GeForce GTX 10-Series Pascal Based Notebooks Announced

GameWorks, VR

David Coombes, posted Aug 16 2016

Need cutting edge gaming performance in a laptop? Our GeForce GTX 10 Series notebooks use the revolutionary PASCAL architecture and are rated as VR Ready. This means you get the performance needed to develop and run AAA content including applications for Virtual Reality.

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Rendering a Game for HDR Display

GameWorks, HDR, 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. There is no one correct way to do things. However, we do have advice on things that do work well and things that don’t. The first concern is obviously whether your game is rendering with HDR internally today. Since most PC games are, we’ll consider this a pretty safe bet. Beyond this are the more subtle challenges we’ll tackle in this post.

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PC GPU Performance Hot Spots

GameWorks, GameWorks Expert Developer

Matthijs De Smedt, posted Aug 10 2016

Introduction

Game developers shipping titles for PC and consoles are faced with many interesting rendering optimization challenges. The GPU cost of techniques like tile-based lighting or the CPU cost of the rendering API are going to impact performance very differently based on which platform is being used.

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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

Introduction

When writing compute shaders, it’s often necessary to communicate values between threads. This is typically done via shared memory. Kepler GPUs introduced “shuffle” intrinsics, which allow threads of a warp to directly read each other's registers avoiding memory access and synchronization. Shared memory is relatively fast but instructions that operate without using memory of any kind are significantly faster still.

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