pascal, OpenGL, GameWorks, GameWorks Expert Developer, DesignWorks
NVIDIA has just published the OpenGL extensions that expose the Pascal GPU architecture’s new hardware features.
GameWorks Expert Developer, GameWorks, HDR, Tomb Raider
This blog explores how we added support for true HDR to a real-time 3D application, focusing on the challenges tied to game development.
HFTS, GameWorks, GameWorks Expert Developer
GameWorks, GameWorks Expert Developer
It's been awhile since we have announced VXGI, the real-time voxel global illumination technology.
Since then, a lot of effort was put to productize it, integrate into Unreal Engine 4, and make it
At GDC 16 we rolled out the GameWorks 3.1 SDK with three new rendering technologies that will help your game to shine:
Voxel Accelerated Ambient Occlusion (VXAO) and
Hybrid Frustum Traced Shadows (HFTS),
GameWorks, GameWorks Expert Developer, HDR
High Dynamic Range Displays allow for more vibrant and realistic graphics for games.
We are reaching a tipping point where game developers can really start to take advantage of HDR.
DX12, GameWorks, GameWorks Expert Developer
Since our last update to the DX12 Do’s & Don’ts we have learned and seen a lot more DX12 games and found that we can be more specific about our advice to developers.
GameWorks, GameWorks Expert Developer, Vulkan
Vulkan, a new graphics application programming interface, launched today. Here you can find samples, drivers, training videos, and more. Click to learn more
GameWorks, GameWorks Expert Developer, Vulkan, DesignWorks
We have released various Vulkan samples on our professional graphics repository.
Vulkan is a C API and as such inherits all common pitfalls of using a general C programming library.