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In computer science, stream processing (also known as event stream processing, data stream processing, or distributed stream processing) is a programming paradigm which views streams, or sequences of events in time, as the central input and output objects of computation.
Texture streaming is a means of using data streams for textures, where each texture is available in two or more different resolutions, as to determine which texture should be loaded into memory and used based on draw distance from the viewer and how much memory is available for textures. Texture streaming allows a rendering engine to use low ...
The Nvidia Hopper H100 GPU is implemented using the TSMC N4 process with 80 billion transistors. It consists of up to 144 streaming multiprocessors. [1] Due to the increased memory bandwidth provided by the SXM5 socket, the Nvidia Hopper H100 offers better performance when used in an SXM5 configuration than in the typical PCIe socket.
As of July 2017, the Graphics Core Next instruction set has seen five iterations. The differences between the first four generations are rather minimal, but the fifth-generation GCN architecture features heavily modified stream processors to improve performance and support the simultaneous processing of two lower-precision numbers in place of a single higher-precision number.
Painting of Blaise Pascal, eponym of architecture. Pascal is the codename for a GPU microarchitecture developed by Nvidia, as the successor to the Maxwell architecture. The architecture was first introduced in April 2016 with the release of the Tesla P100 (GP100) on April 5, 2016, and is primarily used in the GeForce 10 series, starting with the GeForce GTX 1080 and GTX 1070 (both using the ...
On June 9, 2022, AMD held their Financial Analyst Day where they presented a client GPU roadmap which contained mention of RDNA 3 coming in 2022 and RDNA 4 coming in 2024. [1]
Call of Duty: Modern Warfare 2 (2009) was released using the IW 4.0 engine, the only game to do so. The IW 4.0 engine featured texture streaming technology to create much higher environmental detail without sacrificing performance.
PVRTC (PowerVR Texture Compression) and PVRTC2 are a family of lossy, fixed-rate texture compression formats used in PowerVR's MBX (PVRTC only), SGX and Rogue technologies. The PVRTC algorithm is documented in Simon Fenney's paper " Texture Compression using Low-Frequency Signal Modulation " that was presented at Graphics Hardware 2003 .