Tegra Perfhud ES 1.1 Quickstart Guide
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Nvidia Geforce 6 Series Specifications
NVIDIA GEFORCE 6 SERIES PRODUCT OVERVIEW DECEMBER 2004v06 NVIDIA GEFORCE 6 SERIES SPECIFICATIONS CINEFX 3.0 SHADING ARCHITECTURE ULTRASHADOW II TECHNOLOGY ADVANCED ENGINEERING • Vertex Shaders • Designed to enhance the performance of • Designed for PCI Express x16 ° Support for Microsoft DirectX 9.0 shadow-intensive games, like id Software’s • Support for AGP 8X including Fast Writes and Vertex Shader 3.0 Doom 3 sideband addressing Displacement mapping 3 • Designed for high-speed GDDR3 memory ° TURBOCACHE TECHNOLOGY Geometry instancing • Advanced thermal management and thermal ° • Shares the capacity and bandwidth of Infinite length vertex programs monitoring ° dedicated video memory and dynamically • Pixel Shaders available system memory for optimal system NVIDIA® DIGITAL VIBRANCE CONTROL™ Support for DirectX 9.0 Pixel Shader 3.0 ° performance (DVC) 3.0 Full pixel branching support ° • DVC color controls PC graphics such as photos, videos, and games require a Support for Multiple Render Targets (MRTs) PUREVIDEO TECHNOLOGY4 ° • DVC image sharpening controls ° Infinite length pixel programs • Adaptable programmable video processor lot of processing power. Without any help, the CPU • Next-Generation Texture Engine • High-definition MPEG-2 hardware acceleration OPERATING SYSTEMS ° Up to 16 textures per rendering pass • High-quality video scaling and filtering • Windows XP must handle all of the system and graphics ° Support for 16-bit floating point format • DVD and HDTV-ready MPEG-2 decoding up to • Windows ME and 32-bit floating point format 1920x1080i resolution • Windows 2000 processing which can result in decreased system ° Support for non-power of two textures • Display gamma correction • Windows 9X ° Support for sRGB texture format for • Microsoft® Video Mixing Renderer (VMR) • Linux performance. -
Release 65 Notes
ForceWare Graphics Drivers Release 65 Notes Version 66.81 Windows XP / 2000 Windows 98 / ME NVIDIA Corporation October 4, 2004 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, 3DFX, 3DFX INTERACTIVE, the 3dfx Logo, STB, STB Systems and Design, the STB Logo, the StarBox Logo, NVIDIA nForce, GeForce, NVIDIA Quadro, NVDVD, NVIDIA Personal Cinema, NVIDIA Soundstorm, Vanta, TNT2, TNT, RIVA, -
Release 85 Notes
ForceWare Graphics Drivers Release 85 Notes Version 88.61 For Windows Vista x86 and Windows Vista x64 NVIDIA Corporation May 2006 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, 3DFX, 3DFX INTERACTIVE, the 3dfx Logo, STB, STB Systems and Design, the STB Logo, the StarBox Logo, NVIDIA nForce, GeForce, NVIDIA Quadro, NVDVD, NVIDIA Personal Cinema, NVIDIA Soundstorm, Vanta, TNT2, TNT, -
Manycore GPU Architectures and Programming, Part 1
Lecture 19: Manycore GPU Architectures and Programming, Part 1 Concurrent and Mul=core Programming CSE 436/536, [email protected] www.secs.oakland.edu/~yan 1 Topics (Part 2) • Parallel architectures and hardware – Parallel computer architectures – Memory hierarchy and cache coherency • Manycore GPU architectures and programming – GPUs architectures – CUDA programming – Introduc?on to offloading model in OpenMP and OpenACC • Programming on large scale systems (Chapter 6) – MPI (point to point and collec=ves) – Introduc?on to PGAS languages, UPC and Chapel • Parallel algorithms (Chapter 8,9 &10) – Dense matrix, and sorng 2 Manycore GPU Architectures and Programming: Outline • Introduc?on – GPU architectures, GPGPUs, and CUDA • GPU Execuon model • CUDA Programming model • Working with Memory in CUDA – Global memory, shared and constant memory • Streams and concurrency • CUDA instruc?on intrinsic and library • Performance, profiling, debugging, and error handling • Direc?ve-based high-level programming model – OpenACC and OpenMP 3 Computer Graphics GPU: Graphics Processing Unit 4 Graphics Processing Unit (GPU) Image: h[p://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html 5 Graphics Processing Unit (GPU) • Enriching user visual experience • Delivering energy-efficient compung • Unlocking poten?als of complex apps • Enabling Deeper scien?fic discovery 6 What is GPU Today? • It is a processor op?mized for 2D/3D graphics, video, visual compu?ng, and display. • It is highly parallel, highly multhreaded mulprocessor op?mized for visual -
