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Adds limitations on installation for DGX Spark #3602
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DGX Spark: details and limitations | ||
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The DGX spark is a stand-alone machine learning device with unique requirements and specifications due to it's specialized SBC nature. These details are... |
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Missing information. Please elaborate.
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I left this blank purposefully because I was told that we just needed the section, and not the information yet. I can write a general section for DGX spark, but I can't flesh out the details and limitations without either having some source information, or a working virtualization of the spark.
I'm sure we have a section for stull related to this somewhere! I just need to be pointed to it :)
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There are many ways to "tune" the performance of the simulation, but the way you choose largely defends on what you are trying to simulate. In general, the first place | ||
you will want to look for performance gains is with the `physics engine <https://docs.omniverse.nvidia.com/kit/docs/omni_physics/107.3/dev_guide/guides.html>`_. This is because | ||
specializing the engine to task will reduce the cost of something that must be called every newly rendered frame, so specializing the engine usually leads to large performance gains (in frame rate). |
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Complex weird sentence phrasing. Can you please simplify this? What does updating physics engine have to be rendered frame? Do you just want to say stepping the simulator in general?
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yes! I can rephrase this. What I want to express is that the physics engine is something that is invoked frequently within the sim, by definition. the best perf gains should come from optimizing the largest compute needs first, so the physics engine is a natural choice
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