How to Render With OpenGL on Tesla equiped Windows based host - windows

I used to think that Tesla will not support OpenGL API, but recently leanred that Tesla products also can be used on visualization via OpenGL.
I have a workstation, in which there are 2 Intel E5 CPUs, and 1 Tesla C2050. According to https://developer.nvidia.com/opengl-driver, Tesla C2050 should support at least OpenGL version 3.
Now, I'd like to run a render service program using OpenGL 3.3 on that workstation, but without success.
The following is what I tried.
If I login through RDP remote desktop, the supported OpenGL version is 1.1 due to the virtual graphics adapter. Here, I used tscon commond to reconnect to the pysical console. As a result, the RDP connection lost. When I reconnected, I saw all the windows resized to 800*600 and the detected OpenGL support was still 1.1.
If I login with a monitor pluged to some kind of "integrated graphics adapter", the supported OpenGL version is still 1.1, maybe because the program was started within the screen pluged to the basic adapter. BUt the Tesla GPU does not have a grpahics output port.
I wonder how should I config the host to enable the use of Tesla GPU for OpenGL based rendering.

I have solved this problem.
First, in fact the Tesla C2050 is dedicated video card and has one DVI display port.
What is more important is that, the BIOS on motherboard was set to start up on integrated GPU. Changing this config to PCI-E card solves the problem that unable to access Tesla card.
Next, about graphics API support.
The official driver on NVIDIA site is offering support for OpenGL 4.4.
And, the Tesla card can be used to render via OpenGL just as the same as Quadro or Geforce card. There's no notable difference and no special configuration is necessary.

Related

Android Emulator, graphical glitches on Windows 11

I have a Windows 11 machine, with a RTX 3050 graphics card. It's a Dell G15 laptop. I cannot find a (good) solution to the graphical glitches that appears on an Android Emulator.
The only "solution" I found was to change the hw.gpu.mode in the config.ini file from auto to guest. That fixes the glitches, but causes really bad performance issues and one app I developed with Flutter for my company straight up doesn't load. (loads when hw.gpu.mode=auto).
I'd appreciate if you can point me to the right direction to solving this. Let me know if you need any other details about my machine:
OS: Windows 11 Home Single Language [64-bit]
Kernel: 10.0.22000.0
CPU: 11th Gen Intel(R) Core(TM) i5-11260H # 2.60GHz
GPU: NVIDIA GeForce RTX 3050 Laptop GPU
Nvidia driver version: 516.94 (Downloaded the "Game ready driver" from GeForce Experience)
This problem is only on emulators with android 12+, personally i installed a device with android 11 and a second device with android13 for tests.
It seems like dedicated Nvidia GPU's are causing the problem. I have a 3060 laptop and I have the same issue and when I set it to guest it seems to work. My guess is that setting changes it from using the GPU to the CPU. I would recommend you try setting android studio to use integrated graphics instead of dedicated. Since I have a 8 core CPU compared to a 4 core CPU of yours, I'm guessing that's the reason I don't get as bad performance

Got Android Studio installation error

I am kinda new to Android Studio & stuff. So today, I was installing the Android Studio with the SDK Manager. All was going smooth until an error came up which says:
Unable to install Intel HAXM
Your CPU does not support required features (VT-x or SVM).
Unfortunately, your computer does not support hardware accelerated virtualization.
Here are some of your options:
Use a physical device for testing
Develop on a Windows/OSX computer with an Intel processor that
supports VT-x and NX
Develop on a Linux computer that supports VT-x or SVM
Use an Android Virtual Device based on an ARM system image (This
is 10x slower than hardware accelerated virtualization)
I've attached a pic of my system specs. Can someone please throw some light on this issue?
Thanks
It is because you had not intialize virtual technology in your device.You Need to go in BOOT Option before starting WINDOWS OS and enable VT-x from there>
The option of enabling Virtual technology is putted in different option depends on device manufacturer
Edit: Android Studio emulator won't run on Windows with an AMD processor. The error message is kind of misleading, as it suggests the problem is with your CPU. But it is within the troubleshoot message: "Windows/OSX computer with an Intel processor". Basicallly, that means it is not going to work properly in your current setup. Either try installing Linux and running Android Studio on that (which might come with its own issues), using a physical device for testing or use the slow ARM images.
You are using an AMD processor. SVM is AMD technology and VT-x is Intel technology. So you won't be able to get VT-x to run, but SVM might be possible.
As another poster had suggested, virtualization may have been disabled in the BIOS. There may be an option to enable virtualization. It does however seem to happen that virtualization is activated in the BIOS and Android-Studio does not recognize that. I have not figured out how to fix that either.
You could use the emulator with an ARM image, which will be very slow. Alternatively, you could use another emulator that is not integrated into Android-Studio.

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.

3D application fails to run on Intel i3-2120

I have a Virtual machine running Ubuntu on my windows7 PC. The machine has Intel i3-2120 processor. So I suppose it has support for OpenGL APIs as the processor has in-built Intel HD Graphics 2000 GPU.
I am using OpenGL ES 2.0 Emulator from ARM to build and run 3D application. I am new to OpenGL ES. I had built a cube application which comes with the example in Emulator itself just to test whether if the setup is ready to run 3D application.
The application does not run and it fails in compiling the shader in the below steps:
GL_CHECK(glCompileShader(*pShader));
GL_CHECK(glGetShaderiv(*pShader, GL_COMPILE_STATUS, &iStatus));
Is this issue somewhere related to hardware? Could someone please help in figuring out what is wrong here with the setup?
Thanks!!
If you don't have any errors in shader code, it should be due to virtualisation. Check if you have 3D acceleration support on you ubuntu.
Execute this in terminal: glxinfo | grep rendering
If you get "direct rendering: No", there is your problem. Check if your virtualisation application supports 3D acceleration and how to enable it.

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.

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