal, efficient programming interface, borrowing phrases. The intent is apparently that OpenCL will support an ecosystem of tools, middleware and applications, not to be the portable parallel abstraction. Even though the kernels are not performance portable, even if you have to tune your kernels for each device, the ability to write your kernels for different devices in the same language is a great leap forward from where we are today." It isn't just about one vendor vs, another (like we see in games etc.). This is far more localized to the environment and target platform the app is being coded for (and, of course, on). Yes, OpenCL is an open standard and yes the apps should be portable. But to really achieve efficiency and performance (speaking of optimal performance of course) the host will play a rather large part. So, say a programmer at X institution is coding for an ATI cluster...of course he/she will code to that particular platform. Same goes for someone coding an app using the Nvidia SDK on an Nvidia cluster. Personally, I don't believe this will be because they are intentionally trying to undercut or somehow exclude another vendor (as is often alluded to when discussing games). It's just a local reality programmers will have to deal with due to the nature of the paradigm itself. This won't be limited to OpenCL btw. Direct Compute and obviously CUDA will have the same limitations imposed on the devs as well. Unless, of course, we start to see standardization of GPU technology (which as we all know ain't gonna happen anytime soon). Parallel programming is not easy. In fact, it's bloody effing difficult. OpenCL, CUDA, Direct Compute, Stream...whatever....certainly are terrific tools an offer up a whole new level of powerful tools in a much more accessible manner but they aren't going to be 100% performance portable no matter how hard a developer tries to achieve this lofty goal. As the writer mentions, the ability to port the apps between hosts is indeed terrific regardless. It's a good read and certainly worth your time to have a look through if you are interested in this topic.
"BSD is what you get when a bunch of Unix hackers sit down to try to port a Unix system to the PC. Linux is what you get when a bunch of PC hackers sit down and try to write a Unix system for the PC."
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merc.man87
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Re:New OpenCL Ray Tracing App...
2009/12/28 04:55:16
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This loos really nice, i am sure Nvidia will have a driver update that will allow some better performance out of their cards.
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/28 05:53:23
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For giggles, I'm going to compile that app with the Nvidia SDK under Linux sometime soon (when I have a chance) just to see what (if any) differences might show up. Could take me a while...knee deep in all sorts of stuff atm. When I'm done, I'll post results.
"BSD is what you get when a bunch of Unix hackers sit down to try to port a Unix system to the PC. Linux is what you get when a bunch of PC hackers sit down and try to write a Unix system for the PC."
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/28 07:00:44
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fredbsd For giggles, I'm going to compile that app with the Nvidia SDK under Linux sometime soon (when I have a chance) just to see what (if any) differences might show up. Could take me a while...knee deep in all sorts of stuff atm. When I'm done, I'll post results. That would be truly great if you could do that!!! Looking forward to it...
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/28 11:17:29
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I had time to install driver, SDK, etc. Haven't had time to configure it all. The Linux binary distributed w/ that program did not work. I'll look into later. It's probably something simple.
"BSD is what you get when a bunch of Unix hackers sit down to try to port a Unix system to the PC. Linux is what you get when a bunch of PC hackers sit down and try to write a Unix system for the PC."
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/28 11:23:44
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fredbsd I had time to install driver, SDK, etc. Haven't had time to configure it all. The Linux binary distributed w/ that program did not work. I'll look into later. It's probably something simple. Thanks! Keep us updated on how it goes.
HEATWARE - Intel Core i7 920 @ 4.1Ghz 24/7 * Have x5650 Xeon 6c/12t want to install!!! - Corsair Dominator 12GB - EVGA x58 Classified 760 - MSI GTX 960 - MegaRAID 9260-8i Raid Card - 4 x Samsung 850 EVO 120GB in Raid-0 - 4 x Samsung EcoGreen 1.5TB - Thermaltake Toughpower 1200W - IKONIK Ra X10 SIM - Pioneer BD-RW - 46" Samsung LN46A630 1080p - Windows 10 Professional Build 10147
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