glNext at GDC 2015

OpenGL Development, GameWorks

David Coombes, posted Mar 03 2015

UPDATE: glNext is now called Vulkan. Get the full details over at

glNext: The Future of High Performance Graphics (Presented by Valve)

Date: Thursday, March 5, 10:00am - 11:00am

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NVIDIA at GDC 2015


David Coombes, posted Feb 09 2015

NVIDIA has a packed agenda planned for GDC along with some big announcements. Whether you are a mobile, desktop or cloud based developer, we have something for you.
We will have a large booth showing off the latest in gaming technologies and we will have lots of engineers available to talk on a wide range of topics.

Check out our full GDC Schedule here!

See you at the show!

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NVIDIA GameWorks in Unity

GameWorks, GameWorks Expert Developer

Alex Dunn, posted Feb 04 2015

As part of our day-to-day at NVIDIA we’ve been helping a developer to integrate one of our GameWorks libraries into the Unity engine. The GameWorks library in question is HBAO+ and after a quick initial assessment we discovered that it would be possible to achieve this without; A) needing to modify the internals of the library itself and B) use the existing functionality available in Unity for creating

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Constant Buffers without Constant Pain

GameWorks, GameWorks Expert Developer, DX12, DX11

Holger Gruen, posted Jan 14 2015

Constant Buffers without Constant Pain

Since the release of DirectX 10 ™ 3D programmers have had to deal with constant buffers as the way of passing parameter constants to GPU shaders. Changing shader constants became a whole lot more tricky, as sub-optimal updates to constant buffers could have a very severe impact on the performance of a game.

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Tegra X1

tegra, GameWorks

David Coombes, posted Jan 09 2015

This week at CES 15 in Las Vegas NVIDIA announced the Tegra X1 chip. Tegra X1 is NVIDIA’s latest superchip, and has raised the bar again for mobile visual computing and energy-efficiency. Tegra X1 with its 256-core Maxwell GPU delivers 2x the performance and 2x the energy efficiency of Tegra K1.

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