Today at GDC NVIDIA released of the latest version of GameWorks.
We are accelerating the pace of innovation in game development through
advanced technologies for rendering, VR, ray tracing and simulation.
“Device Removed” – the bane of every PC rendering programmers existence. “The GPU has crashed and who knows why?” If you’ve said this (or similar; accounting for variants including profanity) then this blog post is for you!
There’s a new computational workhorse in town. For decades, general matrix-matrix multiply—known as GEMM in Basic Linear Algebra Subroutines (BLAS) libraries—has been a standard benchmark for computational performance.
This is the second part of the blog post about explicit multi-GPU programming with DirectX 12. In this part, I’ll describe frame pipelining - a new way for utilizing multiple GPUs that was not possible before DirectX 12.