![]() |
|
|
|
|
|
||||||||||
|
| User list | Rules | You are not logged in.
Hi
During testing APG 3.0 Beta1, I've noticed a GPU issue. I'm using an NVIDIA EVGA GTX 670 Video Card with the latest 306.23 NVIDIA Drivers on 64bit Windows.
Looking at Settings > General > GPU Processing within APG I see the Reference Picture, but not the OpenGL version of the image.
I've just checked on APG 2.6.4 and see same result, no OpenGL image above the reference pic...
So I'm wondering whether this is a 'feature' of the new Nvidia drivers rather than an APG issue, and whether it means APG can't use the GPU for real work (with the current driver..). Anyone else seeing same problem..?
Best regards
David.
Offline
Hello,
In autopano, the GPU is mainly used for the realtime preview. The GPU test you refer to is a small test to see if the GPU can process the preview or not.
It is designed such that if the test fails, there is almost no chance that the realtime preview succeed. Nevertheless, we are a little disappointed because you graphics card is powerful enough to do get the job done. Did you make some tests with other GPU intensive software ? Could you try some diagnostics software such as glview to have an overview of the chipset capabilities ?
Anyway, there can be a chance of having the realtime preview working. Just enable the GPU in the autopano settings, and edit a panorama. If something is displayed, then it's ok to work with it.
Thanks,
Thomas
Online
I can confirm this with my nvidea GTX 260 - It worked until now allways (since 3.0alphas I did not chekc it...)
I get the reference image, but not the GPU... with 2.6.4 and with apg 3.0 beta1
test succeeds with 2.5 version
I've the GTX 260...
and I allways does have more or less crucial issues (general driver resets in windows 7 64bit - independant of using autopano or not....) with using the WHQL certified geforce drivers...
si I decided to take the lates Beta in July 212 (304.79) I've far less issues now! at the time I downloaded it it was the most recent available BETA.
so with 304.79 & GTX 260 the gpu test did succeed with the 2.6 apg (3.0 alpha I didnt test)
now with apg 3.0b1 I get also a "failed" check (see screenshot and with following info:
OGL Version: 3.3.0
Render: GeForce GTX 260/PCIe/SSE2
Vendor: NVIDIA Corporation
Shader Version: 3.30 NVIDIA via Cg compiler
MaxTextureSize: 8192
MaxTextureUnits: 4
MaxColorAttachement: 8
MaxRenderBufferSize: 8192
Extentions:
GL_ARB_ES2_compatibility
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_storage
GL_ARB_texture_swizzle
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT_Cg_shader
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_import_sync_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_texture_type_2_10_10_10_REV
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NV_ES1_1_compatibility
GL_NV_alpha_test
GL_NV_blend_minmax
GL_NV_blend_square
GL_NV_complex_primitives
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_explicit_multisample
GL_NV_fbo_color_attachments
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragdepth
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_buffer_load
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_lod_clamp
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_OES_compressed_paletted_texture
GL_OES_depth24
GL_OES_depth32
GL_OES_depth_texture
GL_OES_element_index_uint
GL_OES_fbo_render_mipmap
GL_OES_get_program_binary
GL_OES_mapbuffer
GL_OES_packed_depth_stencil
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_read_format
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_OES_texture_3D
GL_OES_texture_float
GL_OES_texture_float_linear
GL_OES_texture_half_float
GL_OES_texture_half_float_linear
GL_OES_texture_npot
GL_OES_vertex_array_object
GL_OES_vertex_half_float
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_controlLast edited by gkaefer (2012-09-18 12:02:21)
Offline
Hi Guys
Thanks for your comments. I've rolled back to version 301.42 of the NVIDIA drivers... Now APG 2.6.4 and 3.0b1 are happy, I can see the GPU generated reference image and see the GPU working when loading images and viewing the preview screen.
So if this is an issue on the GTX260 too, maybe NVIDIA have introduced an OpenGL problem in the newer drivers...
Best regards
David.
Offline
DJW wrote:
Hi Guys
Thanks for your comments. I've rolled back to version 301.42 of the NVIDIA drivers... Now APG 2.6.4 and 3.0b1 are happy, I can see the GPU generated reference image and see the GPU working when loading images and viewing the preview screen.
So if this is an issue on the GTX260 too, maybe NVIDIA have introduced an OpenGL problem in the newer drivers...
Best regards
David.
I can confirm this. After rollback to same 301.42 (WHQL) also my apg 3.0b1 does work with the GTX260 GPU...
