NVIDIA GameWorks Blog

GameWorks - Feb 11 2016
OpenGL like Vulkan

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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GameWorks - Feb 11 2016
Transitioning from OpenGL to Vulkan

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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GameWorks - Feb 04 2016
Vulkan Memory Management

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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GameWorks - Feb 02 2016
NVIDIA AT GDC 2016

2016 is going to be a very exciting year for NVIDIA at GDC. We’ll be demonstrating the most advanced real-time rendering for VR and video games, as well as the NVIDIA SHIELD platform.

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