Game Development, DX11, DX12, GameWorks, HBAO+, Nsight Visual Studio Edition, OpenGL
Figuring out how to reduce the GPU frame time of a rendering application on a PC can be a challenging task, even for the most experienced PC game developers.
GameWorks, GameWorks Expert Developer, DX11, DX12, OpenGL, Vulkan
Authors: Louis Bavoil and Iain Cantlay
GameWorks, GameWorks Expert Developer, DX11, DX12, Vulkan, OpenGL, nvapi, DesignWorks
When writing compute shaders, it’s often necessary to communicate values between threads.
GameWorks, GameWorks Expert Developer, DX11, DX12, nvapi
There are some very useful "intrinsic" functions in the NVIDIA GPU instruction set that are not included in standard graphics APIs.
GameWorks Expert Developer, DX12, DX11
Depth precision is a pain in the ass that every graphics programmer has to struggle with sooner or later.
GameWorks, GameWorks Expert Developer, DX12, DX11
Continuing along from my previous two posts in
Structured Buffers were a new addition to DirectX11. They offer expanded compute