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Author Topic: SGMiner on XBOX One  (Read 2661 times)
generalheed
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February 16, 2018, 06:51:45 PM
Last edit: February 16, 2018, 07:16:56 PM by generalheed
 #61

Hey all, I know there's a TurtleCoin Xbox One miner in the works, but in the meantime, I've already been working on my own Monero CPU miner for the Xbox One. In it's current state, it's basically a UWP app written in HTML and JS, using CoinHive for mining. Originally I tried mining with CoinHive in the Xbox One Edge browser, but that proved to be wholly inefficient. I'm hoping that as a UWP app, it should run more natively than through the browser, unless I've totally misunderstood how JS in UWP works. But anyways, it's still CPU only and probably won't ever be as efficient as a pure native miner. That being said, if anyone wants to use it or try it out on their Xbox One's, let me know. It still needs a bit more work and I haven't fully tested it yet for the Xbox at the time of writing, but hopefully I'll be able to get an open source Xbox Miner out there for people to use until better miners are available.

When my Xbox Mining software is closer to being ready for distribution, I'll start a new thread for it. But for now, just gonna leave info about it here.
supracoinman
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February 16, 2018, 07:37:20 PM
 #62

Hey all, I know there's a TurtleCoin Xbox One miner in the works, but in the meantime, I've already been working on my own Monero CPU miner for the Xbox One. In it's current state, it's basically a UWP app written in HTML and JS, using CoinHive for mining. Originally I tried mining with CoinHive in the Xbox One Edge browser, but that proved to be wholly inefficient. I'm hoping that as a UWP app, it should run more natively than through the browser, unless I've totally misunderstood how JS in UWP works. But anyways, it's still CPU only and probably won't ever be as efficient as a pure native miner. That being said, if anyone wants to use it or try it out on their Xbox One's, let me know. It still needs a bit more work and I haven't fully tested it yet for the Xbox at the time of writing, but hopefully I'll be able to get an open source Xbox Miner out there for people to use until better miners are available.

When my Xbox Mining software is closer to being ready for distribution, I'll start a new thread for it. But for now, just gonna leave info about it here.

You don't allow PMs so I'll just ask my questions here. What hardware access do you have when developing on the X1? Do you have 100% GPU/CPU access or is it still limited? I am very much interested in devving on ths.
generalheed
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February 16, 2018, 08:54:35 PM
 #63

Hey all, I know there's a TurtleCoin Xbox One miner in the works, but in the meantime, I've already been working on my own Monero CPU miner for the Xbox One. In it's current state, it's basically a UWP app written in HTML and JS, using CoinHive for mining. Originally I tried mining with CoinHive in the Xbox One Edge browser, but that proved to be wholly inefficient. I'm hoping that as a UWP app, it should run more natively than through the browser, unless I've totally misunderstood how JS in UWP works. But anyways, it's still CPU only and probably won't ever be as efficient as a pure native miner. That being said, if anyone wants to use it or try it out on their Xbox One's, let me know. It still needs a bit more work and I haven't fully tested it yet for the Xbox at the time of writing, but hopefully I'll be able to get an open source Xbox Miner out there for people to use until better miners are available.

When my Xbox Mining software is closer to being ready for distribution, I'll start a new thread for it. But for now, just gonna leave info about it here.

You don't allow PMs so I'll just ask my questions here. What hardware access do you have when developing on the X1? Do you have 100% GPU/CPU access or is it still limited? I am very much interested in devving on ths.

Ah I just fixed it. It seems by default people with the Newbie rank can't message people of higher ranks. You should be able to PM me now if you want. Anyways, to answer your question, with the recent October SDK update for Windows 10 and the Xbox One, regardless of whether you are developing a UWP or Game Engine app, you now have access to a full 6 cores of the Xbox One, 5 GB of RAM (supposedly more for the Xbox One X), and 100% access to the GPU. Although the app I'm working on is UWP, it's still using JavaScript which might not match the efficiency of a pure native UWP app and since I have yet to test my app on my Xbox One yet, I can't say how well it will perform, especially because it's CPU only for the moment. But theoretically the Xbox One CPU when using a full optimized native CPU miner can probably get around 100+ hashes a second. And theoretically, the GPU on the Xbox One X can probably hit around 900 h/s. So combined, the Xbox One X might possibly be able to mine at over 1 Kh/s.

