Blog

CUDA, Developer Tools, DirectX, GameWorks, Nsight Visual Studio Edition, OpenGL

by Eric Foo, posted Feb 18 2015

NVIDIA Nsight™ Visual Studio Edition 4.5 final is now available for download in the NVIDIA GameWorks Registered Developer Program. This release improves OpenGL 4.3 support, increases performance of graphics applications running in the Frame Debugger and Analysis Tracing, and includes support for CUDA 7.0 RC. Download Nsight Visual Studio Edition 4.5 To download, you must be a member of the NVIDIA GameWorks Registered Developer Program and signed into your account. To...

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GameWorks, OpenGL Development

by David Coombes, posted Feb 13 2015

glNext: The Future of High Performance Graphics (Presented by Valve) Date: Thursday, March 5, 10:00am - 11:00am Johan Andersson | Technical Fellow, Electronic Arts, Frostbite Engine Team Pierre-Loup Griffais | Developer, Valve Software John McDonald | Developer, Valve Software Niklas Smedberg | Senior Engine Programmer, Epic Games Dan Baker | Graphics Architect, Oxide Games Aras Pranckevicius | Graphics Architect, Unity Technologies Tom Olson | Chair of the Working Group,...

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GameWorks

by David Coombes, posted Feb 09 2015

NVIDIA has a packed agenda planned for GDC along with some big announcements. Whether you are a mobile, desktop or cloud based developer, we have something for you. We will have a large booth showing off the latest in gaming technologies and we will have lots of engineers available to talk on a wide range of topics. Check out our full GDC Schedule here! See you at the show! Advanced Visual Effects with DirectX 11...

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GameWorks, GameWorks Expert Developer

by Alex Dunn, posted Feb 04 2015

As part of our day-to-day at NVIDIA we’ve been helping a developer to integrate one of our GameWorks libraries into the Unity engine. The GameWorks library in question is HBAO+ and after a quick initial assessment we discovered that it would be possible to achieve this without; A) needing to modify the internals of the library itself and B) use the existing functionality available in Unity for creating graphics plugins. Both of these are great news, as it means the process is...

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GameWorks, GameWorks Expert Developer

by Holger Gruen, posted Jan 14 2015

Constant Buffers without Constant Pain Since the release of DirectX 10 ™ 3D programmers have had to deal with constant buffers as the way of passing parameter constants to GPU shaders. Changing shader constants became a whole lot more tricky, as sub-optimal updates to constant buffers could have a very severe impact on the performance of a game. Under DirectX 9 ™ approximately 80% of all command buffer traffic sent to the GPU was shader constant data. Smart game engines avoided...

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