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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Pascal VR Tech

GameWorks Expert Developer, GameWorks, pascal, GameWorks VR, VRWorks, DesignWorks

Iain Cantlay, posted Jun 23 2016

NVIDIA recently launched our Pascal architecture with the GeForce GTX 1080 and 1070 GPUs. Pascal introduces a couple of new technologies aimed specifically at improving the Virtual Reality experience (VR).

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The new Pascal OpenGL extensions have arrived

pascal, OpenGL, GameWorks, GameWorks Expert Developer, DesignWorks

Kedarnath Thangudu, posted Jun 01 2016

NVIDIA has just published the OpenGL extensions that expose the Pascal GPU architecture’s new hardware features.

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Transitioning from OpenGL to Vulkan

GameWorks, GameWorks Expert Developer, Vulkan, DesignWorks

Christoph Kubisch, posted Feb 11 2016

With the availability of Vulkan there are now two open graphics APIs that target similar platforms. This brings up the questions which API to choose for new applications, or what to do with existing applications.

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