by Eric Foo, posted May 27 2014

Build, debug, profile and trace your Graphics and GPU Computing applications with Nsight™ Visual Studio Edition 4.0 with support for CUDA 6.0, DirectX 9/11, OpenGL APIs directly within Microsoft Visual Studio 2008 SP1 or higher! The full production release of NVIDIA® Nsight™ Visual Studio Edition 4.0 his now available under the new NVIDIA GameWorks Download Center. This new release adds support for the new Maxwell GPU architecture, a completely redesigned Frame Debugger for...

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by David Coombes, posted May 16 2014

During GDC14 we ran two days of intensive training sessions showing developers how to debug, profile and optimize DirectX 11 applications using our tools on real game assets from Croteam's Serious Sam 3. The video from this session is now available on our NVIDIA GameWorks YouTube channel.

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by David Coombes, posted May 13 2014

At GTC14 this year, NVIDIA’s Andrew Edelsten gave this presentation on how to make your Android game stand out in today’s market. Android continues its meteoric rise as the world's dominate mobile operating system. Every day developers large and small discover new ways to delight users but getting noticed is increasingly difficult. The latest NVIDIA Tegra K1 processors provide developers with a host of new features to differentiate their titles and get them flying above the rest of the crowd...

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by David Coombes, posted May 01 2014

Horror games have seen a resurgence in recent years thanks to Slender Man and titles inspired by his success. The latest game seeking fame in the crowded genre is Daylight from Zombie Studios, a DirectX 11 first-person survival-horror set in an abandoned hospital with a dark past. Uniquely, Daylight offers a new challenge each and every time you play thanks to procedurally generated levels that shuffle the horrific game's building blocks. Powered by Unreal Engine 4, Daylight is the most...

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by David Coombes, posted Apr 30 2014

DirectX11.2 enables native hardware support for virtual texturing through tiled resources. This allows developers to generate sparse texture arrays by only allocating memory as required. One application for tiled resources is sparse shadow maps, a technique for improving on shadow maps.

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