OpenGL like Vulkan

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Feb 11 2016

How to make OpenGL usage Vulkan like

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Transitioning from OpenGL to Vulkan

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Feb 11 2016

When to transition 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. Just because Vulkan is newer, it doesn’t mean it is always better, nor that OpenGL became an inferior choice over night.

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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. This allows applications to be developed, tested and deployed very quickly.

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NVIDIA AT GDC 2016

GameWorks, GameWorks Expert Developer, NVIDIA Shield

Anthony Cascio, posted Feb 02 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.

Between our booth, developer labs, presentations, meetings, and other activities, this is going to be our biggest, most exciting GDC yet.



We can't wait to see you at the show!

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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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