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Questions tagged [nvidia]

Nvidia is technology company that designs graphics processing units (GPUs) like the GeForce line of graphics cards, and system on a chip units (SOCs) like the Tegra used in Nvidia Shield tablets. In addition to hardware, Nvidia has also created some game development related APIs, including `PhysX` & `CUDA`, which have their own respective tags. Use the `Nvidia` tag for questions about developing for Nvidia hardware specifically.

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I am having a problem with the Unity Editor. It hangs for a fraction of a second about once per second. I took a video recording of me walking through the default hdrp scene. https://youtu.be/...
ChristianOConnor's user avatar
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2 answers
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I am running an Unreal Engine 4 project which has many high quality assets. My computer is fairly strong: CPU: AMD Ryzen 5 3600 6-Core GPU: GeForce RTX 3060 SSD: Lexar 500GB NM610 M.2 NVMe SSD RAM: 2 ...
Quantum Guy 123's user avatar
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From what I understand, resizable BAR (aka. Smart Access Memory) makes it possible to access the whole GPU memory from CPU code. But how can a programmer make use of that? Is there an example or code ...
thalm's user avatar
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I have been banging my head against the wall with this for few days now with no improvement.. The problem is that after build my project keeps using over 30% of the GPU. Even in the editor it takes 20%...
theCodeHermit's user avatar
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I was doing research, trying to answer the question "Which was the first GPU to support 24-bit color". I know all color since 1992 is 24-bit, even in games like Doom. I mean 16 million ...
Boris Rusev's user avatar
-1 votes
1 answer
271 views

I'm trying to write a game using C and OpenGL, I wrote some rendering code and camera, but the game is very laggy, framerate is so low (probably around 10-15fps), however, if I launch the game through ...
Jiří Velek's user avatar
4 votes
0 answers
206 views

Raytracing a huge bunch of triangles the naive way (ie. testing each ray against every single triangle) would be humongously slow, which is why raytracers use optimizations to greatly reduce the ...
Warp's user avatar
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1 answer
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I am trying to add ssao effect to a visualization application but there are errors in resulting image. I am using code from https://github.com/nvpro-samples/gl_ssao . Errors occur in rapidly changing ...
Mycz's user avatar
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2 answers
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I can't seem to find any OpenGL headers for the RTX ray tracing extension, seems like they only want you to use Vulkan and optix with RTX
Jay Ebhomenye's user avatar
4 votes
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4k views

This NVIDIA document regarding dos and don'ts in DirectX 12 states the following: Use committed resources where possible to give the driver more knowledge This allows the driver to better ...
Panda Pajama's user avatar
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3 votes
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It has been solved, link to the final shader: Shader The problem (as portrayed by the image below) is that the pixels seem to be, for lack of a better word, cut off. I wish to either display a pixel, ...
Dennis's user avatar
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I followed the Lighting tutorial on learnopenGL, modifying some of the code to work in a 2D game engine. Everything was looking great and my team got our game done and the lights were quite simple for ...
Timothey Goodwin's user avatar
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1 answer
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As part of my assignment, I've been building a scene graph framework in C++/OpenGL. My camera works absolutely fine going backwards and forwards, but when I strafe / move on the X axis, the camera ...
Charlie Gillies's user avatar
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I have developed a small game for learning purpose and here is src of that, when I play the game GeForce FPS Counter is not displaying. I thought there might be some kind of bug in my src. So, I ...
Balakrishnan's user avatar
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2 answers
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Today I downloaded Nvidia Nsight in order to profe my game GPU side and I came across some doubts: I can't find only any resource of what are the average times for the different DirectX functions (...
Liuka's user avatar
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1 answer
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Are there any video card driver optimizations available to developers to mitigate considerable framerate drops (%50+) which may be caused by Draw Distance defects in a game? For example, when using a ...
elika kohen's user avatar
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1k views

I want to be able to use the super high resolution image capabilities that ansel have to offer but I don't know how to add it as the only thing that i can find are C++ libraries on their website.
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I am trying to write a shader that takes multiple colors and applies them to a B&W texture. Now, 3 colors works just fine, but i will need 6 in order for this to function. If somebody could please ...
Dennis's user avatar
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What is available to game developers to take advantage of implicit multi-GPU rendering technologies as of 2016? For this question I will only be asking about Nvidia's SLI and AMD's Crossfire ...
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2 votes
1 answer
1k views

I've been using the glxinfo command (glxinfo -v) to explore the supported framebuffer configurations. There are two values relating to depth, "depth" and "depthsize." According the source, it appears ...
Shadow503's user avatar
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So, I built some code to draw a spinning cube with a red light on the right side, and a blue one on the left. I run it on my laptop with optimus graphics, and on my desktop with nvidia. On the laptop, ...
Joao Pincho's user avatar
0 votes
1 answer
1k views

I have an issue where my program renders a black screen on other computers. I narrowed it down to when a different graphics card is being used. When I run the program using Integrated Graphics (...
mythos's user avatar
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4 votes
1 answer
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EDIT 2017-05-14 dvb. Issue still active to this very day, see geforce forum link in main question. Note 3: "Stoltverd" has posted a "fix guide" on geforce forum. It has workarounds for non-OpenGL ...
david van brink's user avatar
1 vote
0 answers
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What are the meanings of all the terms in this slide? Why is the correct operator to roughly compute (guesstimate) the improvement in performance multiplictive and not instead bottle necked by the new ...
AturSams's user avatar
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7 votes
1 answer
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I'm developing an OpenGL application that renders .obj 3D models. I use VBOs to render the polygons. Using the same code, the loaded models appear fine on all PCs,...
MathuSum Mut's user avatar
1 vote
2 answers
1k views

