by Gordon Yeoman, posted Nov 21 2014

Introduction A really cool feature that is becoming more and more common in games is interactive geometry deformation.  The simplest case might be a character leaving imprints on fresh snow.  A more exciting example might be an off-road vehicle carving up a muddy field as the tires spin and wear away the surface.  This last example has recently been implemented to stunning effect in the driving game, "Spin Tires" .  In fact, the incredible surface interactivity...

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Tags GameWorks

by Jon Story, posted Nov 19 2014

What is it? Conservative raster is a cool new feature that came along with NVIDIA’s new Maxwell architecture, which means it is accessible today on GTX980/GTX970 boards. It allows rasterization to generate fragments for every pixel touched by a primitive. This post shows how to enable the feature, and highlights a couple of example use cases: ray traced shadows and voxelization. Conservative raster produces fragments for every pixel touched by a primitive, and that holds true even if no...

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by Eric Foo, posted Nov 17 2014

NVIDIA® Nsight™ Visual Studio Edition 4.2 is available for download under the NVIDIA GameWorks Registered Developer Program. This release adds support for the new Tesla K80 and includes several bug fixes. Download Nsight Visual Studio Edition 4.2 Now! To download, you must be a member of the NVIDIA GameWorks Registered Developer Program. To join, simply create a new account (it's free and easy) and then view the latest available version here. Here are a few highlights of the new...

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by Cheng Lai Low, posted Nov 12 2014

One of the most exciting periods when working in NVIDIA is during the launch of a new GPU architecture.  So I was really thrilled when the first Maxwell board landed on my desk and the very first thing I wanted to do was to investigate how PhysX GPU particles can benefit from the new GPU architecture.  In order to do that, I need to get the performance profiles of Maxwell vs Kelper to determine how well the existing Kepler optimizations scale in Maxwell.  There are several tools...

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by Adam Moravanszky, posted Nov 12 2014

Hello readers!  I am Adam Moravanszky, engineering manager of the NVIDIA PhysX SDK team.  We decided to hijack this blog to take a break from the product introductions and do something a little bit different.  Our team will write a series of posts on topics around PhysX, mostly aimed at programmers using or getting started with PhysX.  The posts will also help anyone else out there get a better understanding about the problems we solve. The NVIDIA PhysX Team at work PhysX...

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