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NVIDIA Announces Nsight Graphics 2021.1

Nvidia

Nsight Graphics 2021.1 Nsight Graphics 2021.1 This new keybinding is supported for all activities, including GPU Trace. and the new Khronos Vulkan Ray Tracing extension. Finally, we’ve added the Nsight HUD to Windows Vulkan applications in all frame debugging capture states. is available to download.

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Uplifting Optimizations, Debugging, and Performance Tuning with NVIDIA Nsight Developer Tools

Nvidia

Likewise, for graphics development, it is vital that you feel empowered to handle any bug fix or optimization need that could arise. Good developer tools are like an x-ray machine that allows you to peek into the internals of the GPU. The same can be said for graphics development. What are developer tools?

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New Ray-Tracing, AI, Cloud, and Virtual World Tools Simplify Game Development at GDC 2022

Nvidia

Today NVIDIA is releasing Streamline, an open-source cross-IHV framework that aims to simplify integration of multiple super-resolution technologies and other graphics effects in games and applications. Easier ray-tracing integration for games with Kickstart RT In 2018, NVIDIA Turing architecture changed the game with real-time ray tracing.

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Migrating from Range Profiler to GPU Trace in Nsight Graphics

Nvidia

Starting in Nsight Graphics 2023.1, the GPU Trace Profiler is the best way to profile your graphics application at the frame level. The Frame Profiler activity, Starting in Nsight Graphics 2023.1, the GPU Trace Profiler is the best way to profile your graphics application at the frame level.

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GSoC 2019 progress report #3

Mircosoft Game Dev

If you find any bugs feel free to report it in the PR itself ( GH-29681 ). There were a few things I think I could have done better which would involve a better testing and debugging setup. I know there will be bugs but there always are. Bugs are regularly being tracked. I spent most of August weeding out bugs.

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GSoC 2019 progress report #1 (part 2)

Mircosoft Game Dev

The main goal of my GSoC project is to completely rewrite the light mapper in Godot and, instead of a voxel approach, use ray tracing to compute the scene lighting. I'm currently working on integrating Embree as a ray tracing library into the Godot editor. These can only be dealt with manually while debugging.