DirectX

Aug 31, 2023
Solving Self-Intersection Artifacts in DirectX Raytracing
Ray and path tracing algorithms construct light paths by starting at the camera or the light sources and intersecting rays with the scene geometry. As objects...
16 MIN READ

Jul 18, 2023
Advanced API Performance: Pipeline State Objects
This post covers best practices when working with pipeline state objects on NVIDIA GPUs. To get a high and consistent frame rate in your applications, see...
2 MIN READ

Jul 10, 2023
In-Game GPU Profiling for DirectX 12 Using SetBackgroundProcessingMode
If you are a DirectX 12 (DX12) game developer, you may have noticed that GPU times displayed in real time in your game HUD may change over time for a given...
4 MIN READ

Apr 25, 2023
End-to-End AI for NVIDIA-Based PCs: ONNX and DirectML
This post is part of a series about optimizing end-to-end AI. While NVIDIA hardware can process the individual operations that constitute a neural network...
14 MIN READ

Mar 14, 2023
Top AI for Creative Applications Sessions at NVIDIA GTC 2023
Learn how AI is boosting creative applications for creators during NVIDIA GTC 2023, March 20-23.
1 MIN READ

Dec 15, 2022
End-to-End AI for NVIDIA-Based PCs: An Introduction to Optimization
This post is the first in a series about optimizing end-to-end AI. The great thing about the GPU is that it offers tremendous parallelism; it allows you to...
9 MIN READ

Nov 07, 2022
Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage
Load times. They are the bane of any developer trying to construct a seamless experience. Trying to hide loading in a game by forcing a player to shimmy...
10 MIN READ

Jul 26, 2022
Synchronizing Present Calls Between Applications on Distributed Systems with DirectX 12
Swap groups and swap barriers are well-known methods to synchronize buffer swaps between different windows on the same system and on distributed systems,...
6 MIN READ

Apr 20, 2022
Raising the Bar for Path-Traced Rendering in Unreal Engine 5: Q&A with 3D Artist Daniel Martinger
NVIDIA was fortunate enough to speak with 3D prop and environment artist Daniel Martinger, who captured the attention of the computer graphics world with his...
4 MIN READ

Oct 21, 2021
Visualizing Depth Precision
This post was originally published on the Developer Zone. Depth precision is a pain that every graphics programmer has to struggle with sooner or later. Many...
11 MIN READ

Aug 20, 2021
Writing Portable Rendering Code with NVRHI
Modern graphics APIs, such as Direct3D 12 and Vulkan, are designed to provide relatively low-level access to the GPU and eliminate the GPU driver overhead...
16 MIN READ

Apr 12, 2021
Delivering Dynamic Foveated Rendering with NVIDIA VRSS 2
Designing rich content and graphics for VR experiences means creating complex materials and high-resolution textures. But rendering all that content at VR...
8 MIN READ

Dec 08, 2020
Using Mesh Shaders for Professional Graphics
Mesh shaders were introduced with the Turing architecture and are shipping with Ampere as well. In this post, I offer a detailed look over mesh shader...
15 MIN READ

Jan 31, 2020
Optimizing Game Development with GPU Performance Events
GPU performance events can be used to instrument your game by labeling regions and marking important occurrences. A performance event represents a logical,...
7 MIN READ

Jan 10, 2020
NVIDIA VRSS, a Zero-Effort Way to Improve Your VR Image Quality
The Virtual Reality (VR) industry is...
12 MIN READ

Jun 21, 2019
The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workload
Figuring out how to reduce the GPU frame time of a rendering application on PC is challenging for even the most experienced PC game developers. In this blog...
50 MIN READ