NVIDIA GameWorks Blog

GameWorks, GameWorks Expert Developer

by Evan Hart, posted May 04 2015

Continuing along from my previous two posts in the series, this post talks about how constant buffers offer a way to avoid pitfalls that you can encounter with structured buffers. As a developer you should consider why you are using a structured buffer. If the buffer fits in the restricted 64 KB of a constant buffer, then using a constant buffer may be a good choice. This applies doubly when the code is using a coherent access pattern like I described in the last post. Coherent constant...

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GameWorks, GameWorks Expert Developer

by Evan Hart, posted Apr 30 2015

In a recent post, we discussed a simple pothole that developers can often hit in the use of structured buffers. This post dives into a much more subtle issue where shader structure impacts the efficiency of processing structured buffers. Developers can benefit substantially in performance by giving some attention to the subject of redundancy in structured buffer processing. It is quite common to see code like the following. The code certainly isn’t wrong, and it may even be the best...

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GameWorks, GameWorks Expert Developer

by Evan Hart, posted Apr 17 2015

As most developers know, Structured Buffers were a new addition to DirectX11 with the expanded compute capabilities. They offer a very convenient solution to representing data structures on the GPU that are more than simply colors or 4-component vectors. As such, they are a great tool to use in GPU programming. As titles designed to a D3D11 baseline have recently become more common, we’ve noticed a pitfall that developers should be wary of and consider when developing their code....

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GameWorks

by Monier Maher, posted Apr 16 2015

The latest version of FleX 0.8 is now available for download from here. NVIDIA FleX is a particle based simulation technique for real-time visual effects. Traditionally, visual effects are made using a combination of elements created using specialized solvers for rigid bodies, fluids, clothing, etc. Because FleX uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly. The included demo app...

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GameWorks

by Jeremy Zoss, posted Apr 02 2015

With Son of Nor being the first Unity game to use the HBAO+ technology of NVIDIA GameWorks, we expected the integration to take quite some time… but we were proven wrong! After downloading the Unity Plugin of HBAO+ from the NVIDIA website, we just gave it a go. In little less than a day the whole thing was already working inside Son of Nor! Of course there were still some issues in certain parts of the game, but we definitely didn’t expect the plugin to work right out-of-the-box in...

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