Android Lollipop and Nexus 9 launch, officially unveiling NVIDIA Tegra K1 64 bit

Lollipop, Android 5, Denver, Tegra K1, 64 bit, ARMv8

Andrew Edelsten, posted Oct 20 2014

Google launches Android 5.0 "Lollipop" with full ARMv8-A 64 bit and OpenGL 3.1 + AEP support on the Nexus 9 tablet powered by the NVIDIA® Tegra® K1 64 bit mobile processor.

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Enabling Assassin's Creed 4 Black Flag with Advanced Particle Effects

GameWorks

Dmitry Duka, posted Oct 02 2014

Hi, I’m Dmitry Duka, engineering manager of the NVIDIA GameWorks team in Moscow. We have a passion for making games more realistic, and I’m excited to share some of the work we do here at NVIDIA, which enables developers to easily incorporate advanced effects into games.

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IncrediBuild 5.5 Integrates with NVIDIA Nsight Tegra to Accelerate Android Development

Nsight Tegra, Tegra Android Development Pack, GameWorks

Eric Foo, posted Sep 24 2014

For the latest version of IncrediBuild 5.5, NVIDIA worked closely with IncrediBuild to add compatibility for our Microsoft Visual Studio integrated Android build and debug environment, NVIDIA Nsight Tegra, Visual Studio Edition. IncrediBuild distributed computing software easily accelerates source code compilation and other development tasks.

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NVIDIA Nsight Visual Studio Edition 4.1 Released Supporting All-New NVIDIA GeForce GTX 980 and GTX 970!

CUDA, OpenGL, Visual Studio, Debugging, Profiling, Nsight Visual Studio Edition, GameWorks, Developer Tools, Direct3D

Eric Foo, posted Sep 18 2014

The final release of NVIDIA Nsight™ Visual Studio Edition 4.1 has been released under the downloads page. This release adds support for the new Maxwell architecture based GPUs (NVIDIA GeForce GTX 980 and NVIDIA GeForce GTX 970), OpenGL extensions, new types in the frame profiler, and CUDA 6.5 toolkit.

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Analysing Stutter – Mining More from Percentiles

GameWorks, GameWorks Expert Developer, DX12, DX11

Iain Cantlay, posted Sep 16 2014

Stutter and hitching are often talked about when comparing games or measuring performance. However subjective comparisons are not that useful during development. In this article I will show an approach that can be used to quantify frame rate using statistical analysis. This allows for an objective comparison of performance during development. By measuring stutter and reducing it over time you can ensure your game delivers a smooth experience for the gamer.

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