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0
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1answer
81 views

Configuring Implicit Multi-GPU Rendering Driver Settings Programmatically

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 ...
0
votes
0answers
39 views

Problem with loading vertices into Nvidia PhysX triangle mesh

I'm new to using PhysX but I have a little bit of experience using other physics engines. I want to test out the waters because I've been having some problems with Bullet. I believe the problem is ...
0
votes
1answer
97 views

Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?

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 ...
2
votes
0answers
66 views

GLSL shader with light colors wrong on nvidia optimus

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, ...
0
votes
1answer
94 views

Black Screen when using High-Performance NVIDIA Processor

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 (...
1
vote
1answer
437 views

SDL2, OpenGL, Nvidia laptop screen tearing

EDIT 2016-03-06. Note 1: Apparently this is a known issue with Nvidia. If you've found here due to same problem, please stoke the collective "please fix it" by filing a "question" at https://nvidia....
0
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0answers
42 views

Disable OpenGL NVidia Driver Optimization During Development

I've noticed while looking at gDebugger that sometimes what I dispatch as draw calls never actually show up in the logger. I assume that there is some driver level optimization going on here; so is ...
1
vote
0answers
43 views

Shed some light on this Nvidia Pascal slide?

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 ...
6
votes
1answer
304 views

Why do I see spaces between polygons in OpenGL, only on an Nvidia 720M?

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, except on my Nvidia 720M. My ...
0
votes
2answers
381 views

D3D12 device not supported

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 ...
3
votes
1answer
135 views

Nvidia Nsight 4.6 VS Edition. The Graphics debugger can't find glew32.dll

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 ...
3
votes
1answer
134 views

Why does glBindVertexArray sometimes fail (but mostly not)?

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 (...
3
votes
1answer
717 views

How do I get GLEW to use my Nvidia GPU instead of an integrated Intel card?

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 ...
1
vote
1answer
150 views

OpenGL Post Processing Introducing Artifacts on Certain Systems

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 ...
2
votes
2answers
410 views

Render-to-texture doesn't work on nvidia cards. OpenGL 3.3

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 ...
1
vote
0answers
72 views

Where are the parameters to APEX destructible asset / actor documented?

The NxDestructibleAsset has parameters such as defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver ...
0
votes
1answer
291 views

NVidia control panel SSAO not working

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 ...
1
vote
1answer
723 views

Why am I not getting an sRGB default framebuffer?

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 ...
4
votes
2answers
4k views

Why does my machine render OpenGL using my onboard chipset instead of my graphics card?

I'm following an OpenGL tutorial series at opengl-tutorial.org, but have run into a problem: The following lines: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(...
1
vote
0answers
311 views

Drawing cube map and texture array on NVidia cards doesn't work

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 ...
0
votes
1answer
504 views

Basic shadow mapping fails on NVIDIA card?

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 ...
-1
votes
1answer
87 views

How should I choose a graphics card that's right for my needs? [closed]

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 ...
2
votes
0answers
274 views

How does QCSAA actually work in nVidia GPUs? [closed]

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 ...
0
votes
1answer
447 views

Running advanced floating point calculations on the GPU?

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 ...
2
votes
1answer
100 views

Precomputing SSAO causes driver timeout

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 ...
1
vote
0answers
235 views

Vertex shader to Pixel shader NVIDIA problem - restarting drivers

I have problem with my shader on NVIDIA cards. On AMD it's working right. Shader Builder exported CODE: //ROOT //PSParts //VSParts //Samplers sampler sLod23ColorGround : register(s0); sampler ...
2
votes
2answers
308 views

How to apply a filter to the screen of a running program?

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 ...
4
votes
1answer
1k views

Is the series of books “GPU Gems” still good for a modern OpenGL 3.0+ approach?

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 ...
6
votes
1answer
6k views

GLSL if-else statement unexpected behaviour

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 ...
5
votes
2answers
1k views

OpenGL behaviour depending on the graphics card?

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 ...
2
votes
1answer
772 views

Get video chipset manufacturer in Direct3D

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?
2
votes
1answer
2k views

GLSL compile error when accessing an array with compile-time constant index

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 ...
1
vote
1answer
147 views

Can't run Nvidia PracticalPSM sample in debug mode

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 ...
4
votes
1answer
718 views

Valve Source Engine / UDK and CUDA

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 ...
1
vote
0answers
620 views

Joint constraints in PhysX

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 ...
-2
votes
4answers
808 views

Advice of feasibility of final year project

Final year student from an IT college in Ireland. I'm not really sure if this is the right place to post but It seems that graphics programming is very closely related to games and the people here ...
-3
votes
0answers
340 views

Why OpenGL provided with latest GeForce drivers is so extremely slow?

I'm writting a code in OpenGL and using two computers - an old and a new one. On the old computer (which I use for debugging/creating implementation for the old GL) I have GeForce 5500 FX. Before ...
1
vote
1answer
176 views

optimal pixel-read back strategy

I need to render certain scenes and read the whole image back in main memory for further processing which is not suitable for rewriting into shaders of CUDA, and saving to disk. I've search for this ...
5
votes
1answer
337 views

How can I test shaders for nVidia on an ATi system?

I and our other devs have ATi graphics cards. However we have encountered that some shaders that compile without warnings on ATi don't compile at all on nVidia. The problems are trivial to fix, but ...