Hybrid Ray Traced Shadows

GameWorks, GameWorks Expert Developer, DX12, DX11

Jon Story, posted Jun 10 2015

I recently delivered a presentation on Hybrid Ray Traced Shadows (HRTS) at GDC 2015, as part of the “Advanced Visual Effects with DirectX 11 & 12” tutorial. If you weren’t fortunate enough to attend GDC, then you can catch up with what I was talking about right here!

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ASTC Compression Gets a CUDA Boost!

tegra, CUDA, Shield, GameWorks, ASTC

Andrew Edelsten, posted Jun 09 2015

NVIDIA is using CUDA and the power of GeForce to accelerate Adaptive Scalable Texture Compression (ASTC) along multiple axes!

Guest Blogger: Fei Yang

As a programmer, I love challenging jobs, and this is one them!

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AndroidWorks 1R1 updated with NDK r10e. Now available for all Android platforms.

Android, GameWorks, Developer Tools, AndroidWorks

Eric Foo, posted Jun 08 2015

Introducing NVIDIA AndroidWorks, the best native application development tools for Android, now available for all Android platforms.

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Android TV Development Comes Alive with NVIDIA's SHIELD DevCasts

Android, Shield, GameWorks, Android TV

Andrew Edelsten, posted Jun 04 2015

The Android TV announcements at Google IO 2015 and the launch of NVIDIA SHIELD last week seriously excited the NVIDIA Developer Technologies engineers. The only answer, shout about it with DevCasts!

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Are You Running Out of Video Memory? Detecting Video-Memory Overcommitment using GPUView

GameWorks, GameWorks Expert Developer, DX12, DX11

Louis Bavoil, posted Jun 02 2015

While developing and playing PC games on Windows/WDDM, it is common for stuttering (uneven frame times) to start happening when enabling graphics features or increasing the screen resolution. There are a lot of possible root causes for stuttering; one of the most common is video-memory overcommitment which happens when an application is using more video

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