The Nsight Perf SDK v2021.1 public release is now available for download. New features include: New: Ray Tracing Samples Below is a screenshot of Microsoft��s Real Time Denoised Ambient Occlusion sample, containing Nsight Perf SDK instrumentation. Each render pass or phase of execution has been annotated to take a measurement. From the DispatchRay call��s HTML report��
]]>GPU performance events can be used to instrument your game by labeling regions and marking important occurrences. A performance event represents a logical, hierarchical grouping of work, consisting of a begin/end marker pair. There are best practices for GPU performance events that are universally used by profiling tools such as NVIDIA Nsight Graphics and NVIDIA Nsight Systems��
]]>Figuring out how to reduce the GPU frame time of a rendering application on PC is challenging for even the most experienced PC game developers. In this blog post, we describe a performance triage method we��ve been using internally at NVIDIA to let us figure out the main performance limiters of any given GPU workload (also known as perf marker or call range), using NVIDIA-specific hardware metrics.
]]>NVIDIA is making available a repository of driver binaries. Problem: During application development you may find yourself looking at a crash report with an attached crash dump �C unfortunately there��s no guarantee you��ll have the same driver installed on your local system as is used in the dump (typically this happens when crash dumps come from QA or end users who are using a different driver)��
]]>NVIDIA Nsight Visual Studio Edition 5.5 is now available for download in the NVIDIA Registered Developer Program. This release extends support to the latest Volta GPUs and Win10 RS3. The Graphics Debugger adds Pixel History (DirectX 11, OpenGL) and OpenVR 1.0.10 support as well as Vulkan and Range Profiler improvements. Nsight Visual Studio Edition version 5.5 also introduces new compute tools��
]]>Visualization is a great tool for understanding large amounts of data, but transferring the data from an HPC system or from the cloud to a local workstation for analysis can be a painful experience. It��s increasingly popular to avoid the transfer by analyzing and visualizing data in situ: right where it is generated. Moreover, using server-side rendering lets you deliver high quality visual��
]]>If you��re like me, you have a GPU-accelerated in-situ visualization toolkit that you need to run on the latest-generation supercomputer. Or maybe you have a fantastic OpenGL application that you want to deploy on a server farm for offline rendering. Even though you have access to all that amazing GPU power, you��re often out of luck when it comes to GPU-accelerated rendering.
]]>High-performance stereo head-mounted display (HMD) rendering is a fundamental component of the virtual reality ecosystem. HMD rendering requires substantial graphics horsepower to deliver high-quality, high-resolution stereo rendering with a high frame rate. Today, NVIDIA is releasing VR SLI for OpenGL via a new OpenGL extension called ��GL_NVX_linked_gpu_multicast�� that can be used to greatly��
]]>Powered by GeForce and OpenGL, the Augmented Reality Sandbox lets users sculpt mountains, canyons and rivers, then fill them with water or even create erupting volcanoes. The Modeling and Educational Demonstrations Laboratory Curriculum Materials Center in the Department of Earth, Planetary, and Space Sciences at UCLA have created the sandbox to help students learn about Topography.
]]>HPC looks very different today than it did when I was a graduate student in the mid-90s. Today��s supercomputers are many orders of magnitude faster than the machines of the 90s, and GPUs have helped push arithmetic performance on several leading systems to stratospheric levels. Unfortunately, the arithmetic performance wrought by two decades of supercomputer design has created tremendous I/
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