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1 vote
1 answer
315 views

How can I control memory for command allocators and command queues in D3D12?

The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
Paul Ferris's user avatar
1 vote
1 answer
95 views

What objects do get loaded into GDDR?

I currently have a 4K monitor and want to buy a new graphics card. My choice would either be the RTX 2080 or the RTX 2080 Ti. Now I need to know which one I really need. The Ti variant has 12 GB of ...
Amon Bune's user avatar
2 votes
1 answer
129 views

Handling GPU resource management

I recently finished the base implementation of a DX12 rederer and I started to think in ways of improving the performance. I think that one problem that my implementation has, is memory fragmentation, ...
Nacho's user avatar
  • 110
4 votes
1 answer
2k views

Compute shaders: one-time-only versus persistent buffers

When using a Compute Shader, is it possible to keep a buffer in the GPU memory during the whole run-time duration of the application, so whenever the original Compute Shader or other Compute Shaders ...
Brianna Szvenska's user avatar
4 votes
1 answer
374 views

GDDR5 vs. DDR3 for learning GPU programming on a limited budget?

[Please (kindly) let me know if this is not the place for this question] I'm hoping to learn about GPU programming, but as a college student, I've a quite limited budget. I'm wondering whether I ...
Ben Sandeen's user avatar