Is your application built for optimal multi-GPU performance using SLI? Not sure? It might be simpler than you realize! Visit our updated (and short!) SLI Best Practices page to discover the simple details.
Congratulations to Mark Davis of Novalogic! Mark participated in our May NVIDIA Developer Newsletter Mini-Survey, and won our connected sweepstakes -- we've sent Mark a new NVIDIA Quadro FX 3700 graphics card as his prize for reading the newsletter and participating.
Want a chance of your own? Sign up now for the monthly NVIDIA Developer Newsletter. Our contests and mini-surves are exclusively available for newsletter readers. Each month we'll have a new Mini-Survey topic and an opportunity to win a cool NVIDIA prize -- along with the latest NVIDIA-related Developer News. See you in June!
We've created two new PerfHUD screencasts, each about 2 minutes long, to introduce you to new features in PerfHUD 6:
Texture Visualizations and Overrides
Performance Dashboard and SLI
Texture Visualizations and Overrides
This video shows you how to visualize your textures in a full screen, as well as how to override textures with useful debug textures on a per-texture basis, including the mipmap visualization texture.
Of course, just as in prior versions, PerfHUD 6.0 Beta includes three powerful analysis modes:
The Performance Dashboard, for monitoring your GPU usage in real-time.
The Frame Debugger, for examining the data associated with every draw call in your frame.
The Frame Profiler, an automated analysis mode that profiles your application on a draw call level.
Browse over to our Beta page to download the PerfHUD installer, and get documentation. You can also check out our first screencast for PerfHUD 6, which covers Texture Visualization and Overrides.
Beginning this week we'll be releasing the full text of GPU Gems 2 on the NVIDIA website -- three chapters per week between now and summer's big visual computing event, NVISION. Click here to begin reading the first section of GPU Gems 2, Geometric Complexity.
The Cg Tutorial teaches you more than just the Cg
Shading Language. It serves as a lucid introduction to all the basic concepts
of the modern graphics pipeline – from vertices and polygons, and the building
blocks of shader programming, to more advanced topics like bump mapping and
toon shading. Most chapters also introduce graphics concepts first before supporting them with implementation details, making them ideal for learning computer graphics.