Slashdot is powered by your submissions, so send in your scoop

 



Forgot your password?
typodupeerror
×

Comment Whoa there. You're plainly wrong. (Score 1) 158

CUDA was released, supported by NVIDIA GPUs, in early 2007. The first OpenCL specification was not released until late 2008 (OpenCL has not been around for 4 years, as you claim). As for which is more popular, I'm afraid that you have this backwards too. The dominant market force for GPU computing is supercomputing. How many of the top 5 supercomputers used AMD GPUs? Zero. How many use NVIDIA GPUs? Three. And they're all using CUDA because it's more feature rich---it can do fancy things like direct memory copies between infiniband interconnects and GPU memory.

FYI: OpenCL on NVIDIA is implemented on top of CUDA, so you're still using CUDA if you're using OpenCL on NVIDIA.

Comment Poor software, not poor GPUs (Score 1) 158

Surprise, surprise, I have the feeling that most of you haven't actually read the article. The article is not arguing that GPUs are inherently flawed. Also, the article is not an NVIDIA-vs-AMD competition. Rather, the author tests software on each platform. It's the software that is bad, not the GPUs themselves. For instance, the NVIDIA GPU does quite well with Arcsoft and Xilisoft; this wouldn't be possible if GPUs were somehow broken for transcoding. After all, as others have pointed out here, floating point support is actually quite good on modern GPUs.

Still, poor software shouldn't come too much as a surprise. While CUDA and OpenCL certainly make GPU-based computing easier, it is still a relatively new technology that only a few programmers know how to use efficiently. I'm also not sure that the market pressure is there yet from consumers for efficient GPU-based applications (how many of them actually know what a GPU is?).

Comment We built a ~9.1 TFLOPS system for $10k last year. (Score 4, Interesting) 205

What does SLI give you in CUDA? The newer GeForce cards support direct GPU-to-GPU memory copies, assuming they are on the same PCIe bus (NUMA systems might have multiple PCIe buses).

My research group built this 12-core/8-GPU system last year for about $10k: http://tinyurl.com/7ecqjfj

The system has a theoretical peak ~9.1 TFLOPS, single precision (simultaneously maxing out all CPUs and GPUs). I wish the GPUs had more individual memory (~1.25GB each), but we would have quickly broken our budget had we gone for Tesla-grade cards.

Comment Geology Geeking: Carlsbad Caverns (Score 1) 363

If you are already going to be in New Mexico to see the Very Large Array, try to swing by the Carlsbad Caverns: http://www.nps.gov/cave/index.htm

Sure, it's not tech-oriented, but I'm sure you can get your geology geeking on. It's not often one is in the area (BFE New Mexico), so take the opportunity. The caverns are not to be missed!

Comment What CPU? (Score 1) 76

It took a custom CPU to knock out the Tianhe (GPU-based) supercomputer. Did IBM plan to use an existing POWER chip, or were they trying to develop a new Cell-like (or other boutique) processor? IBM keeps saying that the future of Cell isn't dead. I wonder if NCSA thought they'd get more bang for their buck with a GPU-based solution?

XBox (Games)

Xbox Live Indie Games Struggle For Profitability 117

An article at the Opposable Thumbs blog examines the Xbox Live Indie Games economy, finding that developers are having trouble making enough money to justify continued work with the platform. Quoting: "If you want to publish a console video game, there's no easier route than the Xbox Live Indie Games program. But while it's relatively easy to get your game on the service, it's hard to get it noticed. There's a lot of junk on XBLIG, so much so that a group of developers banded together at the end of last year to promote quality indie titles. There have been success stories—like the recently released FortressCraft, which managed to sell 16,000 units on the day of release—but they're not exactly common. So with virtually no promotion, and with average earnings of just $3,800 per title, why do developers continue to create games for the platform? ...virtually all of the developers we spoke to are considering moving on from the platform. But all seem to view their experience as valuable, which in the end is part of the point of XBLIG: it's a place where virtually anyone can make a game that can be played on a console. Devs just need to know what they're getting into."

Slashdot Top Deals

Our business in life is not to succeed but to continue to fail in high spirits. -- Robert Louis Stevenson

Working...