Can deepstream sdk work on GTX Geforce nvidia graphic cards? - nvidia-deepstream

I have an old geforce GTX (960 M) graphic card , and i wanted to use the Deep-stream SDK , does it support older generation graphic cards ?

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Incorrect GL_VENDOR and GL_RENDERER in Chromium build

I'm building a Chromium project under macOS Catalina (10.15.7) following the instructions https://chromium.googlesource.com/chromium/src/+/master/docs/mac_build_instructions.md.
The compilation is successful, but the resulting binary has problems with hardware acceleration. Some pages are rendered by the browser with strange artifacts (black rectangles in different places of the web pages).
Output chrome://gpu
Driver vendor ANGLE
Driver version 2.1.14218
Pixel shader version 1.00
Vertex shader version 1.00
Max. MSAA samples 4
GL_VENDOR Google Inc.
GL_RENDER ANGLE (ATI Technologies Inc., AMD Radeon Pro 570 OpenGL Engine, OpenGL 4.1 core)
GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.14218 git hash: f9e59ad07855)
But the Chromium binary downloaded from here https://chromium.woolyss.com/ doesn't have these problems with page rendering and hardware acceleration.
Downloaded Chromium output chrome://gpu
Driver vendor ATI
Driver version 3.10.19
Pixel shader version 4.10
Vertex shader version 4.10
Max. MSAA samples 8
GL_VENDOR ATI Technologies Inc.
GL_RENDERER AMD Radeon Pro 570 OpenGL Engine
GL_VERSION 4.1 ATI-3.10.19
The versions of Chromium are absolutely identical. For some reason my build chooses ANGLE as GL_RENDERER instead of native ATI driver.
I use the following args.gn to build:
ffmpeg_branding="Chrome"
is_official_build=true
proprietary_codecs=true
is_component_build=false
enable_stripping=true
is_debug=false
enable_nacl=false
blink_symbol_level=0
strip_absolute_paths_from_debug_symbols=true
symbol_level=0
dcheck_always_on=false
enable_plugins=true
enable_pdf=true
If anyone has encountered a similar problem, which way to look to fix this?

What config needed for 75fps in WebGL application?

I want to make webgl application (using ThreeJS) for Oculus Rift DK2. DK2 need to get 75fps rendering output for the best view. But I have problem with it: one PC output 75fps, another - 60fps only.
My PC configs:
PC1 (outputs 75fps)
Intel Core i5
10Gb DDR3
GeForce GTX 650
Windows 10
Firefox Nighty with WebVR addon
PC2 (outputs 60fps)
Intel Core i7
16Gb DDR3
GeForce GTX 650
Windows 7
Firefox Nighty with WebVR addon
What affects to config PC2 that doesn't output 75fps?
Here are some suggestions:
Oculus runtime 0.8 (direct mode only)
Geforce drivers v.358.70-beta (as per the 0.8 runtime instructions)
Firefox Nightly w/ following flags (set via about:config)
dom.vr.enabled: true
gfx.vr.mirror-texture: true
layout.frame_rate: 75 (to match DK2 refresh)
https://mail.mozilla.org/pipermail/web-vr-discuss/2015-November/000929.html

Does Kinect for windows v2 work with Parallels?

Does Kinect for windows v2 work on mac pro using windows 8.1 that is running on top of Parallels?
Considering Kinects v2's minimum hardware requirements below (copied from this MSDN blogs), it is not possible for windows 8/8.1 running on top of Parallels to recognize and run Kinect v2. The latest version of parallels v10, as of the time of this answer, only supports DirectX 10 which is below the minimum requirement. I have tried it myself, but no success even with Parallels Gaming Mode. Moreover, in order for Kinect to be recognized you need the full USB 3.0 bandwidth.
Alternative solution as discussed inthis MSDN blog, is to use WindowsToGo or by installing Windows using boot camp.
Kinects v2 minimum required capabilities:
64 bit (x64) processor
4 GB Memory (or more)
I7 3.1Ghz (or higher)
Built-in USB 3.0 host controller (Intel or Renesas chipset).
If you’re adding USB 3.0 functionality to your existing PC through an adapter, please ensure that it is a Windows 8 compliant device and that it supports Gen-2. See the troubleshooting section of Getting Started for more information.
DX11 capable graphics adapter (see list of known good adapters below)
Intel HD 4400 integrated display adapter
ATI Radeon HD 5400 series
ATI Radeon HD 6570
ATI Radeon HD 7800 (256bit GDDR5 2GB/1000Mhz)
NVidia Quadro 600
NVidia GeForce GT 640
NVidia GeForce GTX 660
NVidia Quadro K1000M
A Kinect v2 sensor, which includes a power hub and USB cabling.

What do I need to do to get WebGL up and running on my Mac?

I've got a 2007 MacPro, 8GB RAM, 2 x NVIDIA GeForce 7300 GT (256 MB). I tried to look at a couple of Google's WebGL demos, for example this one but am unable to do so because
my system is not WebGL compatible.
I'm running Lion and the latest version of Chrome - what else do I need to do? Or is my 'bleeding-edge' workstation now a relic of the past?
You need a compatible browser, and half-way decent hardware. (Which you have)
See http://get.webgl.org for better instructions.
[EDIT!]
Actually, after looking through get.webgl.org a bit more, they explicitly state that your card is incompatible:
If you have the following graphics cards, WebGL is unsupported and is disabled by default:
Mac:
ATI Radeon HD2400
ATI Radeon 2600 series
ATI Radeon X1900
GeForce 7300 GT
This is probably because of driver bugs that they've found affect the stability of the browser. (Most vendors have lousy OpenGL support, even on systems like the Mac!)
You still may be able to force WebGL to enable through by navigating to about:flags in Chrome and seeing if it has an Enable WegGL option.

What graphics cards can I use for Windows 7 Phone development?

I downloaded the new SDK (7.1) for Windows Phone 7 development. When I try to run a Silverlight application I get a message telling me my graphics card isn't supported so the experience is downgraded. I can't run XNA programs at all.
I have a GeForce 6600 family card, which I thought would be good enough but I guess not. Can anyone tell me some graphics cards that are suitable that are also inexpensive and will support dual monitors at 1920*1280?
The Windows Phone Emulator requires a DirectX 10 or later graphics card with WDDM 1.1 driver. AFAIK the latest certified drivers (certainly for Windows 7) for the GeForce 6600 family of graphics cards fit these requirements, so you may just need to update your drivers.
Did you have the newest graphic card drivers installed? I can run XNA games (tested with a Windows phone) on a Intel onboard graphics (Intel HD3200 I think).
If the driver doesn't help choose from a current card or the previous generation. How much many do you want to spend?

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