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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. Good developer tools are like an x-ray machine that allows you to peek into the internals of the GPU.

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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

Branch offers all of the benefits of mainline UE4.26, while providing some additional features: Faster ray tracing NVRTX includes a number of improvements to ray tracing performance. Hybrid Translucency Another way to do ray traced translucency, with greater compatibility, speed and rendering options.

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NVIDIA Announces Nsight Graphics 2021.1

Nvidia

To enable this, set the ‘Capture Type’ to ‘One-shot [Beta]’ While TraceRays/DispatchRays has been the common way to initiate ray generation, it’s now possible to ray trace directly from your compute shaders using DXR1.1 and the new Khronos Vulkan Ray Tracing extension. For more details on Nsight Graphics 2021.1,

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

Nvidia

Easier ray-tracing integration for games with Kickstart RT In 2018, NVIDIA Turing architecture changed the game with real-time ray tracing. This scene highlights ray tracing, global illumination, ambient occlusion, and ray traced shadows, enabled through KickStart SDK. Unreal Engine 4.27

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Migrating from Range Profiler to GPU Trace in Nsight Graphics

Nvidia

Remember to file any bugs you find using the integrated Feedback button on the top right of the tool window. To get started, download the latest version of Nsight Graphics. If you have questions or comments, reach out through the NVIDIA Developer forums or email us at NsightGraphics@nvidia.com.

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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.