1 |
Am 15.04.2012 16:22, schrieb Michael Mol: |
2 |
> On Sun, Apr 15, 2012 at 10:09 AM, Florian Philipp <lists@×××××××××××.net> wrote: |
3 |
>> Am 15.04.2012 15:18, schrieb Walter Dnes: |
4 |
>>> On Wed, Apr 11, 2012 at 06:30:02PM +0200, Volker Armin Hemmann wrote |
5 |
>>>> Am Mittwoch, 11. April 2012, 02:11:35 schrieb Walter Dnes: |
6 |
>>>>> |
7 |
>>>>> If it's PCIe, so be it. Actually, a post that prevents me wasting |
8 |
>>>>> money is helpful <G>. Would PCIe be significantly better on the same |
9 |
>>>>> CPU+GPU, or is it hype? |
10 |
>>>> |
11 |
>>>> a lot, lot lot lot better. No hype. |
12 |
>>> |
13 |
>>> I've done some looking, and I'm back with more questions. I've also |
14 |
>>> read the Nouveau-versus-NVIDIA thread. Questions... |
15 |
>>> |
16 |
>>> 1) Will PCIe 2.0 cards work in a PCIe 1.0 slot? I'm not expecting 2.0 |
17 |
>>> performance, I just want full backwards compatability. PCIe 1.0 cards |
18 |
>>> seem to be rare, and have to be ordered online, while I can pick up a |
19 |
>>> 2.0 card locally at a store. |
20 |
>>> |
21 |
>> |
22 |
>> PCIe-2.0 is fully downward compatible to 1.1 and 1.0. |
23 |
>> |
24 |
>>> 2) My main "torture test" will be HD fullscreen video. Will there be |
25 |
>>> major improvement in that? That's 2D. Forget 3D. |
26 |
>>> |
27 |
>> |
28 |
>> 2D video is still rendered using OpenGL if your video player supports it. |
29 |
> |
30 |
> I'm not aware of any video decoders using CUDA, OpenCL, or pixel |
31 |
> shaders for video decoding; AFAIK, unless you're using VDPAU you're |
32 |
> still using the CPU to render the video to a frame buffer. The most a |
33 |
> video player is going to use OpenGL for is stretching that frame |
34 |
> buffer to fit a window or screen, and possibly as a compositor to |
35 |
> place overlays like subtitles or playback control elements.. |
36 |
> |
37 |
|
38 |
Agreed. Decoding is still usually done in software but offloading |
39 |
scaling and YUV to RGB conversion helps none the less. Mplayer, for |
40 |
example, allows a lot of customization depending on the amount of |
41 |
texture units. With high resolution displays and slow CPUs, this can |
42 |
have surprisingly large effects. |
43 |
|
44 |
Regards, |
45 |
Florian Philipp |