Getting Vulkan Ready For VR

Vulkan, GameWorks, DesignWorks, VRWorks, GameWorks Expert Developer

James Jones, posted Oct 05 2016

It’s a great time to be working in the field of graphics these days as there are a slew of new exciting technologies emerging, like Vulkan and VR.

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VRWorks Unreal Engine Branch adds support for VR SLI, Lens Matched Shading, and Single Pass Stereo

GameWorks, VRWorks

David Coombes, posted Sep 20 2016

NVIDIA has released a new VRWorks-enabled branch of Unreal Engine, adding support for new Pascal VRWorks. With this branch, Unreal developers can now easily take advantage of features including Lens Matched Shading, Single Pass Stereo, VR SLI and Multi-res Shading.

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Vulkan C++ Bindings reloaded

GameWorks, GameWorks Expert Developer, DesignWorks, Vulkan

Markus Tavenrath, posted Sep 19 2016

A few months have passed since we’ve wrote about the Vulkan C++ bindings on the developer blog.

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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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