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Use your 3d Card as a DSP farm


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Check it out.

 

Guy has his Geforce 7200 AGP computing a 1 second delay line in a VST. Uses almost no CPU juice doing it either (since the delay is running off of the graphics card).

 

Incredibly cool!

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https://forum.watmm.com/topic/15859-use-your-3d-card-as-a-dsp-farm/
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ps, the sorts of effects that are possible to do with this very easily that would be a pain in the ass on a cpu are great. If I understand correctly that he's basically feeding audio in as textures for a pixel shader to fuxor with, then the amount of stuff you can do with texture manipulation stuff would be insane. Something as simple as realtime pitch-shifting with interpolation literally requires 1 line of HLSL code.

1 possible problem is that graphics cards manufacturers have had little incentive to follow IEEE standards for floating point accuracy in those matrix multipliers. close enough really is close enough for shading and lighting, etc.

 

Still, works great so far!

  ten fingers ten toes said:
1 possible problem is that graphics cards manufacturers have had little incentive to follow IEEE standards for floating point accuracy in those matrix multipliers. close enough really is close enough for shading and lighting, etc.

 

Still, works great so far!

and is close enough for dsp also. part of the appeal of old analogue synths is that they were 'close enough' but not perfect.

Erm, well, the 'floating point' on Analog equipment is pretty accurate seeing as how its the variations in voltage that are tracked. The floating point calcs used in these algorhithms are trying to express what happens when voltage does its thing, and thus, the more accurate the better. Inaccuracies would only exagerate the digital effect.

sounds like a bit of a HARD DENORMAL DADDY omg

 

if so, sweeeeeet

  On 5/7/2013 at 11:06 PM, ambermonk said:

I know IDM can be extreme

  On 6/3/2017 at 11:50 PM, ladalaika said:

this sounds like an airplane landing on a minefield

  ten fingers ten toes said:
Erm, well, the 'floating point' on Analog equipment is pretty accurate seeing as how its the variations in voltage that are tracked. The floating point calcs used in these algorhithms are trying to express what happens when voltage does its thing, and thus, the more accurate the better. Inaccuracies would only exagerate the digital effect.

I wasn't saying that it would sound Analog. I'm saying that the fuckups with analog stuff caused analog to have a distinct unique sound that people work so hard to get. Digital sounds good to me, because in 30 years people will be nostalgic for old shit FL studio synths running off of inaccurate GPUs instead of TB303s.

Guest Dr. Elemeno von Hat X: PhD

it'd probably just sound like a shitty bitcrusher effect. nothing to write home about.

 

there's probably some sort of maths/coding voodoo magick that allows you to get the accuracy you want by using two ops instead of one or something. someone'll figure it out eventually.

Edited by Dr. Elemeno von Hat X: PhD
  Dr. Elemeno von Hat X: PhD said:
it'd probably just sound like a shitty bitcrusher effect. nothing to write home about.

maybe.

 

  Dr. Elemeno von Hat X: PhD said:
there's probably some sort of maths/coding voodoo magick that allows you to get the accuracy you want by using two ops instead of one or something. someone'll figure it out eventually.

IIRC DirectX Shader Model 4.0 cards don't have this issue. The only SM4 card out right now is the Geforce 8000 series.

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