Epic Games and NVIDIA VR Funhouse Game Jam

GameWorks, VRWorks, VR

David Coombes, posted Sep 06 2016

We are excited to announce a VR Funhouse Game Jam in partnership with Epic Games, Valve and HTC in Hamburg, Germany.

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VR Funhouse Source and Mod Kit now available for Modders

GameWorks, VRWorks

David Coombes, posted Aug 31 2016

VR Funhouse is NVIDIA's first game. Built with Unreal Engine, it's a VR experience packed with technology from VRWorks and GameWorks.

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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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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.

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PC GPU Performance Hot Spots

GameWorks, GameWorks Expert Developer

Matthijs De Smedt, posted Aug 10 2016

Game developers shipping titles for PC and consoles are faced with many interesting rendering optimization challenges.

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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

When writing compute shaders, it’s often necessary to communicate values between threads.

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Unlocking GPU Intrinsics in HLSL

GameWorks, GameWorks Expert Developer, DX11, DX12, nvapi

Alexey Panteleev, posted Jul 29 2016

There are some very useful "intrinsic" functions in the NVIDIA GPU instruction set that are not included in standard graphics APIs.

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