Blog

Games and Graphics, Tegra Developer Stories

by David Coombes, posted Oct 04 2013

This is a great article on why and how to take advantage of the hardware scaler available on Android platforms. This advice also applies to PC game developers where rendering to smaller buffers is common practice for performance reasons. Developers may also consider a hybrid approach where they render the 3d elements of their scene to a reduced resolution back buffer, scale this to the intended display resolution and then render 2D user interface elements such as text at the final display...

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GameWorks, OpenGL Development

by David Coombes, posted Oct 02 2013

Learn how to profile OpenGL 4.2 applications with Nsight Visual Studio Edition 3.1. This webinar shows how you can use Nsight Visual Studio Edition can be used to tune graphics applications.

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GameWorks, OpenGL Development

by David Coombes, posted Sep 27 2013

If you didn't have the chance to attend our recent webinar on debugging OpenGL using Nsight Visual Studio or if you want to review the presentation video online you now can.

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Games and Graphics, Tegra Developer Stories

by David Coombes, posted Sep 23 2013

TickTock Games recently ported the PS3 game BurnZombieBurn to Nvidia Shield.  In this article Arden Aspinall explains how they did it.

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GameWorks, GeForce Developer Stories

by David Coombes, posted Sep 09 2013

Winner of 10 E3 awards, HAWKEN is a Free-to-Play online FPS developed by Adhesive. Built using the Unreal Development Kit (UDK), it features giant robots fighting in a ruined city.  The video below shows a HAWKEN demo level that we showed at GDC 2013 and other events. We designed it from the ground up to be completely destructible and support multiplayer. We used APEX Destruction to create buildings with walls that crumble, leaving thousands of GPU rigid bodies strewn about the level. Here...

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