Blog Archives

Tags ANR, native_app_glue, TADP

by Andrew Edelsten, posted Jun 07 2013

Recently, as we have been testing applications and games for NVIDIA SHIELD, we have found that a seemingly minor issue in Google’s native_app_glue source code (and thus in NVIDIA’s TADP samples based on this code) is actually a serious issue on next-gen Android platforms.

Read more

Tags CUDA, Debugging, DirectX, Kepler, Nsight, OpenGL, Visual Studio

by Eric Foo, posted May 13 2013

The NVIDIA Developer Tools team is proud to announce the final release of NVIDIA® Nsight™ Development Platform, Visual Studio Edition 3.0, an application development platform for heterogeneous systems. This new release officially supports OpenGL frame debugging and profiling, GLSL GPU shader debugging, local single GPU shader debugging, the new Kepler™ GK110 architecture found in Tesla® K20 & GeForce GTX TITAN, and CUDA® 5.0.

Read more

Tags competition, tegra, Toradex

by Andrew Edelsten, posted May 06 2013

We come today to let you know about a wonderful competition that our good friends at Toradex are running. It's called the Toradex Design Challenge and is open for students and other individuals at education and research institutions. It's an ongoing competition with an annual prize pool of $100,000 so if you're still in school or are planning a return to university, fear not!  

Read more

by David Weller, posted Mar 28 2013

We know that GDC is a hectic time, and there is a lot of competition for your time when it comes to the many sessions at GDC. I'd like to suggest you hang out with us tomorrow in our sponsored sessions in the West Hall, Room 2002, as we have one of the best lineups we've had in years. Lets look at the lineup and you'll see why. 10am-11am: NVIDIA® Nsight™ Visual Studio Edition 3.0 - Catzilla Engine Development in DirectX 11 and OpenGL 4.2

Read more

by Andrew Edelsten, posted Mar 22 2013

When we were first putting together Android applications for Project SHIELD, we learned a few important lessons about Android Manifests. Our early attempts at smooth deployments were sometimes slowed down by small errors in manifests, so we’d like to share here what we think are essential to giving your users a happy experience on Project SHIELD, as well as other Android platforms.

Read more