NVIDIA Vulkan Developer Driver for Khronos Vulkan Spec update 1.0.54

Vulkan, GameWorks, DesignWorks, VRWorks, GameWorks Expert Developer

Mathias Schott, posted Jul 14 2017

The Vulkan Working Group released a major update to the Vulkan specification version 1.0.54, which includes new cross-vendor functionality in the form of 18 KHR exten

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NVIDIA GDC Vulkan Driver available now!

Vulkan, VRWorks, GameWorks Expert Developer, Maxwell, pascal, GDC17

Mathias Schott, posted Feb 27 2017

We are happy to announce the immediate availability of the NVIDIA GDC Vulkan developer driver which supports not only that extensions that Khronos just

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Driver and New Sample for VK_NVX_device_generated_commands

GameWorks, GameWorks Expert Developer, Vulkan, DesignWorks

Mathias Schott, posted Dec 01 2016

Recently we introduced the VK_NVX_device_generated_commands (DGC) Vulkan extension, which allows rendering commands to be

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Vulkan Device-Generated Commands

GameWorks, GameWorks Expert Developer, Vulkan, DesignWorks

Christoph Kubisch, posted Nov 08 2016

We are introducing a device generated command (DGC) Vulkan extension, which allows the GPU to generate the most frequent rendering commands on its own. This means for the first time an open graphics API provides functionality to create compact command buffer streams on the device avoiding the worst-case state setup of previous indirect drawing methods.

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Nsight Visual Studio Edition 5.2 RC2 released with Oculus and Vulkan support, Direct3D 12 Profiling, and Pascal GPU family support

GameWorks, GameWorks Expert Developer, Vulkan, Nsight Visual Studio Edition

Robert Bischof, posted Oct 07 2016

NVIDIA® Nsight™ Visual Studio Edition 5.2 Release Candidate 2 is now available for download in the NVIDIA GameWorks Registered Developer Program.

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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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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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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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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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