As I mentioned in a previous post, my JS method of mining is inefficient and the best ways would be to either write a native DirectX UWP app to do GPU mining or use a game engine like Unity or Unreal Engine and write a mining app using compute shaders for the GPU mining. But I have no experience with DirectX or writing shaders so for now the JS UWP app is the best I can do. I'll let everyone here know what kind of hashrates my app can pull off when I test it. Feel free to ask me more questions if you want! I very much enjoy discussing this as well as the prospects of mining on an Xbox One. And of course for Xbox fans, if Xbox mining can be very lucrative, miners will snatch it all up since graphics cards are so expensive now, and very quickly, the Xbox One will outsell the PS4 haha.
cryptosize
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February 16, 2018, 10:25:07 PM
Last edit: February 17, 2018, 12:29:00 PM by cryptosize
 #64

Hey all, I know there's a TurtleCoin Xbox One miner in the works, but in the meantime, I've already been working on my own Monero CPU miner for the Xbox One. In it's current state, it's basically a UWP app written in HTML and JS, using CoinHive for mining. Originally I tried mining with CoinHive in the Xbox One Edge browser, but that proved to be wholly inefficient. I'm hoping that as a UWP app, it should run more natively than through the browser, unless I've totally misunderstood how JS in UWP works. But anyways, it's still CPU only and probably won't ever be as efficient as a pure native miner. That being said, if anyone wants to use it or try it out on their Xbox One's, let me know. It still needs a bit more work and I haven't fully tested it yet for the Xbox at the time of writing, but hopefully I'll be able to get an open source Xbox Miner out there for people to use until better miners are available.

When my Xbox Mining software is closer to being ready for distribution, I'll start a new thread for it. But for now, just gonna leave info about it here.

You don't allow PMs so I'll just ask my questions here. What hardware access do you have when developing on the X1? Do you have 100% GPU/CPU access or is it still limited? I am very much interested in devving on ths.

Ah I just fixed it. It seems by default people with the Newbie rank can't message people of higher ranks. You should be able to PM me now if you want. Anyways, to answer your question, with the recent October SDK update for Windows 10 and the Xbox One, regardless of whether you are developing a UWP or Game Engine app, you now have access to a full 6 cores of the Xbox One, 5 GB of RAM (supposedly more for the Xbox One X), and 100% access to the GPU. Although the app I'm working on is UWP, it's still using JavaScript which might not match the efficiency of a pure native UWP app and since I have yet to test my app on my Xbox One yet, I can't say how well it will perform, especially because it's CPU only for the moment. But theoretically the Xbox One CPU when using a full optimized native CPU miner can probably get around 100+ hashes a second. And theoretically, the GPU on the Xbox One X can probably hit around 900 h/s. So combined, the Xbox One X might possibly be able to mine at over 1 Kh/s.

As I mentioned in a previous post, my JS method of mining is inefficient and the best ways would be to either write a native DirectX UWP app to do GPU mining or use a game engine like Unity or Unreal Engine and write a mining app using compute shaders for the GPU mining. But I have no experience with DirectX or writing shaders so for now the JS UWP app is the best I can do. I'll let everyone here know what kind of hashrates my app can pull off when I test it. Feel free to ask me more questions if you want! I very much enjoy discussing this as well as the prospects of mining on an Xbox One. And of course for Xbox fans, if Xbox mining can be very lucrative, miners will snatch it all up since graphics cards are so expensive now, and very quickly, the Xbox One will outsell the PS4 haha.
Good luck on your endeavor! Hopefully this will attract more people on Xbox One and who knows, we may find someone with DX12 shader knowledge to write a miner.... 1-2% mining fee x millions of consoles = huge profit. Wink

ps: Does the JS miner support multi-threading?
generalheed
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February 17, 2018, 04:40:33 AM
 #65

Hey all, I know there's a TurtleCoin Xbox One miner in the works, but in the meantime, I've already been working on my own Monero CPU miner for the Xbox One. In it's current state, it's basically a UWP app written in HTML and JS, using CoinHive for mining. Originally I tried mining with CoinHive in the Xbox One Edge browser, but that proved to be wholly inefficient. I'm hoping that as a UWP app, it should run more natively than through the browser, unless I've totally misunderstood how JS in UWP works. But anyways, it's still CPU only and probably won't ever be as efficient as a pure native miner. That being said, if anyone wants to use it or try it out on their Xbox One's, let me know. It still needs a bit more work and I haven't fully tested it yet for the Xbox at the time of writing, but hopefully I'll be able to get an open source Xbox Miner out there for people to use until better miners are available.

