What’s your Vulkan Memory Type?

Vulkan, GameWorks, GameWorks Expert Developer, DesignWorks

Mathias Schott, posted Aug 29 2016

Authors: Mathias Schott & Jeff Bolz

This blog post discusses recent improvements and additions to the memory management interface of our Vulkan implementation, based on collaborating with game developers porting their games to Vulkan.

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Rendering a Game for HDR Display

HDR, GameWorks, GameWorks Expert Developer

Evan Hart, posted Aug 11 2016

Continuing our series on HDR color in games, we’ll start this post with the simple truth.

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PC GPU Performance Hot Spots

GameWorks, GameWorks Expert Developer

Matthijs De Smedt, posted Aug 10 2016

Game developers shipping titles for PC and consoles are faced with many interesting rendering optimization challenges.

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Reading Between The Threads: Shader Intrinsics

GameWorks, GameWorks Expert Developer, DX11, DX12, Vulkan, OpenGL, nvapi, DesignWorks

Mathias Schott, posted Jul 29 2016

When writing compute shaders, it’s often necessary to communicate values between threads.

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Unlocking GPU Intrinsics in HLSL

GameWorks, GameWorks Expert Developer, DX11, DX12, nvapi

Alexey Panteleev, posted Jul 29 2016

There are some very useful "intrinsic" functions in the NVIDIA GPU instruction set that are not included in standard graphics APIs.

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GameWorks Vulkan and OpenGL Samples 3.0 Released

GameWorks, GameWorks Expert Developer, Vulkan

Lars Bishop, posted Jul 08 2016

We have rolled out a big upgrade to our GameWorks graphics API samples (formerly known as the OpenGL Samples) – we’ve added support for Vulkan in the framework on all platforms: Windows, Android, desktop Linux and Linux 4 Tegra!

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Pascal VR Tech

GameWorks Expert Developer, GameWorks, pascal, GameWorks VR, VRWorks, DesignWorks

Iain Cantlay, posted Jun 23 2016

NVIDIA recently launched our Pascal architecture with the GeForce GTX 1080 and 1070 GPUs. Pascal introduces a couple of new technologies aimed specifically at improving the Virtual Reality experience (VR).

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Baking With OptiX

OptiX, GameWorks Expert Developer

Dylan Lacewell, posted Jun 07 2016

The NVIDIA OptiX Ray Tracing Engine shortens the development cycle for a GPU baking application.

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