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  3. uhm, did you know that waypipe with ssh is fast enough to use blender remotely over wi-fi?

uhm, did you know that waypipe with ssh is fast enough to use blender remotely over wi-fi?

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  • mntmn@mastodon.socialM mntmn@mastodon.social

    uhm, did you know that waypipe with ssh is fast enough to use blender remotely over wi-fi? what? this works much better/faster than x11 forwarding ever did

    perry@mk.absturztau.beP This user is from outside of this forum
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    schrieb zuletzt editiert von
    #14

    @mntmn@mastodon.social I tried using it to run Blender remotely over Wireguard from my home computer once. However, the lag was a bit too much to use. Tried experimenting with compression but that didn't seem to change anything, so maybe the problem wasn't bandwidth?

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    • uecker@mastodon.socialU uecker@mastodon.social

      @tauon @mntmn It could be though, if toolkits cared enough to use it efficiently, otherwise you could use something such as xpra which I guess is similar to waypipe. But that we are back to such solutions instead of having a proper remote protocol is a bit sad.

      dotstdy@mastodon.socialD This user is from outside of this forum
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      #15

      @uecker @tauon @mntmn for applications like blender there's neither a toolkit, nor any good way to handle forwarding that isn't streaming.

      tauon@possum.cityT 1 Antwort Letzte Antwort
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      • dotstdy@mastodon.socialD dotstdy@mastodon.social

        @uecker @tauon @mntmn for applications like blender there's neither a toolkit, nor any good way to handle forwarding that isn't streaming.

        tauon@possum.cityT This user is from outside of this forum
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        schrieb zuletzt editiert von
        #16

        @dotstdy@mastodon.social @uecker@mastodon.social @mntmn@mastodon.social can't you just forward the opengl instructions? presumably the computer has a gpu too

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        • tauon@possum.cityT tauon@possum.city

          @dotstdy@mastodon.social @uecker@mastodon.social @mntmn@mastodon.social can't you just forward the opengl instructions? presumably the computer has a gpu too

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          #17

          @dotstdy@mastodon.social @uecker@mastodon.social @mntmn@mastodon.social actually then you'd run into the same problem sending the textures over the network too wouldn't you

          uecker@mastodon.socialU 1 Antwort Letzte Antwort
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          • tauon@possum.cityT tauon@possum.city

            @dotstdy@mastodon.social @uecker@mastodon.social @mntmn@mastodon.social actually then you'd run into the same problem sending the textures over the network too wouldn't you

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            #18

            @tauon @mntmn @dotstdy Both could work just fine with X in theory. The GLX extension - a long time in the past - could do remote 3D rendering, but pixel shuffling over X could also work fine. X is a very generic and flexible remote buffer handling protocol. The issues with ssh -X are mostly latency related because toolkits (and blender if not using a standard one then has one builtin) use it synchronously instead of asynchronously.

            dotstdy@mastodon.socialD 1 Antwort Letzte Antwort
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            • uecker@mastodon.socialU uecker@mastodon.social

              @tauon @mntmn @dotstdy Both could work just fine with X in theory. The GLX extension - a long time in the past - could do remote 3D rendering, but pixel shuffling over X could also work fine. X is a very generic and flexible remote buffer handling protocol. The issues with ssh -X are mostly latency related because toolkits (and blender if not using a standard one then has one builtin) use it synchronously instead of asynchronously.

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              #19

              @uecker @tauon @mntmn remote rendering for a program which is heavily reliant on the GPU like blender is the exact opposite of why you'd want remoting though. (Plus none of those virtualization things really work so well in the modern day, it's not gl1.1 anymore, the model just doesn't fit)

              dotstdy@mastodon.socialD uecker@mastodon.socialU 2 Antworten Letzte Antwort
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              • dotstdy@mastodon.socialD dotstdy@mastodon.social

                @uecker @tauon @mntmn remote rendering for a program which is heavily reliant on the GPU like blender is the exact opposite of why you'd want remoting though. (Plus none of those virtualization things really work so well in the modern day, it's not gl1.1 anymore, the model just doesn't fit)

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                #20

                @uecker @tauon @mntmn it's not really obvious with the default scene, but a 3d program like blender requires a pretty hefty GPU to run the UI (see also any CAD tool, or a game)

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                • dotstdy@mastodon.socialD dotstdy@mastodon.social

