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Long overdue. Please give CUDA some competition. It's always been possible to do general purpose compute in Vulkan, but the API was high-friction due to the sha
by the__alchemist 3y ago
Long overdue. Please give CUDA some competition. It's always been possible to do general purpose compute in Vulkan, but the API was high-friction due to the shader language, and the glue between shader and CPU. It sounds like Vcc is an attempt to address this.
- SubjectToChange 3y agoPlease give CUDA some competition. I doubt Vulkan, a low-level graphics API with compute shaders, could ever directly compete with CUDA, a pure play GPGPU API. Although it isn't hard to imagine situations in which Vulkan compute shaders are sufficient to replace and/or avoid CUDA.
- Const-me 3y ago> the API was high-friction due to the shader language, and the glue between shader and CPU Direct3D 11 compute shaders share these things with Vulkan, yet D3D11 is relatively easy to use. For example, see that library which implements ML-targeted compute shaders for C# with minimal friction: https://github.com/Const-me/Cgml https://github.com/Const-me/Cgml The backend implemented in C++ is rather simple, just binds resources and dispatches these shaders. I think the main usability issue with Vulkan is API design. Vulkan was only designed with AAA game engines in mind. The developers of these game engines have borderline unlimited budgets, and their requirements are very different from ordinary folks who want to leverage GPU hardware.
- pjmlp 3y agoOn top of that, while Vulkan has a fraction of OpenGL lifetime, it isn't shy of outpacing it in extensions spaghetti.