问题描述
我不是3D或HPC专家,但我的任务是对可能的HPC应用程序的那些领域进行一些研究.阅读nVidia Quadro和Geforce卡之间的基准,比较和规格,看来对于类似的一代卡:
I'm not a 3D or HPC guy, but I've been tasked with doing some research into those fields for a possible HPC application. Reading benchmarks, comparisons and specs between nVidia Quadro and Geforce cards, it seems that for similar generation cards:
- Quadro是Geforce价格的2到3倍
- 明智的硬件,差异不是很大
- 在基准测试(3ds Max,Maya和其他一些基准)中,Quadro卡的性能要比Geforce卡好得多
有人知道哪些确切和精确的技术差异会导致这种更好的性能吗?由于硬件的规格相似,我的猜测(以及通常可以在网上阅读的内容)是所有这些都在驱动程序中.如果是这种情况,Quadro驱动程序可提供3ds Max和其他程序的程序员所利用的哪些功能?
Does anyone know what are the exact and precise technical differences that can cause such better performance? My speculation (and what can be generally read on the net), since the hardware is of similar specs, is that it's all in the drivers. If that's the case, what kind of functionality do the Quadro drivers offer that programmers of 3ds Max and other have taken advantage of?
当然,我对市场营销语言不感兴趣:更高的业务价值,以专业为导向,更好的支持,更好的质量保证等...
Of course, I'm not interested in marketing speak: higher business value, professional oriented, better support, better QA, etc...
推荐答案
区别在于视口线框渲染和双面多边形渲染,这在专业CAD/3D软件中非常常见,而在游戏中则不常见.
The difference is in view-port wire-frame rendering and double-sided polygon rendering, which is very common in professional CAD/3D software but not in games.
在单固定渲染管线(现在已经过时,但某些CAD软件正在使用它)中,渲染双面多边形和线框的区别几乎快了10到13倍:
The difference is almost 10x-13x faster in single-fixed rendering pipeline (now very obsolete but some CAD software using it) rendering double sided polygons and wireframes:
这就是入门级Quadro击败高端GeForce的方式.至少在使用固定调用(如glLightModel(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE))的单固定管道中.技巧是通过驱动程序优化完成的(它的单固定管道Direct3D或OpenGL无关紧要).确实,在某些GeForce卡上,某些固件/硬件黑客可以解锁这些功能.
Thats how entry level Quadro beats high-end GeForce. At least in the single-fixed pipeline using legacy calls like glLightModel(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE). The trick is done with driver optimization (does not matter if its single-fixed pipeline Direct3D or OpenGL). And its true that on some GeForce cards some firmware/hardware hacking can unlock the features.
如果使用着色器代码实现了双面,则GeForce必须渲染两次多边形,从而使Quadro的速度差异仅为2倍(在现实世界中较小).即使以现代方式实现,线框渲染在GeForce上仍然要慢得多.
If double sided is implemented using shader code, the GeForce has to render the polygon twice giving the Quadro only 2x the speed difference (it's less in real-world). The wireframe rendering remains much much slower on GeForce even if implemented in a modern way.
如今,GeForce卡每秒可以渲染数百万个多边形,绘制线条褪色的多边形可以产生100倍的速度差异,从而消除Quadro的优势.
Todays GeForce cards can render millions of polygons per second, drawing lines with faded polygons can result in 100x speed difference eliminating the Quadro benefit.
Quadro等效的GTX卡通常具有更好的时钟速度,在游戏中的性能提高2%-10%.
Quadro equivalent GTX cards have usually better clock speeds giving 2%-10% better performance in games.
所以总结一下:
Quadro统治了现在已修复的单固定旧式渲染管道(CAD使用过的管道),但是通过实施现代渲染方法,可以大大减少这种情况(在Maya的Viewport 2.0中几乎没有速度提升,它使用了GLSL效果-非常类似于游戏引擎).
The Quadro rules the single-fixed legacy now obsolete rendering pipeline (which CAD uses), but by implementing modern rendering methods this can be significantly reduced (virtually no speed gain in Maya's Viewport 2.0, it uses GLSL effects - very similar to game engine).
获得Quadro的其他原因是科学的双精度浮点计算,更好的保修以及显示器对专业人员的支持.
Other reasons to get Quadro are double precision float computations for science, better warranty and display's support for professionals.
就是这样,价格方面,Quadros或FirePro的价格被人为地高估了.
That's about it, price-vise the Quadros or FirePros are artificially overpriced.
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