In the last days, I tried to learn the basics of Direct3D12, using some online resources and tutorials/demos. After failing to run the demos, I created a new project in Visual Studio 2015, added the ...
user000user's user avatar
4 votes
1 answer
909 views

I'm trying to debug some textures and FBO's with Nvidia Nsight 4.6 VS Edition. But when I select either "Start CUDA debugging" or "Start graphics debugging" I get an error. "The program can't start ...
Edvin's user avatar
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3 votes
1 answer
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Quick outline: Test program that loads and displays big (3k x 4k) 16bit gray scale images (ca. 32MB). Using modern OpenGL (eg. 3.3 or so) with shaders VBOs VAOs etc. Running on Windows with OpenTK (...
Robetto's user avatar
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4 votes
1 answer
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I'm new to graphics programming, though not to coding generally. I've been learning opengl from the OpenGL Superbible, 6th Edition. I was trying out the shader examples from the book but couldn't get ...
MyStackOverflowAccount's user avatar
1 vote
1 answer
630 views

Playing around with God-Rays in my framework, I was greeted with the following artifacts on my laptop: The artifacts themselves act almost like noise, flickering around the image rapidly. They also ...
Emilian Cioca's user avatar
2 votes
2 answers
1k views

I've implemented some postprocessing effects (DOF, HDR, Bloom) into my engine. I've tested it on AMD card which supports OpenGL 4.2. Yesterday I've made a test on NVidia card which supports only ...
Harry's user avatar
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0 votes
1 answer
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I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable ...
János Turánszki's user avatar
2 votes
1 answer
2k views

I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the ...
Aaron Rotenberg's user avatar
10 votes
3 answers
27k views

I'm following an OpenGL tutorial series at opengl-tutorial.org, but have run into a problem: The following lines: ...
Blake's user avatar
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4 votes
0 answers
624 views

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
Harry's user avatar
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0 votes
1 answer
695 views

Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a ...
James's user avatar
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-1 votes
1 answer
101 views

I'm developing my own game using Ogre3D, and I'm want to implement things like SSAO, dynamic shadows, AI, physics, etc...and I know my current card is barely gonna be able to handle it. So my ...
user30709's user avatar
2 votes
0 answers
544 views

I know the principles behind how QCSAA is supposed to work (as opposed to how, say, regular CSAA works) and subjectively after some testing I like the style it lends to the image enough that I'm ...
Matthew_S's user avatar
0 votes
1 answer
668 views

I want to learn how to use AMD Stream and NVIDIA CUDA (PhysX) to calculate things such as locations. I have not yet found where to get the SDK for these (I can't test the CUDA things because I have a ...
LiquidFeline's user avatar
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2 votes
1 answer
134 views

I was trying to do a pre-calculations of an SSAO effect by rendering normals and depth on a cubemap and doing a second ssao pass on each of these faces. The problem is I'm getting a timeout: "the ...
Grieverheart's user avatar
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1 vote
0 answers
319 views

I have problem with my shader on NVIDIA cards. On AMD it's working right. Shader Builder exported CODE: ...
samboush's user avatar
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2 votes
2 answers
1k views

The idea is to take old games without modifying them, but have the graphics card apply a series of filters to their output before sending them to the monitor. A very crude example would be to take a ...
Shahbaz's user avatar
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5 votes
1 answer
3k views

I noticed that this series of free books from Nvidia is really popular and well know in the devs world, the problem is that is simply old; you would recommend to read those 3 books to a developer that ...
user827992's user avatar
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6 votes
1 answer
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This question is related to this other one I asked a few days ago. Because I have finally get to the bottom of the issue, I have rather preferred to open a new question with a more detailed ...
Dan's user avatar
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6 votes
2 answers
3k views

This is something that never happened to me before. I have an OpenGL code that uses GLSL shaders to texture a 3D model. The code involves a lot of GPU texture processing, blending, etc... I wanted to ...
Dan's user avatar
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4 votes
1 answer
4k views

I'd need to know if the video chipset Direct3D runs on is from Nvidia, AMD or Intel. Is there a way to do that?
Laurent Couvidou's user avatar
3 votes
1 answer
3k views

I have this shader that works well on my computer (using an ATI HD 5700). I have a loop iterating between two constant values, which is, afaik, acceptable in a glsl shader. I write stuff in two arrays ...
Benlitz's user avatar
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1 vote
1 answer
212 views

I want to add PSM (Prespective shadow map) to my engine but I have problems with that. I think the problem is somewhere in my math code so I want debug Nvidia PracticalPSM sample and compare the math ...
kochol's user avatar
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4 votes
1 answer
809 views

Do any games use the GPU for more game tasks than just rendering, as a way to reduce the game's load on the CPU? I'm most interested in games which use either Valve's Source engine or the UDK. Is ...
Sean O'Brien's user avatar
1 vote
0 answers
983 views

I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to ...
Ryan's user avatar
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