Showing results for Nvidia - DirectX Developer Blog

Sep 25, 2023
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Optimizing hybrid laptop performance with Cross Adapter Scan-Out (CASO)

Neeraj Gera James O'Connor Chinmay Wadgaonkar
Neeraj,
James,
Chinmay

Introduction For an avid gamer, having a robust Graphics Processing Unit (GPU) is non-negotiable for an optimal gaming experience. Hybrid laptops, equipped with both an integrated GPU (iGPU) and a discrete GPU (dGPU), have become a popular choice for many. If you've delved into maximizing your laptop gaming performance, you've undoubtedly heard of...

DirectXDirectX 12Nvidia
Mar 19, 2018
0
0

Gaming with Windows ML

Cassie Hoef
Cassie Hoef

Neural Networks Will Revolutionize Gaming Earlier this month, Microsoft announced the availability of Windows Machine Learning. We mentioned the wide-ranging applications of WinML on areas as diverse as security, productivity, and the internet of things. We even showed how WinML can be used to help cameras detect faulty chips during hardware produc...

DirectXDirect3D12Nvidia
Mar 1, 2017
0
0

GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level

D3D Team
D3D Team

If you are a Windows game developer using DirectX 12, you know that great tools are essential for getting the most out of the graphics hardware. In the past few months, we’ve been making rapid progress on delivering the tools you’ve requested. At the Game Developers Conference today, we demoed new features for both PIX, our premier tool for tuning ...

Direct3D12GamingGraphics
Jul 8, 2016
0
0

Rise of the Tomb Raider, Explicit DirectX 12 MultiGPU, and a peek into the future

Andrew Yeung - MSFT
Andrew Yeung - MSFT

Rise of the Tomb Raider is the first title to implement explicit MultiGPU (mGPU) on CrossFire/SLI systems using the DX12 API.  It works on both Win32 and UWP.  Using the low level DX12 API, Rise of the Tomb Raider was able to achieve extremely good CPU efficiency and in doing so, extract more GPU power in a mGPU system than was possible before. Th...

DirectXDirect3D12DirectX12
Mar 9, 2015
0
0

DirectX 12 – Looking back at GDC 2015 and a year of amazing progress

Andrew Yeung - MSFT
Andrew Yeung - MSFT

Last year at GDC 2014, we announced DirectX 12.  Since then, we have made amazing progress, and we were excited to showcase this progress at GDC 2015. At the GDC 2015 Expo, we had a range of live demos including Lionhead Studio’s next beautiful game Fable Legends, Epic Games’ Unreal Engine 4, Unity Technologies’ 3D game engin...

DirectXDirect3D12DirectX12