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Well it looks awesome, we all are just fooling around with this stuff :-)

If you did want to increase performance, you could try to use OpenGL for rendering but write your actual sim in CUDA C++.

The whole interop API is listed here: https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART_...

Essentially it wouldn't involve any host/memory transfer, all would be processed on GPU.

Then you could limit your rendering thread to 60fps while running the CUDA kernel non-stop.

I haven't actually tested this out though because I had 2 GPUs for the sims above, and the beefy one running the sim was on TCC instead of WDDM mode (no attached display allowable.) [1] So I had the universe state buffer transferred to host memory, and then to the 2nd GPU for rendering to attached display.

I am not sure of the speed gains TCC vs WDDM really provides, but Nvidia says it makes "some difference."

[1] https://docs.nvidia.com/gameworks/content/developertools/des...




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