Georg
Offline
Nvidea did yesterday release the WHQL certified driver recommended for Windows 8 - its version 306.97 WHQL
again the GPU check failed with this new driver for autopano 3.0 beta 1 on Windows 7 64bit
the nvidea driver 301.42 is the last one where the GPU test does succeed. This driver is valid for most nvidea cards, so as above reported I assume autopanos GPU test is failing for all nvidea cards with recent drivers since more than 6 months.
I also assume that when this test is failing than the gpu usage inside autopano 3.0 beta 1 will not work properly...
PS: test fails also if I activate compatbility mode
Georg
Last edited by gkaefer (2012-10-11 17:59:42)
Offline
Thanks Georg for reporting that.
We consider it as an issue for us, and we are going to see if we can still improve stability versus driver versions.
Regards,
Thomas
Online
Tip of the day for posting OpenGL log :
instead of using [quote] text [/quote]
, use [code] text [/code]
It does add a slider to the text so it prevents you to scroll a lot to go to the next answer.
Offline
Thanks to all for those valuable feedbacks.
I have just do some test on a GTX 285. As you mentionned, the GPU test succeed with the older drivers and fails with the newer ones.
Nevertheless, the pano preview and the editor behave well in both cases (the pano is rendered nicely) ! As there is no fallback mechanism, when gpu processing is enabled, either the pano is nicely rendered using gpu, either it will be badly displayed.
My conclusion on that is that the result of the GPU test is a hint but not a guarantee for the user on gpu capabilities.
From the results you gave us, and from this explanation, could you please all check what is the behavior of Autopano on your hardware in the editor, having enable gpu processing of course.
Thanks,
Thomas
Online
apg 3.0.0 beta 2 ... and with enabled GPU with my Nvidea GTX260 the GPU check "fails" again.
the preview button ... with a 150images pano in preivwe mode changing the level +10 to -10 within milliseconds...the result so I think it works...
Georg
Offline
I have upgraded my display card to a Nvidia GTX 670 (with 4GB memory
) and was a bit nervous about the driver issue discussed above.
There was no reason: I installed the latest driver (version 8.17.13.142) and the APG 3.0b2 render-test was OK out off the box.
leifs
Last edited by leifs (2012-10-19 16:32:25)
Offline
leifs wrote:
I have upgraded my display card to a Nvidia GTX 670 (with 4GB memory
) and was a bit nervous about the driver issue discussed above.
There was no reason: I installed the latest driver (version 8.17.13.142) and the APG 3.0b2 render-test was OK out off the box.
leifs
this driver is 6 months old.
I've the 9.18.13.697 / 2.10.2012 installed(306.97 Drivers)
and the newest available for your 670 is from 10.10.2012 (306.97 Drivers):
32bit: http://www.nvidia.com/object/win8-win7- … river.html
64bit: http://www.nvidia.com/object/win8-win7- … river.html
and these I suspect have the same issue. But I think only the GPU check itself is "broken", the preview and render does work fluent as with my old drivers (with the non broken GPU check). so I think its save to update to newest WHQL certified drivers...
Liebe Gruesse,
Georg
Last edited by gkaefer (2012-10-19 16:54:10)
Offline
I usually don't repair my computer if it's not broken. This time I did, just for the thrill ![]()
So now I have 9.18.13.697 too, and the APG render test fails. I hope it's the test that's broken, not the card/driver.
leifs
Offline
I did work on a 150 images pano and while deep zooming and than using the preview this calculation is done by GPU... in my case it was fast and worked well, so I really think its only the GPU check itself simulating some troubles... ;-)
Georg
Offline
Hi Leifs and Georg,
If you see your photographs in the editor and the gpu is activated, then it works! and therefore it is only the test that's failing. From our latest tests, it seems that the test was not compliant with the latest nVidia drivers. This issue will be solved in coming releases.
Regards,
Thomas
Online
Powered by PunBB
© Copyright 2002–2005 Rickard Andersson
|
CHOOSING KOLOR Why choose Kolor? Which solution to choose? Download a trial Where can I buy? Education |
SOFTWARE Autopano Pro Autopano Giga Panotour Panotour Pro XnView |
ACCESSORIES Training DVD Panobook PROJECTS Paris 26 Gigapixels Yosemite 17 Gigapixels |
COMMUNITY Forums YouTube channel Google+ |
COMPANY Blog About Kolor Resellers Contact Visit us |
PRESS Press center Press review TOOLS My account |