                  @uecker @tauon @mntmn remote rendering for a program which is heavily reliant on the GPU like blender is the exact opposite of why you'd want remoting though. (Plus none of those virtualization things really work so well in the modern day, it's not gl1.1 anymore, the model just doesn't fit)

                  uecker@mastodon.socialU This user is from outside of this forum
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                  schrieb zuletzt editiert von
                  #21

                  @dotstdy @tauon @mntmn This depends on where the strong GPU is, but as I said, pixel pushing should work also with X. I use medical image viewer over X, the image content updated very quickly. What is slow is the GTK part because it is implemented badly.

                  uecker@mastodon.socialU 1 Antwort Letzte Antwort
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                  • uecker@mastodon.socialU uecker@mastodon.social

                    @dotstdy @tauon @mntmn This depends on where the strong GPU is, but as I said, pixel pushing should work also with X. I use medical image viewer over X, the image content updated very quickly. What is slow is the GTK part because it is implemented badly.

                    uecker@mastodon.socialU This user is from outside of this forum
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                    schrieb zuletzt editiert von
                    #22

                    @dotstdy @tauon @mntmn But I think even for many 3D applications that render locally, a remote rendering protocol is actually the right thing, because for all intents and purposes a discrete GPU is *not* local to the CPU and whether you stream the commands via PCI or the network is not so different. In fact, Wayland is also a designed for remote rendering in this sense just in a much more limited way.

                    dotstdy@mastodon.socialD 1 Antwort Letzte Antwort
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                    • uecker@mastodon.socialU uecker@mastodon.social

                      @dotstdy @tauon @mntmn But I think even for many 3D applications that render locally, a remote rendering protocol is actually the right thing, because for all intents and purposes a discrete GPU is *not* local to the CPU and whether you stream the commands via PCI or the network is not so different. In fact, Wayland is also a designed for remote rendering in this sense just in a much more limited way.

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                      schrieb zuletzt editiert von
                      #23

                      @uecker @tauon @mntmn Unfortunately that's really not how the GPU works at all in the present day, it made more sense back in OpenGL 1.1 when there were pretty straightforward sets of "commands" and limited amounts of data passing between the GPU and the CPU. Nowadays with things like bindless textures and gpu-driven rendering, and compute, practically every draw call can access practically all the data on the GPU, and the CPU can write arbitrary data directly to GPU VRAM at any time.

                      dotstdy@mastodon.socialD 1 Antwort Letzte Antwort
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                      • dotstdy@mastodon.socialD dotstdy@mastodon.social

                        @uecker @tauon @mntmn Unfortunately that's really not how the GPU works at all in the present day, it made more sense back in OpenGL 1.1 when there were pretty straightforward sets of "commands" and limited amounts of data passing between the GPU and the CPU. Nowadays with things like bindless textures and gpu-driven rendering, and compute, practically every draw call can access practically all the data on the GPU, and the CPU can write arbitrary data directly to GPU VRAM at any time.

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                        schrieb zuletzt editiert von
                        #24

                        @uecker @tauon @mntmn For very simple GPU programs you can make it work, but more advanced programs just do not work under a model with such restricted bandwidth between the GPU and the CPU. Plus, as was mentioned up-thread, you still need to somehow compress and decompress those textures online, which is itself a complex task. Plus you still need the GPU power on the thin client to render it. It's very much easier to render on the host, and then compress and transfer the whole framebuffer.

                        uecker@mastodon.socialU 2 Antworten Letzte Antwort
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                        • dotstdy@mastodon.socialD dotstdy@mastodon.social

                          @uecker @tauon @mntmn For very simple GPU programs you can make it work, but more advanced programs just do not work under a model with such restricted bandwidth between the GPU and the CPU. Plus, as was mentioned up-thread, you still need to somehow compress and decompress those textures online, which is itself a complex task. Plus you still need the GPU power on the thin client to render it. It's very much easier to render on the host, and then compress and transfer the whole framebuffer.

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                          schrieb zuletzt editiert von
                          #25

                          @dotstdy @tauon @mntmn I use GPUs for high-performance real-time imaging applications. So I think I know a little bit on how this works.

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                          • dotstdy@mastodon.socialD dotstdy@mastodon.social

                            @uecker @tauon @mntmn For very simple GPU programs you can make it work, but more advanced programs just do not work under a model with such restricted bandwidth between the GPU and the CPU. Plus, as was mentioned up-thread, you still need to somehow compress and decompress those textures online, which is itself a complex task. Plus you still need the GPU power on the thin client to render it. It's very much easier to render on the host, and then compress and transfer the whole framebuffer.