When my Xbox Mining software is closer to being ready for distribution, I'll start a new thread for it. But for now, just gonna leave info about it here.

You don't allow PMs so I'll just ask my questions here. What hardware access do you have when developing on the X1? Do you have 100% GPU/CPU access or is it still limited? I am very much interested in devving on ths.

Ah I just fixed it. It seems by default people with the Newbie rank can't message people of higher ranks. You should be able to PM me now if you want. Anyways, to answer your question, with the recent October SDK update for Windows 10 and the Xbox One, regardless of whether you are developing a UWP or Game Engine app, you now have access to a full 6 cores of the Xbox One, 5 GB of RAM (supposedly more for the Xbox One X), and 100% access to the GPU. Although the app I'm working on is UWP, it's still using JavaScript which might not match the efficiency of a pure native UWP app and since I have yet to test my app on my Xbox One yet, I can't say how well it will perform, especially because it's CPU only for the moment. But theoretically the Xbox One CPU when using a full optimized native CPU miner can probably get around 100+ hashes a second. And theoretically, the GPU on the Xbox One X can probably hit around 900 h/s. So combined, the Xbox One X might possibly be able to mine at over 1 Kh/s.

As I mentioned in a previous post, my JS method of mining is inefficient and the best ways would be to either write a native DirectX UWP app to do GPU mining or use a game engine like Unity or Unreal Engine and write a mining app using compute shaders for the GPU mining. But I have no experience with DirectX or writing shaders so for now the JS UWP app is the best I can do. I'll let everyone here know what kind of hashrates my app can pull off when I test it. Feel free to ask me more questions if you want! I very much enjoy discussing this as well as the prospects of mining on an Xbox One. And of course for Xbox fans, if Xbox mining can be very lucrative, miners will snatch it all up since graphics cards are so expensive now, and very quickly, the Xbox One will outsell the PS4 haha.
Good luck on your endeavor! Hopefully this will attract more people on Xbox One and who knows, we may find someone will DX12 shader knowledge to write a miner.... 1-2% mining fee x millions of consoles = huge profit. Wink

ps: Does the JS miner support multi-threading?

Well, I finally got it tested on an Xbox One... Unfortunately running the JS miner natively in a UWP app doesn't offer much performance improvements over mining in the browser. With the browser, the JS miner achieves about 11 H/s while in the native UWP app, it achieves around 15-16 H/s. It is multi-threaded but UWP apps can only use 6 of the Xbox One's cores. So you can set the app to use 6 threads and use max CPU power but it doesn't help too much. My guess is that the developers in that thread grossly overestimated the Xbox One's CPU performance because my numbers shouldn't be that far off from the full potential of the CPU.

So basically, CPU mining on the Xbox One really isn't that great. It's the GPU that will make it totally worth it though since I have no doubt the Xbox One X GPU can hit 800-900 h/s. In the meantime though, I'll see if there's anything I can do to further optimize my JS miner and maybe try submitting it to the store for anyone who just wants to play around with it or do some benchmarks.
cryptosize
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February 18, 2018, 12:51:26 PM
 #66

Update:

https://www.reddit.com/r/CryptoCurrency/comments/7vze1k/spoke_with_a_cryptocurrency_specialist_todayhe/dudpukd/
generalheed
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February 19, 2018, 06:31:48 AM
 #67


Hmm that's pretty interesting. I guess there are multiple people working on xbox mining at the same time. I'll still release my own UWP Xbox Miner since I feel it's a good start and we have no idea how soon any of these other miners will appear on the store or for sideloading.
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