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In-Game GPU Profiling for DirectX 12 Using SetBackgroundProcessingMode

Nvidia

One factor to consider is whether background driver optimizations were engaged and when their resulting optimized shaders were deployed. As a result, running with a Debug build of an application may result in less optimal GPU workloads, for instance. The observations are then used to compile a shader asynchronously.

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Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

Topics include: General tips Maximizing GPU utilization when building Memory allocations Organizing geometries into BLASes Build preference flags Dynamic BLASes Non-opaque geometries Particles General tips Consider async compute for AS building. Consider worker threads for generating AS building command lists.

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GSoC 2021 - Progress report #1

Mircosoft Game Dev

Here are the 5 projects/students with links to the relevant sections in this post: Implementing a DAP backend for debugging Godot projects by Ricardo Subtil ( Ev1lbl0w ). Implementing a DAP backend for debugging Godot projects. Project: Implementing a DAP backend for debugging Godot projects. Branch: Ev1lbl0w/gsoc21-dap.

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Differentiable Slang: A Shading Language for Renderers That Learn

Nvidia

Fast, Modular and Differentiable Shader Programming. Fast, Modular and Differentiable Shader Programming. Build differentiable renderers from existing graphics code. Slang generates custom PyTorch plugins from graphics shader code. Fast, Modular and Differentiable Shader Programming. Scalar C++ : For debugging.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

Recently, NetEase introduced Mesh Shader support to Justice. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. With so much potential of Mesh Shader, we conceive that it would be the main stream of future games.

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Dev snapshot: Godot 3.1 beta 4

Mircosoft Game Dev

Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1 beta 3 and 3.1

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

Nvidia

Game developers can upload a build to the cloud, and schedule a playtest for players and observers to manage on their calendar. Creating virtual worlds with Omniverse Virtual world simulation technology is opening new portals for game developers. Enhancements to multi report view further improve the ability to compare and debug issues.