#gpucompute — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gpucompute, aggregated by home.social.
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GPU Compute Futures Launching on ICE, Ornn Collaboration Promises Market Maturation
How will ICE and Ornn GPU compute futures affect AI costs? Learn how these new contracts help companies manage price changes for AI hardware starting in 2026.
#gpucompute, #iceexchange, #ornn, #aifinance, #techfutures
https://newsletter.tf/ice-ornn-gpu-compute-futures-launch-2026/
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ICE and Ornn are launching new futures contracts to track GPU prices. This is the first time compute power is being treated like a commodity, similar to oil or gold.
#gpucompute, #iceexchange, #ornn, #aifinance, #techfutures
https://newsletter.tf/ice-ornn-gpu-compute-futures-launch-2026/ -
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.
Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.
Learn more: https://www.khronos.org/blog/video-encoding-and-decoding-with-vulkan-compute-shaders-in-ffmpeg?utm_medium=social&utm_source=mastodon&utm_campaign=FFmpeg_Video&utm_content=blog
#Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG -
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.
Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.
Learn more: https://www.khronos.org/blog/video-encoding-and-decoding-with-vulkan-compute-shaders-in-ffmpeg?utm_medium=social&utm_source=mastodon&utm_campaign=FFmpeg_Video&utm_content=blog
#Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG -
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.
Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.
Learn more: https://www.khronos.org/blog/video-encoding-and-decoding-with-vulkan-compute-shaders-in-ffmpeg?utm_medium=social&utm_source=mastodon&utm_campaign=FFmpeg_Video&utm_content=blog
#Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG -
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.
Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.
Learn more: https://www.khronos.org/blog/video-encoding-and-decoding-with-vulkan-compute-shaders-in-ffmpeg?utm_medium=social&utm_source=mastodon&utm_campaign=FFmpeg_Video&utm_content=blog
#Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG -
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.
Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.
Learn more: https://www.khronos.org/blog/video-encoding-and-decoding-with-vulkan-compute-shaders-in-ffmpeg?utm_medium=social&utm_source=mastodon&utm_campaign=FFmpeg_Video&utm_content=blog
#Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG -
Vulkan question: when creating multiple pipelines with vkCreateComputePipelines which are all specializations of the same shader code with the same pipeline layout do drivers optimise this better than I could by just submitting each creation to a task on a separate thread?
I'm testing this right now on the hardware & platforms I have, but was wondering if others had wider experience with this.
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Vulkan question: when creating multiple pipelines with vkCreateComputePipelines which are all specializations of the same shader code with the same pipeline layout do drivers optimise this better than I could by just submitting each creation to a task on a separate thread?
I'm testing this right now on the hardware & platforms I have, but was wondering if others had wider experience with this.
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Vulkan question: when creating multiple pipelines with vkCreateComputePipelines which are all specializations of the same shader code with the same pipeline layout do drivers optimise this better than I could by just submitting each creation to a task on a separate thread?
I'm testing this right now on the hardware & platforms I have, but was wondering if others had wider experience with this.
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Vulkan question: when creating multiple pipelines with vkCreateComputePipelines which are all specializations of the same shader code with the same pipeline layout do drivers optimise this better than I could by just submitting each creation to a task on a separate thread?
I'm testing this right now on the hardware & platforms I have, but was wondering if others had wider experience with this.
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Vulkan question: when creating multiple pipelines with vkCreateComputePipelines which are all specializations of the same shader code with the same pipeline layout do drivers optimise this better than I could by just submitting each creation to a task on a separate thread?
I'm testing this right now on the hardware & platforms I have, but was wondering if others had wider experience with this.
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One thing I haven't been able to find out is if any optimization is happening when I pass in my wgsl code. Does it do constant folding, does it do load optimization, etc?
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One thing I haven't been able to find out is if any optimization is happening when I pass in my wgsl code. Does it do constant folding, does it do load optimization, etc?
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One thing I haven't been able to find out is if any optimization is happening when I pass in my wgsl code. Does it do constant folding, does it do load optimization, etc?
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One thing I haven't been able to find out is if any optimization is happening when I pass in my wgsl code. Does it do constant folding, does it do load optimization, etc?
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One thing I haven't been able to find out is if any optimization is happening when I pass in my wgsl code. Does it do constant folding, does it do load optimization, etc?
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In my playing around w/ WebGPU, I think I have a bilinear debayer function working that runs on the GPU.
As usual, the hole is deep when looking beyond the surface (e.g algorithms, optimizations).
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In my playing around w/ WebGPU, I think I have a bilinear debayer function working that runs on the GPU.
As usual, the hole is deep when looking beyond the surface (e.g algorithms, optimizations).
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In my playing around w/ WebGPU, I think I have a bilinear debayer function working that runs on the GPU.
As usual, the hole is deep when looking beyond the surface (e.g algorithms, optimizations).
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In my playing around w/ WebGPU, I think I have a bilinear debayer function working that runs on the GPU.
As usual, the hole is deep when looking beyond the surface (e.g algorithms, optimizations).
