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Exclusive – Nvidia Talks GameWoks And DirectX 12 Plans For 2016

Caporegime
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Nvidia GameWorks : How It All Started And Where It’s Going
Today you’re in for a treat. I’ve been engaged with the folks over at Nvidia, who have kindly humored me for several weeks in my attempt to tell the GameWorks story in all of this. How it started, what it’s doing and where it’s going. So buckle up, because this is going to be a fun ride.
NVIDIA GameWorks
Let’s begin by explaining what GameWorks actually is and why it exists. GameWorks is a developer program that was established by Nvidia in late 2013. Its goal is to provide developers with a collection of tools and graphics libraries for a variety of ends. Be it to help them improve the visual quality of their games, develop software for Virtual Reality solutions or even mobile platforms powered by Nvidia hardware.
A great number of technologies fall under GameWorks and they include software development kits, game physics engines and a library called VisualFX. This library encompasses a number of Nvidia optimized rendering techniques and in-game visual effects that span everything from shadows to anti-aliasing, depth of field, global illumination, hair and fire simulation, ambient occlusion, lighting, and other effects.
Below you will find the Physics and VisualFX solutions as listed on Nvidia’s website.


Read more: http://wccftech.com/exclusive-nvidia-gameworks-directx-12/#ixzz3xKSC5ELU

Interesting read here on GameWorks/DX12 and where it is heading. wccftech doing a couple of good articels of late :cool:
 
No point pushing Gimpworks if they can not get SLI to work.

Game engines have become increasingly more complex recently, making it harder to get the bodged over dx11 multi gpu systems working.

Multi GPU will finally be worth it when using explicit multi GPU with low level api's.
 
what DX12 ? nobody is making dx12 games thx to microsoft, and their stupidty of taking DX hostage to sell windows.
and gameworks, i dont like it, does more harm than benefit if you ask me.
 
Pretty much sums up the thread.

Not sure why you post in Nvidia threads. You clearly don't like them, so it just comes across as sour. I never let politics get in the way and just enjoy my hardware and maybe you should do the same? I personally like GameWorks and some of the effects like Flex and WaveWorks are great. With the latest news of Bethesda adding weapon debris effects, I will give that another play later and probably do some recording if time allows. :)
 
Not sure why you post in Nvidia threads. You clearly don't like them, so it just comes across as sour. I never let politics get in the way and just enjoy my hardware and maybe you should do the same? I personally like GameWorks and some of the effects like Flex and WaveWorks are great. With the latest news of Bethesda adding weapon debris effects, I will give that another play later and probably do some recording if time allows. :)

I also like GW but feel like they need to refine their techniques somewhat (as per my post above :))
 
I also like GW but feel like they need to refine their techniques somewhat (as per my post above :))

I can see where Nvidia were coming from, they make free effects and all the dev has to do is add them to the engine and it saves so much time but it does come at a cost of performance of course and it would be counter productive for a dev to spend the time then refining the performance. Hopefully in time it will be less demanding and just as quick to add.
 
Exclusive – Nvidia Talks GameWoks And DirectX 12 Plans For 2016

Nvidia breaking into cookery greg?:D

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I can see where Nvidia were coming from, they make free effects and all the dev has to do is add them to the engine and it saves so much time but it does come at a cost of performance of course and it would be counter productive for a dev to spend the time then refining the performance. Hopefully in time it will be less demanding and just as quick to add.

Wont ever happen like that though Greg, every dev will need to configure the effects to their engine.

It will always require the devs to configure and optomise, it will be the same for AMD as well, the difference will come down to support from Nvidia / AMD and how willing they are to support the games makers.
 
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