Graphics / Simulation, DX11, DX12, GameWorks, HBAO+, Nsight Graphics, Nsight Visual Studio Edition, OpenGL
Figuring out how to reduce the GPU frame time of a rendering application on PC is challenging for even the most experienced PC game developers.
GameWorks, GameWorks Expert Developer, DX11, DX12, OpenGL, Vulkan
Authors: Louis Bavoil and Iain Cantlay
GameWorks, GameWorks Expert Developer, DX11, DX12, Vulkan, OpenGL, nvapi, DesignWorks
When writing compute shaders, it’s often necessary to communicate values between threads.
GameWorks, GameWorks Expert Developer, DX11, DX12, nvapi
There are some very useful "intrinsic" functions in the NVIDIA GPU instruction set that are not included in standard graphics APIs.
DX12, GameWorks, GameWorks Expert Developer
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.
GameWorks, GameWorks Expert Developer, DX12
If you have started developing or porting games that use DX12, you have probably realized that it is,
in many ways a very different beast when compared to DX11. Lots of responsibility is suddenly being
placed on your shoulders.
GameWorks, GameWorks Expert Developer, Vulkan, DX12
At SIGGRAPH 2015 in Los Angeles last week, I organized the
course "An Overview of Next-Generation Graphics APIs"
GameWorks Expert Developer, DX12, DX11
Depth precision is a pain in the ass that every graphics programmer has to struggle with sooner or later.
GameWorks, GameWorks Expert Developer, DX12, DX11