VRWorks Audio SDK in-depth

VRWorks, Signal / Audio Processing, DesignWorks, GameWorks, GameWorks Expert Developer, GameWorks VR, Unreal Engine 4

Abhijit Patait, posted May 03 2017


Proliferation of VR use-cases in gaming and professional visualization is putting increasing demands on realism and user immersion. This is particularly true in the gaming world, wherein absence of subtle environmental clues can make a significant difference to the gamer’s interest in the game and hence the game’s success.

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VRWorks Support for Unity Now Available

GameWorks, GameWorks Expert Developer, VRWorks, DesignWorks, VR, Unity Engine

Vincent Brisebois, posted Apr 26 2017

Continuing our joint effort to deliver amazing VR experiences, game development platform Unity today released 2017.1.0 Beta 2 which enables support for our VRWorks technology.

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Deep Learning for Games

GameWorks Expert Developer

David Coombes, posted Mar 23 2017

Deep learning, a branch of artificial intelligence is revolutionizing modern computing. It is being used to develop solutions that range from improved cancer screening to self-driving cars. It has been used to create art, play games and deliver customer insights. NVIDIA brought presentations, demos and training materials to GDC17.

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Aftermath: Debugging Crashes and TDRs on the GPU

GameWorks Expert Developer, GameWorks

Alex Dunn, posted Feb 28 2017

“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!

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Explicit Multi-GPU with DirectX 12 – Frame Pipelining, a New Alternative

DirectX 12, GameWorks Expert Developer, GameWorks

Juha Sjoholm, posted Feb 28 2017

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. I’ll first explain the pipelining in general and then go through a case study.

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Explicit Multi-GPU with DirectX 12 – Control, Freedom, New Possibilities

DirectX 12, GameWorks Expert Developer, GameWorks

Juha Sjoholm, posted Feb 28 2017

This blog post is about explicit multi-GPU programming that became possible with the introduction of the DirectX 12 API. In previous versions of DirectX, the driver had to manage multiple SLI GPUs. Now, DirectX 12 gives that control to the application. There are two parts in this blog post. In this first part, I’ll explain how multiple GPUs are exposed in the DirectX API, giving some pointers to the API documentation. Please look for further details in the documentation itself.

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Nsight Visual Studio Edition 5.3 at GDC 2017

Nsight Visual Studio Edition, GameWorks Expert Developer, GameWorks

Robert Bischof, posted Feb 27 2017

NVIDIA Nsight™ Visual Studio Edition 5.3 - being shown at GDC 2017 - will soon be available for download in the NVIDIA Registered Developer Program.

This release adds OpenVR support alongside the current Oculus SDK support for virtual reality development in Direct3D and OpenGL applications. Vive and Oculus demos will be on display at the NVIDIA booth.

We’ll also be showing off Nsight’s frame debugging and profiling on laptops using Windows 10 Hybrid mode.

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NVIDIA GDC Vulkan Driver available now!

Vulkan, VRWorks, GameWorks Expert Developer, Maxwell, pascal, GDC17

Mathias Schott, posted Feb 27 2017

We are happy to announce the immediate availability of the NVIDIA GDC Vulkan developer driver which supports not only that extensions that Khronos just released, but also a set of Vulkan extensions that provide the multi-projection functionality of our Maxwell and Pascal GPU architectures, which is the foundation for technology such as VRWorks, fast voxelization, and single pass cubemap renderin

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Lens Matched Shading and Unreal Engine 4 Integration Part 2

GameWorks, GameWorks Expert Developer, Unreal Engine 4, VRWorks

Edward Liu, posted Jan 18 2017

Engine Integration

This section of the post will focus on integrating Lens Matched Shading into Unreal Engine 4. We hope that this will serve as an example and provide guidance for developers who are interested in integrating LMS into their own engines. We will first provide an overview of how LMS works within the deferred shading framework before taking a more in-depth look at some specific rendering features and explaining the nitty-gritty details of making them work with LMS.

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