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Latest NVIDIA OptiX Renders Ray Tracing Faster Than Ever Before

Nvidia

NVIDIA OptiX Ray Tracing Engine is a scalable and seamless framework that offers optimal ray tracing performance on GPUs. NVIDIA OptiX Ray Tracing Engine is a scalable and seamless framework that offers optimal ray tracing performance on GPUs. Deserted house in the night, rendered In RedShift.

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Five Unique Real-Time Rendering Tips from NVIDIA Experts

Nvidia

We recently kicked off our NVIDIA Developer Program exclusive series of Connect with Experts Ask Me Anything (AMA) sessions featuring NVIDIA experts and Ray Tracing Gems editors Eric Haines, Adam Marrs, Peter Shirley, and Ingo Wald. Do ray tracing and deep learning overlap? Eric: Yes, in many ways. This works today.

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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

A simple texture change or model update can impact gameplay mechanics, UI design, and monetization strategies. Slow rendering and iteration cycles, delaying content updates. AWS Game Development for cloud-rendering scalability. Ray tracing and AI-powered upscaling (DLSS/FSR) enhance performance and realism.

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Improve Shader Performance and In-Game Frame Rates with Shader Execution Reordering 

Nvidia

SER is a performance optimization that unlocks the potential for better ray and memory coherency in ray tracing shaders and thus increased shading efficiency. Background Shading divergence is a long-standing problem in ray tracing. You do not have to allocate or bind a resource for this.

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Understanding and Measuring PC Latency

Nvidia

It also emits the corresponding PCLStatsInput Event Tracing for Windows (ETW) events. ETW is a Windows OS mechanism that enables you to trace and log events. In most cases where the Present() call is made right at the end of render submit, the FS2P latency is very close to the “game latency.”

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Implementing USD for Game Development Pipelines: An Interview with Polyphony Digital

Nvidia

Although it is a library designed for video production, USD’s mechanism for supporting large and complex pipelines could be used for in-game production. There is no environment like KATANA or Houdini SOLARIS where you can lay out the USD, light it, render it, and so on. Why did you choose USD for your game development pipeline?

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Unlocking GPU Intrinsics in HLSL

Nvidia

A mechanism to support them in DirectX has been available for a while but not widely documented. This post explains the mechanism for using them in DirectX. Unlike OpenGL or Vulkan, DirectX unfortunately doesn’t have a native mechanism for vendor-specific extensions. More information is shared later in this post. ]

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