NVIDIA Previews Nforce4 SLI for Intel at Cebit 2005 11 March 2005
NVIDIA Previews nForce4 SLI for Intel at CeBIT 2005 11 March 2005 NVIDIA Corporation, a worldwide leader in -- New NVIDIA GeForce™ 6 Series GPUs – the graphics and digital media processors, today 512MB version of the performance leading announced the Company will preview its upcoming GeForce 6800 Ultra and the AGP version of the NVIDIA nForce4 core-logic solutions for Intel CPUs GeForce 6200. Since their introduction, the which includes support for NVIDIA SLI graphics GeForce 6 Series of top-to-bottom GPUs has won technology, at CeBIT 2005 in Hannover, Germany. over 500 editorial awards worldwide -- NVIDIA SLI™ technology, which allows users to combine the power of two graphics processing Following its keynote presentation at the Intel units (GPUs) in a single PC system for scalable Developer Forum in San Francisco earlier this graphics performance, enabling a new class of PCs month, NVIDIA will provide a sneak peek to called gaming supercomputers customers and the press at CeBIT, Europe’s -- NVIDIA GeForce 6200 GPUS with TurboCache™ largest computer trade fair, prior to the product’s technology, a new patent-pending hardware and official launch next month. software technology which allows a GPU to render directly to system memory leveraging the high The arrival of NVIDIA nForce4 technology to Intel transfer rate of PCI Express, instead of using local processor-based PCs will provide some exciting memory on the graphics card. new choices for our customers,” said Maurits -- NVIDIA nForce4 MCPs, the award-winning Tichelman, Director Sales and Distribution, NVIDIA core-logic solutions Reseller Channel Operations Europe Middle East -- Mobile PCI Express Module (MXM), which & Africa at Intel. -
Lecture: Manycore GPU Architectures and Programming, Part 1
Lecture: Manycore GPU Architectures and Programming, Part 1 CSCE 569 Parallel Computing Department of Computer Science and Engineering Yonghong Yan [email protected] https://passlab.github.io/CSCE569/ 1 Manycore GPU Architectures and Programming: Outline • Introduction – GPU architectures, GPGPUs, and CUDA • GPU Execution model • CUDA Programming model • Working with Memory in CUDA – Global memory, shared and constant memory • Streams and concurrency • CUDA instruction intrinsic and library • Performance, profiling, debugging, and error handling • Directive-based high-level programming model – OpenACC and OpenMP 2 Computer Graphics GPU: Graphics Processing Unit 3 Graphics Processing Unit (GPU) Image: http://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html 4 Graphics Processing Unit (GPU) • Enriching user visual experience • Delivering energy-efficient computing • Unlocking potentials of complex apps • Enabling Deeper scientific discovery 5 What is GPU Today? • It is a processor optimized for 2D/3D graphics, video, visual computing, and display. • It is highly parallel, highly multithreaded multiprocessor optimized for visual computing. • It provide real-time visual interaction with computed objects via graphics images, and video. • It serves as both a programmable graphics processor and a scalable parallel computing platform. – Heterogeneous systems: combine a GPU with a CPU • It is called as Many-core 6 Graphics Processing Units (GPUs): Brief History GPU Computing General-purpose computing on graphics processing units (GPGPUs) GPUs with programmable shading Nvidia GeForce GE 3 (2001) with programmable shading DirectX graphics API OpenGL graphics API Hardware-accelerated 3D graphics S3 graphics cards- single chip 2D accelerator Atari 8-bit computer IBM PC Professional Playstation text/graphics chip Graphics Controller card 1970 1980 1990 2000 2010 Source of information http://en.wikipedia.org/wiki/Graphics_Processing_Unit 7 NVIDIA Products • NVIDIA Corp. -
Release 70 Notes
ForceWare Graphics Drivers Release 70 Notes Version 71.89 For Windows XP / 2000 Windows XP Media Center Edition Windows 98 / ME Windows NT 4.0 NVIDIA Corporation April 14, 2005 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, the NVIDIA logo, 3DFX, 3DFX INTERACTIVE, the 3dfx Logo, STB, STB Systems and Design, the STB Logo, the StarBox Logo, NVIDIA nForce, GeForce, NVIDIA Quadro, NVDVD, NVIDIA Personal -
Why You Need the EVGA E-Geforce 6800 GS
