GameWorks 3.1 Released at GDC16

GameWorks, GameWorks Expert Developer

Mike Skolones, posted Mar 22 2016

At GDC 16 we rolled out the GameWorks 3.1 SDK with three new rendering technologies that will help your game to shine: Volumetric Lighting, Voxel Accelerated Ambient Occlusion (VXAO) and Hybrid Frustum Traced Shadows (HFTS),

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NVIDIA AT GDC 2016

GameWorks, GameWorks Expert Developer, NVIDIA Shield

Anthony Cascio, posted Mar 17 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!


Moscone Center, San Francisco, CA

Booth #824, South Hall

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Join the GeForce NOW Developer Program

Shield, NVIDIA Shield

Jerry Heinz, posted Mar 16 2016

Today at the Game Developers Conference in San Francisco, NVIDIA rolled out a new program that makes it simple for developers to publish their games on NVIDIA’s GeForce NOW game-streaming service and reach a new generation of gamers.

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Preparing for Real HDR

GameWorks, GameWorks Expert Developer, HDR

Evan Hart, posted Mar 11 2016

High Dynamic Range Displays allow for more vibrant and realistic graphics for games. We are reaching a tipping point where game developers can really start to take advantage of HDR. NVIDIA has been researching the technology for some time (we showed HDR demos at SIGGRAPH 2014 and 2015) and have many insights on the benefits and challenges. Read this article to find out more.

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DX12 Do's & Don'ts Updated

DX12, GameWorks, GameWorks Expert Developer

Holger Gruen, posted Mar 01 2016

Since our last update to the DX12 Do’s & Don’ts we have learned and seen a lot more DX12 games and found that we can be more specific about our advice to developers.

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