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In my playing around w/ WebGPU, I think I have a bilinear debayer function working that runs on the GPU.
As usual, the hole is deep when looking beyond the surface (e.g algorithms, optimizations).
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Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.
Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)
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Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.
Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)
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Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.
Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)
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Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.
Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)
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Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.
Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)
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As usual, getting something like GPU compute that's cross platform working is a message because everyone likes to do their own thing and reinvent the wheel.
I would like something that is [modern] macOS and FreeBSD compatible, but doesn't look like that's possible since Apple deprecated OpenCL.
(Also, could Apple have picked a less searchable term for their new GPU framework?)
It's again looking like the best way to be cross platform is to use JS+browser.
Or am I missing some library?
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As usual, getting something like GPU compute that's cross platform working is a message because everyone likes to do their own thing and reinvent the wheel.
I would like something that is [modern] macOS and FreeBSD compatible, but doesn't look like that's possible since Apple deprecated OpenCL.
(Also, could Apple have picked a less searchable term for their new GPU framework?)
It's again looking like the best way to be cross platform is to use JS+browser.
Or am I missing some library?
-
As usual, getting something like GPU compute that's cross platform working is a message because everyone likes to do their own thing and reinvent the wheel.
I would like something that is [modern] macOS and FreeBSD compatible, but doesn't look like that's possible since Apple deprecated OpenCL.
(Also, could Apple have picked a less searchable term for their new GPU framework?)
It's again looking like the best way to be cross platform is to use JS+browser.
Or am I missing some library?
-
As usual, getting something like GPU compute that's cross platform working is a message because everyone likes to do their own thing and reinvent the wheel.
I would like something that is [modern] macOS and FreeBSD compatible, but doesn't look like that's possible since Apple deprecated OpenCL.
(Also, could Apple have picked a less searchable term for their new GPU framework?)
It's again looking like the best way to be cross platform is to use JS+browser.
Or am I missing some library?
-
As usual, getting something like GPU compute that's cross platform working is a message because everyone likes to do their own thing and reinvent the wheel.
I would like something that is [modern] macOS and FreeBSD compatible, but doesn't look like that's possible since Apple deprecated OpenCL.
(Also, could Apple have picked a less searchable term for their new GPU framework?)
It's again looking like the best way to be cross platform is to use JS+browser.
Or am I missing some library?
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Disabling Intel Graphics Security Mitigation Boosts GPU Compute Performance 20%
https://www.phoronix.com/news/Disable-Intel-Gfx-Security-20p
#HackerNews #IntelGraphics #GPUCompute #PerformanceBoost #SecurityMitigation #TechNews
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Disabling Intel Graphics Security Mitigation Boosts GPU Compute Performance 20%
https://www.phoronix.com/news/Disable-Intel-Gfx-Security-20p
#HackerNews #IntelGraphics #GPUCompute #PerformanceBoost #SecurityMitigation #TechNews
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Disabling Intel Graphics Security Mitigation Boosts GPU Compute Performance 20%
https://www.phoronix.com/news/Disable-Intel-Gfx-Security-20p
#HackerNews #IntelGraphics #GPUCompute #PerformanceBoost #SecurityMitigation #TechNews
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Disabling Intel Graphics Security Mitigation Boosts GPU Compute Performance 20%
https://www.phoronix.com/news/Disable-Intel-Gfx-Security-20p
#HackerNews #IntelGraphics #GPUCompute #PerformanceBoost #SecurityMitigation #TechNews
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Disabling Intel Graphics Security Mitigation Boosts GPU Compute Performance 20%
https://www.phoronix.com/news/Disable-Intel-Gfx-Security-20p
#HackerNews #IntelGraphics #GPUCompute #PerformanceBoost #SecurityMitigation #TechNews
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oh Bhyve, why must you "(exit status 4)" whenever I need you most?! :bsdhead:
catastrophizing? not necessarily, but I did debug it for some hours, sufficiently short of spinning up a gdb host.
alas, latest 14.1-RELEASE and Bhyve is not interested in handling IRQs and passthru for one of the A4000 GPU in my workstation.
https://p.bsd-unix.net/?3f247ee56451edeb#4g15QSXkqfrbTkPd4NdE8hd9iejXZDPryvj45TsuUxL4
#FreeBSD #Bhyve #virtualization #patience #GPUcompute #GPU #HPC #ML #hardware #engineering #syseng
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oh Bhyve, why must you "(exit status 4)" whenever I need you most?! :bsdhead:
catastrophizing? not necessarily, but I did debug it for some hours, sufficiently short of spinning up a gdb host.
alas, latest 14.1-RELEASE and Bhyve is not interested in handling IRQs and passthru for one of the A4000 GPU in my workstation.
https://p.bsd-unix.net/?3f247ee56451edeb#4g15QSXkqfrbTkPd4NdE8hd9iejXZDPryvj45TsuUxL4
#FreeBSD #Bhyve #virtualization #patience #GPUcompute #GPU #HPC #ML #hardware #engineering #syseng