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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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NVIDIA Warp Defomable Mesh using add_soft_mesh

I am trying to simulate a deformable/soft mesh falling onto the ground plane using the NVIDIA Warp framework, but I get the message "inverted tetrahedral element". I downloaded the Stanford ...
Melissa Herondale's user avatar
1 vote
1 answer
45 views

Unity Editor Hangs for A Fraction of A Second About Once Per Second

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
0 votes
2 answers
9k views

Low FPS in Unreal engine, but GPU usage is low as well

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
3 votes
0 answers
326 views

How to make use of resizable BAR?

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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1 answer
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Unity Build GPU Performance

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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1 answer
237 views

Why was 24-bit color support introduced twice in GPUs?

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
248 views

OpenGL performs very bad on laptop

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
168 views

How does raytracing triangle meshes with RTX work internally?

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
134 views

nvidia SSAO visible errors

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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3 votes
2 answers
5k views

Nvidia RTX ray tracing OpenGL extension

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
1 answer
4k views

Why are committed resources better than placed resources?

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
1 answer
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Cutout fragment shader pixels arent square

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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1 vote
1 answer
73 views

Nvidia High Performance Processor Setting leads to graphical bug (Seizure Warning) with current lighting system, drawing completely in the shader code

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
1 vote
1 answer
505 views

Any idea why my openGL camera is stuttering only on the X axis? and only when using nvidia drivers?

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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0 answers
1k views

GeForce FPS Counter is not displaying and G-SYNC is not working on games developed using Unity

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
117 views

DirectX function calls' duration

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
137 views

Any Code Based Driver Optimizations for Far-Object Rendering?

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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1 answer
1k views

How do I integrate Nvidia Ansel into my Unity game?

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.
user3797758's user avatar
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2 answers
2k views

CG: 4+ color gradient

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
  • 411
1 vote
1 answer
575 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 ...
user avatar
2 votes
1 answer
986 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 ...
Shadow503's user avatar
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4 votes
0 answers
283 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, ...
Joao Pincho's user avatar
0 votes
1 answer
1k 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 (...
mythos's user avatar
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4 votes
1 answer
3k views

SDL2, OpenGL, Nvidia laptop screen tearing

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
54 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 ...
AturSams's user avatar
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7 votes
1 answer
1k 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,...
MathuSum Mut's user avatar
1 vote
2 answers
1k 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 ...
user000user's user avatar
4 votes
1 answer
839 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 ...
Edvin's user avatar
  • 161
3 votes
1 answer
626 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 (...
Robetto's user avatar
  • 181
4 votes
1 answer
5k 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 ...
TheLastBrainCell's user avatar
1 vote
1 answer
571 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 ...
Emilian Cioca's user avatar
2 votes
2 answers
1k 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 ...
Harry's user avatar
  • 690
0 votes
1 answer
835 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 ...
János Turánszki's user avatar
2 votes
1 answer
2k 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 ...
Aaron Rotenberg's user avatar
9 votes
3 answers
26k 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: ...
Blake's user avatar
  • 203
4 votes
0 answers
592 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 ...
Harry's user avatar
  • 690
0 votes
1 answer
662 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 ...
James's user avatar
  • 153
-1 votes
1 answer
94 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 ...
user30709's user avatar
2 votes
0 answers
529 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 ...
Matthew_S's user avatar
0 votes
1 answer
630 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 ...
LiquidFeline's user avatar
  • 1,391
2 votes
1 answer
121 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 ...
Grieverheart's user avatar
  • 1,215
1 vote
0 answers
306 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: ...
samboush's user avatar
  • 303
2 votes
2 answers
1k 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 ...
Shahbaz's user avatar
  • 176
5 votes
1 answer
2k 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 ...
user827992's user avatar
  • 1,971
6 votes
1 answer
13k 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 ...
Dan's user avatar
  • 1,384
6 votes
2 answers
3k 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 ...
Dan's user avatar
  • 1,384
4 votes
1 answer
4k 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?
Laurent Couvidou's user avatar
3 votes
1 answer
3k 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 ...
Benlitz's user avatar
  • 498
1 vote
1 answer
184 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 ...
kochol's user avatar
  • 182
4 votes
1 answer
772 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 ...
Sean O'Brien's user avatar