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Using Semaphore and Memory Sharing Extensions for Vulkan Interop with NVIDIA OpenCL

Learn about new OpenCL support for Vulkan interoperability using semaphores and memory sharing extensions. 6 MIN READ
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Writing Portable Rendering Code with NVRHI

Learn about NVIDIA Rendering Hardware Interface (NVRHI), a library that defines a custom, higher-level graphics API and maps well to Vulkan, D3D12, and D3D11. 16 MIN READ
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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
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Preferring Compile-time Errors over Runtime Errors with Vulkan-hpp

One of the most important aspects in professional software development is to detect errors as early as possible. Of course, the best case would be if we… 9 MIN READ
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Best Practices: Using NVIDIA RTX Ray Tracing

This post gathers best practices based on our experiences so far on using NVIDIA RTX ray tracing in games. I’ve organized the tips into short… 23 MIN READ
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New: Vulkan Device Generated Commands

We are releasing the VK_NV_device_generated_commands (DGC) Vulkan extension, which allows GPU generation of the most frequent rendering commands. 9 MIN READ