Nvidia: 是時候幹掉CUDA了

小弟今天在國外網站上看到一篇很有趣的文章,內文主要在討論3D運算程式語言的未來走向
裡面以Nvidia的CUDA為主題,聊到了OpenCL 1.0 與 CUDA之間的戰爭,由於CUDA是Nivdia的專利技術,而該技術又必須使用自家的GPU,相較於開放式架構的OpenCL起來,似乎不太受歡迎
你覺得這些遊戲開發者們,會喜歡用要授權金的CUDA,而開發出來的遊戲還必須使用他們的GPU跟硬體,其他的電腦全都不能用....還是會喜歡使用免費而且寫出來的遊戲是全世界的電腦都可以玩的的OpenCL??
看來答案已經呼之欲出了~

可是Nvidia真的會幹掉CUDA嗎XD??這答案只能靠時間來證明了~

以下是原文內容,前三段都是前情提要,第四段開始才是主軸

http://www.maximumpc.com/article/columns/nvidia_it%E2%80%99s_time_kill_cuda

Like many of you, the first real 3D accelerator I owned was a 3dfx Voodoo card. This was way back in 1995. DirectX and Direct3D had yet to be released to the public, and OpenGL was only used for CAD and scientific rendering apps. In those primordial times, if a game developer wanted to harness the awesome rendering power of the Voodoo hardware, he had to write his game with Glide, 3dfx’s own application programming interface (API). This was all before the open standards movement became a powerful force in development circles, and Glide offered 3dfx a major competitive advantage: If a gamer wanted to see all the kick-ass 3D effects that Glide enabled, he had to play the game on 3dfx hardware—lest he suffer Glideless, in a depressing, busted-up world of jaggy, unfiltered textures.

The 3dfx/Glide domination ended when id Software and other game developers started releasing titles that used the OpenGL API, which wasn’t dependent on 3dfx hardware (but worked with 3dfx chips through a Glide translation layer). OpenGL opened the door for other 3D chip companies to build competitive products, and thus ATI, S3, Matrox, and Nvidia entered the fray with hardware of their own.

With every new OpenGL or DirectX game released, Glide slowly transitioned from an advantage to a liability for 3dfx. As competitors like Nvidia embraced new technology and embarked on a period of incredibly rapid improvements, 3dfx remained tied to its Glide past, and, as a result, was slow to embrace new rendering enhancements, such as 32-bit color and antialiasing. Ultimately, this contributed to 3dfx’s demise, and embracing open standards allowed Nvidia and ATI to flourish.

Why are we talking about this today? Because Nvidia stands at a crossroads, with two closed, proprietary APIs that have mainstream potential: the general-purpose computing CUDA API, and the PhysX physics-acceleration API, which sits on top of CUDA. These are both promising technologies, but only owners of Nvidia hardware can harness their power. Meanwhile, there are two emerging open standards that mirror what Nvidia is doing with its proprietary development. One is OpenCL 1.0, and the other is a general-purpose GPU computing API, which Microsoft will include in DirectX 11. There are a relatively small number of consumer applications that use CUDA, PhysX, or OpenCL right now, but the possible applications for the tech are endless—grossly simplified, these APIs let graphics chips perform CPU-like functions. The question Nvidia needs to be asking is simple: Will developers write their general-purpose GPU computing apps using a proprietary API that works on only a subset of PCs—those stuffed with Nvidia hardware—or will they use an open API that will work on every PC on the market?

Nvidia’s path is clear: It needs to stop trying to convince us that closed APIs are good, and instead embrace OpenCL and Microsoft’s yet-to-be-named solution. It needs to port PhysX to run on one of the open APIs, then use PhysX as a platform to advertise the kind of power that Nvidia delivers (with the recipients of all this messaging being ATI diehards and anyone considering the forthcoming Larrabee GPU from Intel).