                            uecker@mastodon.socialU This user is from outside of this forum
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                            schrieb zuletzt editiert von
                            #26

                            @dotstdy @tauon @mntmn I use GPUs for high-performance computing. So I think I know a little bit on how this works.

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                            • uecker@mastodon.socialU uecker@mastodon.social

                              @dotstdy @tauon @mntmn I use GPUs for high-performance computing. So I think I know a little bit on how this works.

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                              #27

                              @uecker @tauon @mntmn me too, i make aaa video games 🙂

                              uecker@mastodon.socialU 1 Antwort Letzte Antwort
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                              • dotstdy@mastodon.socialD dotstdy@mastodon.social

                                @uecker @tauon @mntmn me too, i make aaa video games 🙂

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                                schrieb zuletzt editiert von
                                #28

                                @dotstdy @tauon @mntmn So you do not keep your game data in GPU memory?

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                                • uecker@mastodon.socialU uecker@mastodon.social

                                  @dotstdy @tauon @mntmn So you do not keep your game data in GPU memory?

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                                  #29

                                  @uecker @tauon @mntmn we keep gigabytes of constantly changing data in GPU memory. so yes, but unless you want to stream 10GB of data before you render your first frame, then no. (obviously blender is less extreme here, but cad applications still deal with tremendous amounts of geometry, to say nothing of the online interactive path tracing and whatnot)

                                  dotstdy@mastodon.socialD uecker@mastodon.socialU 2 Antworten Letzte Antwort
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                                  • dotstdy@mastodon.socialD dotstdy@mastodon.social

                                    @uecker @tauon @mntmn we keep gigabytes of constantly changing data in GPU memory. so yes, but unless you want to stream 10GB of data before you render your first frame, then no. (obviously blender is less extreme here, but cad applications still deal with tremendous amounts of geometry, to say nothing of the online interactive path tracing and whatnot)

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                                    schrieb zuletzt editiert von
                                    #30

                                    @uecker @tauon @mntmn The PCIe bus lets us move hundreds of megabytes of data between VRAM and RAM every frame. And so we do that. Our engine also relies on CPU read-back of the downsampled depth buffer from the previous frame, so that's a non-starter, however that's not something you'd run into outside of games, probably.

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                                    • dotstdy@mastodon.socialD dotstdy@mastodon.social

                                      @uecker @tauon @mntmn we keep gigabytes of constantly changing data in GPU memory. so yes, but unless you want to stream 10GB of data before you render your first frame, then no. (obviously blender is less extreme here, but cad applications still deal with tremendous amounts of geometry, to say nothing of the online interactive path tracing and whatnot)

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                                      schrieb zuletzt editiert von
                                      #31

                                      @dotstdy @tauon @mntmn We found it critically important to treat the GPU as "remote" in the sense that we keep all hot data on the GPU, keep the GPU processing pipelines full, and hide latency of data transfer for the GPU. I am sure it is similar for you. But I can see that in gaming you may want to render closer to the CPU than to the screen. But this does not seem to change the fact that GPU is "remote", or?

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                                      • dotstdy@mastodon.socialD dotstdy@mastodon.social

                                        @uecker @tauon @mntmn The PCIe bus lets us move hundreds of megabytes of data between VRAM and RAM every frame. And so we do that. Our engine also relies on CPU read-back of the downsampled depth buffer from the previous frame, so that's a non-starter, however that's not something you'd run into outside of games, probably.

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                                        #32

                                        @uecker @tauon @mntmn But like I hinted at before, there's also just issues like applications which just map all the GPU memory into the CPU address space and write it whenever they like (with their own internal synchronization of course). That's *really* hard to deal with, even for tools which trace GPU commands straight to disk. Doing it transparently over the internet is really really really hard.

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                                        • uecker@mastodon.socialU uecker@mastodon.social

                                          @dotstdy @tauon @mntmn We found it critically important to treat the GPU as "remote" in the sense that we keep all hot data on the GPU, keep the GPU processing pipelines full, and hide latency of data transfer for the GPU. I am sure it is similar for you. But I can see that in gaming you may want to render closer to the CPU than to the screen. But this does not seem to change the fact that GPU is "remote", or?

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                                          #33

                                          @uecker @tauon @mntmn Similar, but likely at a narrower scale of latency tolerance. The issue is just the bandwidth v.s. the size of the working set, the GPU is remote (well, unless it's integrated) but PCIe 4 bandwidth is ~300 times greater than you get with a dedicated gigabit link. and vaguely ~15000 times greater than what you might have used to stream a compressed video.

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