Tales from the NVIDIA Vulkan Early Access Program

Vulkan, GameWorks Expert Developer

Mathias Schott, posted Feb 15 2016

Today, the Khronos Group publically released the Vulkan specification, documentation and software development tools as the result of an exceptional industry wide participation.

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OpenGL like Vulkan

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Feb 11 2016

In a previous blog post we have discussed the usage scenarios of Vulkan and OpenGL. Even if going Vulkan is not an option at the moment, its concepts do show where modern rendering architectures are heading.

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Transitioning from OpenGL to Vulkan

GameWorks, GameWorks Expert Developer, Vulkan, DesignWorks

Christoph Kubisch, posted Feb 11 2016

With the availability of Vulkan there are now two open graphics APIs that target similar platforms. This brings up the questions which API to choose for new applications, or what to do with existing applications.

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Vulkan Memory Management

GameWorks, GameWorks Expert Developer, Vulkan

Chris Hebert, posted Feb 04 2016

Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer.

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Vulkan Shader Resource Binding

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Jan 28 2016

In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

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Engaging the Voyage to Vulkan

Vulkan, GameWorks Expert Developer, GameWorks

Christoph Kubisch, posted Jan 14 2016

Vulkan is currently in its final stage of development and we want to share with you what makes it a great graphics API and what some of the differences to OpenGL are.

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DX12 Do's and Don'ts, Updated!

GameWorks, GameWorks Expert Developer

David Coombes, posted Nov 12 2015

As promised, here are some updates to the DX12 Do’s and Don’ts article we posted earlier.

These are the updates we have made:

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DirectX™ 12 Do’s and Don’ts

GameWorks, GameWorks Expert Developer, DX12

Holger Gruen, posted Sep 22 2015

If you have started developing or porting games that use DX12, you have probably realized that it is, in many ways a very different beast when compared to DX11. Lots of responsibility is suddenly being placed on your shoulders.

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An Overview of Next-Generation Graphics APIs

GameWorks, GameWorks Expert Developer, Vulkan, DX12

Chris Wyman, posted Aug 21 2015

At SIGGRAPH 2015 in Los Angeles last week, I organized the course "An Overview of Next-Generation Graphics APIs"

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Depth Precision Visualized

GameWorks Expert Developer, DX12, DX11

Nathan Reed, posted Jul 15 2015

Depth precision is a pain in the ass that every graphics programmer has to struggle with sooner or later.

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