说明:Session Descr iption: Voxel based lighting has been around for a few years, but very few games have actually used it so far. In this session, we’re going to discuss VXGI, the Nvidia’s voxel based lighting solution, and uncover some recent improvement <wty1009> 上传 | 大小:1mb
说明:Session Descr iption: Improving visual fidelity in modern games is a challenging task and Final Fantasy XV was not an exception. Doing this requires detailed analysis of the game engine to come up with a list of technologies which would naturally fit <wty1009> 上传 | 大小:8mb
说明:Session Descr iption: With the release of Nsight 5.5, a subset of the key GPU hardware metrics we have been using at NVIDIA to come up with driver-side and application-side optimizations are finally available to all DX11 and DX12 developers.
This <wty1009> 上传 | 大小:3mb
说明:Session Descr iption: In this session, the Developer Tools team at NVIDIA will present a powerful new tool for graphics debugging and profiling. We’ll demonstrate features like Pixel History, Events Viewer and Resource Viewer, as well as advanced pro <wty1009> 上传 | 大小:3mb
说明:Session Descr iption: An update on what’s been happening in the world of TDR debugging and NVIDIA’s ‘Aftermath’ technology. With the increasing complexity of rendering APIs and GPU technology, we need to find a better way of debugging issues that pre <wty1009> 上传 | 大小:954kb