By focusing on what its always done well—building kick-ass hardware—instead of force-feeding us closed APIs, Nvidia will thrive. As for CUDA? It’s served its purpose, but its time has passed. It’s time to kill CUDA.
2009-01-22 11:08 發佈
文章關鍵字 NVIDIA cuda
azai2008 wrote:
小弟今天在國外網站上...(恕刪)



恩……這個........
不知道大大能不能稍微翻譯一下
造福廣大的鄉民
謝謝謝謝

這麼大篇的英文,好像在看論文一樣
ming0721 wrote:
恩……這個........(恕刪)

開板大已經把內文大意寫在上面了~
前三段的內容都在介紹3D程式的開發語言演進過程
azai2008 wrote:
你覺得這些遊戲開發者們,會喜歡用要授權金的CUDA,而開發出來的遊戲還必須使用他們的GPU跟硬體


這段話小弟覺得有討論的空間,
在我的認知裡,廠商使用CUDA是不需支付權利金的. 為什麼? 因為NV要推廣這項技術....
所以會免費開放給廠商使用CUDA開發,
況且下載安裝CUDA SDK時也沒有看見需要支付權利金的訊息...

另外....
使用CUDA開發出來的軟體一定只能用NV的GPU?? 這點也有待商榷!
就算使用ATI GPU也是可以跑的,只是或許效能沒有比使用CUDA來的好!
舉例來說..Adobe PhotoShop CS4 支援CUDA...但是如果你用ATI GPU也是可以跑不是嗎?
只是有NV GPU可以跑CUDA會更好 但不是一定需要的!
Albert33 wrote:
支援CUDA...但是如果你用ATI GPU也是可以跑不是嗎?...(恕刪)


大大的意思是說即使是用ATI的GPU也可以跑使用CUDA技術的軟體?
例如TMPGenc 4.0 Xpress & Photoshop CS4

那我要下載CUDA來玩看看了
Albert33 wrote:
這段話小弟覺得有討論...(恕刪)

CUDA開發出來的軟體一定只能用NV的GPU這我到覺得沒錯

遊戲支援cuda是特效,遊戲本身用任何晶片都能玩沒錯
不過要用支援cuda的晶片,才能跑出cuda的特效,這才是NV的賣點
不然他獨佔cuda就沒義意了

Adobe PhotoShop CS4 支援CUDA,應該是說用cuda可以更有效率的運算之類的
所以別的晶片一樣能用,只是效能會比用cuda來的差一截

就像dx10的遊戲在dx9跑,畫面會有差道理應該是差不多的

AMD的3DNOW!!的語法也不相容intel
軟体都是相通的,只是效果會不一樣

我覺得CUDA有發展性,像F@D能有效的運用gpu
軟体方面,支援CUDA算是有加乘效果
不過遊戲方面,通用的語法還是會佔大宗吧
除非是綁標的遊戲



inizuo wrote:
大大的意思是說即使是...(恕刪)


TMP不知道耶, 不過Adobe是說Radeon系列有支援 (X1000系列, HD 2~4000都支援)
http://www.adobe.com/products/aftereffects/opengl.html
哈維爾俱樂部的文章...不意外...
專打煙霧彈...

有興趣的可以看看超能網寫的
OpenCL 1.0标准发布,CUDA如虎添翼

其中有說明了CUDA和OpenCL的關係...

简单的说,OpenCL只是一个API,一个编程接口,它是对CUDA架构的有益补充,实际上OpenCL是利用CUDA驱动程序堆栈来在NVIDIA GPU上实现高性能计算,OpenCL标准的出台,CUDA更是如虎添翼。

  目前NVIDIA CUDA的用户超过了25000名,应用程序数量超过100个,应用范围也日趋广泛,相反AMD Stream加速的实际应用暂时是凤毛麟角。OpenCL有助于拓展GPU的功能及市场,难怪NVIDIA和AMD都会积极参与到其中。


CUDA 不會死, 就像 OpenGL 與 DirectX 一樣.
當 OpenGL 推出 HLSL 時, nVidia 的 CG 也還是活的好好的,
原因不在乎是顯示卡的進步很快, 當有新的技術時, 不可能乾等那個決策超沒效率的 OpenXX 制訂新的 API.
所以 nVidia 的 CG 與 CUDA 都是該公司的新技術應用與指標,

你可以想像 當 DirectX 12 出現後, OpenGL 4.0 要多久才會制定好嗎?
慢慢等吧...

ATI Fans 別誤導別人.
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