Why You Need the EVGA e-GeForce 6800 GS GeForce 6800 GS Profile NVIDIA’s announcement of a new GPU product hailing from the now legendary GeForce 6 series adds new fire to the lineup in the form of the GeForce 6800 GS. This powerful cast now reads as GeForce 6800 Ultra, GeForce 6800 GT, GeForce 6800, GeForce 6800 LE AND GeForce 6800 GS. As we know, the GeForce 6 series takes a step back to the more powerful and newer GeForce 7 series released recently. So why did NVIDIA release a new GPU for an older product line? Is it simply a holiday season marketing push, or does the answer have something to do with rival ATI? ATI expanded the RADEON X800 series product line with two new VPU products – the RADEON X800 GT and RADEON X800 GTO - just prior to their announcement of the new RADEON X1000 series. The former is an 8 pixel pipe product, while the latter is built with 12 pipes. Both are targeted for the mid-range market. These new “GT” VPUs place a lot of pressure to NVIDIA’s GeForce 6600 GT (8 pixel pipes) and GeForce 6800 (12 pixel pipes) and forces the company to respond with a new product to meet the challenge head-on. Many of NVIDIA fans might prefer new GeForce 7 products for the mid-range market, but NVIDIA still needs time to prepare them. In fact, NVIDIA’s older but more mature GeForce 6600 or GeForce 6800 series products can be improved to provide enough power to compete with the RADEON X800 GT and GTO. -
INTEL's TOP CPU the Pentium 4 3.4Ghz Extreme Edition Intel
44> 7625274 81181 Chips and chipsets. They’re the heart of any computing system, and as usual, we have packed this issue of PC Modder with dozens of pos- sible processor and motherboard matchups. Our Case Studies will THE PARTS SHOP help you discover what sort of performance you can expect to 19 AMD’s Top CPU achieve when overclocking various chip and chipset combos. When The Athlon 64 FX53 you’re ready to crank up your own silicon, our Cool It articles will provide tips on keeping excess heat under control. And then when 20 Intel’s Top CPU it’s time to build the ultimate home for your motherboard, our Cut Pentium 4 3.4GHz Extreme Edition It section will give you some case ideas to drool over. Whether you’re a modding novice or master, you’ll find this issue is filled with all the 21 Grantsdale Grants Intel Users’ Wishes tips and tools you need to build faster and more beautiful PCs. New i915 Chipset Adds Many New Technologies 22 Special FX SiS Adds Support For AMD’s FIRST-TIMERS Athlon 64FX CPU 4 The Need For Speed 23 Chipset Entertainment Take Your CPU To Ultimate Heights VIA’s PM880 Chipset One Step At A Time Ready For Media PCs 8 Cutting Holes & Taking Names & HDTV Your First Case Mod 24 May The 12 Water For First-Timers Force Be Tips To Help Watercooling With You Newbies Take The Plunge NVIDIA’s nForce3 Chipset 16 Benchmark Basics A Primer On 25 Essential Overclocking Utilities Measuring Power Modding Is As Much About The Your PC’s Right Software As The Right Hardware Performance 31 Sizing Up Sockets How Your Processor Saddles Up 33 The Mad Modder’s Toolkit Minireviews, Meanderings & Musings Copyright 2004 by Sandhills Publishing Company. -
Evolution of Gpus.Pdf
Evolution of GPUs Chris Seitz PDF created with pdfFactory Pro trial version www.pdffactory.com Overview Concepts: Real-time rendering Hardware graphics pipeline Evolution of the PC hardware graphics pipeline: 1995-1998: Texture mapping and z-buffer 1998: Multitexturing 1999-2000: Transform and lighting 2001: Programmable vertex shader 2002-2003: Programmable pixel shader 2004: Shader model 3.0 and 64-bit color support ©2004 NVIDIA Corporation. All rights reserved. PDF created with pdfFactory Pro trial version www.pdffactory.com Real-Time Rendering Graphics hardware enables real-time rendering Real-time means display rate at more than 10 images per second 3D Scene = Image = Collection of Array of pixels 3D primitives (triangles, lines, points) ©2004 NVIDIA Corporation. All rights reserved. PDF created with pdfFactory Pro trial version www.pdffactory.com PC Architecture Motherboard CPU System Memory Bus Port (PCI, AGP, PCIe) Graphics Board Video Memory GPU ©2004 NVIDIA Corporation. All rights reserved. PDF created with pdfFactory Pro trial version www.pdffactory.com Hardware Graphics Pipeline Application 3D Geometry 2D Rasterization Pixels Stage Triangles Stage Triangles Stage For each For each triangle vertex: triangle: Transform Rasterize position: triangle 3D -> screen