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scott wrote:
>>> Erm yeh, Gelato is meant to be run on a Quadro card...
>>
>> Gelato? Or Gelato Pro?
>
> Both. Gelato and Gelato Pro were both designed to run on a Quadro
> card. If you try to run it on a non-Quadro card, it might work but it's
> certainly not going to be able to make use of all the GPU features a
> Quadro card has. I suspect it is using CPU emulation for the GPU
> features that are missing...
The information I was is that Gelato Pro *won't work* with a GeForce
card, but vanilla Gelato will. This suggests to me that they designed it
to work properly in that configuration.
[I'm no expert, but the nVidia document I saw seemed to suggest that the
Quadro cards are more geared to 2D optimisation than 3D. Not sure how
that would help here...]
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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> The information I was is that Gelato Pro *won't work* with a GeForce card,
> but vanilla Gelato will. This suggests to me that they designed it to work
> properly in that configuration.
Oh I'm sure it works properly, but whether it works as quickly on a GeForce
compared to a Quadro...
> [I'm no expert, but the nVidia document I saw seemed to suggest that the
> Quadro cards are more geared to 2D optimisation than 3D. Not sure how that
> would help here...]
You mean this document:
http://www.nvidia.com/object/quadro_geforce.html
Just looks to me like there is more flexibility built into the card, which
is exactly what you need when you're trying to off-load as much CPU work
onto the GPU as possible... (for example being able to have all pixel shader
IO in 32-bit per channel format looks useful from a general GPU programming
point of view)
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scott wrote:
>> [I'm no expert, but the nVidia document I saw seemed to suggest that
>> the Quadro cards are more geared to 2D optimisation than 3D. Not sure
>> how that would help here...]
>
> You mean this document:
>
> http://www.nvidia.com/object/quadro_geforce.html
>
> Just looks to me like there is more flexibility built into the card,
> which is exactly what you need when you're trying to off-load as much
> CPU work onto the GPU as possible... (for example being able to have all
> pixel shader IO in 32-bit per channel format looks useful from a general
> GPU programming point of view)
I was under the impression that in the GeForce 8 series they radically
redesigned the whole GPU to make GPGPU much more flexible with less
jumping through hoops. I'm not a super-expert in this direction though,
so maybe Quadro does offer something particular that the GeForce 8 is
lacking...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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