What’s your Vulkan Memory Type?

Vulkan, GameWorks, GameWorks Expert Developer, DesignWorks

Mathias Schott, posted Aug 29 2016

Authors: Mathias Schott & Jeff Bolz

This blog post discusses recent improvements and additions to the memory management interface of our Vulkan implementation, based on collaborating with game developers porting their games to Vulkan.

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HDR for UE4

HDR, GameWorks, GameWorks Expert Developer

Evan Hart, posted Aug 25 2016

As you may have read in our last post, there are several things that you may want to do to provide a great HDR experience from your game. To help demonstrate these things, we went and plumbed them into the Unreal Engine. This is all available on GitHub right now for those with UE4 access.

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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

HDR, GameWorks, 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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