“Device Removed” – the bane of every PC rendering programmers existence. “The GPU has crashed and who knows why?” If you’ve said this (or similar; accounting for variants including profanity) then this blog post is for you!
This is the second part of the blog post about explicit multi-GPU programming with DirectX 12. In this part, I’ll describe frame pipelining - a new way for utilizing multiple GPUs that was not possible before DirectX 12.
This blog post is about explicit multi-GPU programming that became possible with the introduction of the DirectX 12 API. In previous versions of DirectX, the driver had to manage multiple SLI GPUs.
Want to see what’s next for NVIDIA Nsight™ Visual Studio Edition? A preview of version 5.3 is being shown at GDC 2017. This version will soon be available for download in the NVIDIA Registered Developer Program, but you can see it now at GDC or at least read about it here.
We are happy to announce the immediate availability of the NVIDIA GDC Vulkan developer driver which supports not only that extensions that Khronos just