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Thread: Number crunching using Single precision SSE regs

  1. #11
    Super Moderator Petr Schreiber's Avatar
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    Re: Number crunching using Single precision SSE regs

    Hi Charles,

    maybe, I had SSE in buffer 1 abd FPU in buffer 2, maybe it affects. I used 1000000 loops in ThinBasic, could be it.

    7600 is great card, I eNVy you But similarly to my GF6, it has "old" architecture. I think there are no stream processors included in our series of GeForce. CUDA runs on GF 8600, 8800 ... and higher I think.


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  2. #12
    thinBasic MVPs kryton9's Avatar
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    Re: Number crunching using Single precision SSE regs

    I was shocked, 7600 too old? That is a surprise for sure!
    Acer Notebook: Win 10 Home 64 Bit, Core i7-4702MQ @ 2.2Ghz, 12 GB RAM, nVidia GTX 760M and Intel HD 4600
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  3. #13
    Super Moderator Petr Schreiber's Avatar
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    Re: Number crunching using Single precision SSE regs

    GF8, 9 and 2xx use unified shader architecture, that means there is no vertex-only and pixel-only shader processing, there are general purpose hybrid shader "units" which can handle various tasks.


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  4. #14
    thinBasic MVPs kryton9's Avatar
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    Re: Number crunching using Single precision SSE regs

    It sure can get confusing with all this graphics stuff. Amazing how game companies seem to time releases well to use available technology at release time.
    Acer Notebook: Win 10 Home 64 Bit, Core i7-4702MQ @ 2.2Ghz, 12 GB RAM, nVidia GTX 760M and Intel HD 4600
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