Interpolate Compute vertex attributes attributes Shade pixels Resolve visibility ©2004 NVIDIA Corporation. All rights reserved. PDF created with pdfFactory Pro trial version www.pdffactory.com Real-time Graphics 1997: RIVA 128 –3M Transistors ©2004 NVIDIA Corporation. All rights reserved. PDF created with pdfFactory Pro trial version www.pdffactory.com Real-time Graphics 2004: ©2004 NVIDIA Corporation. All rights reserved. UnRealEngine 3.0 Images Courtesy of Epic Games PDF created with pdfFactory Pro trial version www.pdffactory.com ‘95-‘98: Texture Mapping & Z-Buffer CPU GPU Application / Rasterization Stage Geometry Stage Raster Texture Rasterizer Operations Unit Unit 2D Triangles Bus (PCI) Frame 2D Triangles Textures Buffer Textures System Memory Video Memory ©2004 NVIDIA Corporation. -
Stony Brook University
SSStttooonnnyyy BBBrrrooooookkk UUUnnniiivvveeerrrsssiiitttyyy The official electronic file of this thesis or dissertation is maintained by the University Libraries on behalf of The Graduate School at Stony Brook University. ©©© AAAllllll RRRiiiggghhhtttsss RRReeessseeerrrvvveeeddd bbbyyy AAAuuuttthhhooorrr... Lattice Volume Rendering A Dissertation Presented by Feng Qiu to The Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Computer Science Stony Brook University December 2008 Copyright by Feng Qiu 2008 Stony Brook University The Graduate School Feng Qiu We, the dissertation committee for the above candidate for the Doctor of Philosophy degree, hereby recommend acceptance of this dissertation. Arie E. Kaufman, Dissertation Advisor Distinguished Professor, Computer Science Department Klaus Mueller, Chairperson of Defense Associate Professor, Computer Science Department Xianfeng David Gu Assistant Professor, Computer Science Department Torsten Moller,¨ External Committee Member Associate Professor, Computer Science Department, Simon Fraser University This dissertation is accepted by the Graduate School Lawrence Martin Dean of the Graduate School ii Abstract of the Dissertation Lattice Volume Rendering by Feng Qiu Doctor of Philosophy in Computer Science Stony Brook University 2008 Direct volume rendering renders volume datasets without intermediate surface rep- resentation. However, due to the large data size, high quality volume rendering is a challenging research problem. Researchers have proposed various volumetric light- ing models that consider no scattering, single scattering and multiple scattering. In practice, nearly all numerical solutions of graphics and visualization prob- lems assume a discretization of the simulation domain into a grid of cells or points. In most cases, the discretization is regular and generates a lattice. This work presents several new techniques and algorithms for rendering lattice volumes. -
BFG Geforce 7800 GT OC Highlights
BFG GeForce 7800 GT OC Highlights A bit about the GeForce 7800 GT At the QUAKECON 2005 held in DALLAS, TX NVIDIA unleashed its second new GeForce 7 series product upon the world. Its name was the GeForce 7800 GT, and it is prepared to kick some. Just 2 months prior to the unveiling of the GeForce 7800 GT, NVIDIA had treated fans to the release of the GeForce 7800 GTX, which is the first product to hail form the new GeForce 7 series to win the performance crown in the video card domain. At the same time, ATI’s next generation GPUs – the RADEON X1000 series - were still undergoing development back at the factory due to problems related to the new 90nm process. The most powerful model ATI could muster at that time was still the RADEON X850 XT PE, which was easy pickings for NVIDIA’s new flagship video card. With the absence of any real competition, the GeForce 7800 GTX’s astronomical price tag (official MSRP $599) was set too high for even some of the most enthusiastic of enthusiasts. The problem is, if only a few gamers are allowed to experience the new features and performance of the GeForce 7 series, the passion of most others wishing to own a GeForce 7 card would quickly fade. With that considered, a cheaper, but still high performance model was expected to appear shortly after the debut of the GeForce 7800 GTX. As we all know, that card has arrived, and it is dubbed the GeForce 7800 GT. GeForce 7800 GT Overview Though the GeForce 7800 GT is not the top model in the GeForce 7 series, its specifications still come in at well above any GeForce 6 series card.