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We're pleased to announce that NVIDIA Parallel Nsight 1.0, our GPGPU and graphics development environment integrated into Visual Studio, has been released. Parallel Nsight bring GPGPU and graphics developers an unprecedented amount of power, and supports APIs like CUDA C/C++, OpenCL, DirectCompute, Direct3D, and OpenGL.

Getting the build:
The build is now available from the Parallel Nsight Developer Zone page.
Follow the instructions on the download page to download and then activate your build immediately.



Parallel Nsight Debugger for GPU Computing

  • Debug your CUDA C/C++ and DirectCompute source code directly on the GPU hardware
  • As the industry's only GPU hardware debugging solution, it drastically increases debugging speed and accuracy
  • Use the familiar Visual Studio Locals, Watches, Memory and Breakpoints windows


Parallel Nsight Analyzer for GPU Computing
(Professional version only)

  • Isolate performance bottlenecks by viewing system-wide CPU+GPU events
  • Support for all major GPU Computing APIs, including CUDA C/C++, OpenCL, and Microsoft DirectCompute



Parallel Nsight Debugger for Graphics Development

  • Debug HLSL shaders directly on the GPU hardware. Drastically increasing debugging speed and accuracy over emulated (SW) debugging
  • Use the familiar Visual Studio Locals, Watches, Memory and Breakpoints windows with HLSL shaders, including DirectCompute code
  • The Debugger supports all HLSL shader types: Vertex, Pixel, Geometry, and Tessellation


Parallel Nsight Graphics Inspector for Graphics Development

  • Graphics Inspector captures Direct3D rendered frames for real-time examination
  • The Frame Profiler automatically identifies bottlenecks and performance information on a per-draw call basis
  • Pixel History shows you all operations that affected a given pixel

07/23/2010 | Direct link

NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:

  • ARB_texture_compression_bptc – provides additional texture compression functionality specific to the BPTC and BPTC_FLOAT compressed texture formats (called BC7 and BC6H respectively in DirectX 11)
  • EXT_shader_image_load_store - provides GLSL built-in functions allowing shaders to load from, store to, and perform atomic read-modify-write operations to a texture object.
  • EXT_vertex_attrib_64bit - provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs.
  • NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
  • NV_gpu_program5 - documents the common instruction set and basic functionality provided by NVIDIA's 5th generation of assembly instruction sets supporting programmable graphics pipeline stages.
  • NV_tesssellation_program5 - provides assembly programmable shaders for performing tessellation.
  • NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, and more. Additionally, it allows patches (created in the tessellation stage) to be passed on to the geometry shader, used as input to transform feedback, and even passed to fixed-function rasterization.
  • NV_shader_buffer_store – lifts the restriction from the Bindless Graphics extension NV_shader_buffer_load that disallows writes to buffer objects. The shading language is extended to allow shaders to write through (GPU address) pointers. Additionally, the extension provides built-in functions to perform atomic memory transactions to buffer object memory.


The drivers and extension documentation can be downloaded from http://developer.nvidia.com/object/opengl_driver.html


04/13/2010 | Direct link

Once again, NVIDIA developers will be presenting at this year's GDC in San Francisco. This is your chance to see new material and success stories from developers that built games like Dark Void, EVE Online, and many others, as well as hands-on opportunities to try out our new tools, including NVIDIA Parallel Nsight (formerly codenamed "Nexus"). NVIDIA be located in the main expo area, booth 2008

To stay up-to-date on NVIDIA's presentations and demonstrations, please visit our special GDC page at http://developer.nvidia.com/object/gdc-2010.html 


02/05/2010 | Direct link

We're proud to announce the trailer video for NEXUS, NVIDIA's upcoming Visual Studio-integrated toolset for graphics and GPU Computing. NEXUS includes powerful debugging and platform-wide performance tools.

More information about NEXUS will be available at the GPU Technology Conference, Sept 30th - Oct 2nd, 2009.


09/01/2009 | Direct link

We've posted three more GPU Gems 3 chapters for this week:









02/03/2009 | Direct link

This week, we start on Part IV of GPU Gems 3: Image Effects.









01/28/2009 | Direct link

Chapters 14 through 20 of GPU Gems 3 are now up. This week's chapters are all about rendering everything from skin to vegetation.

Chapters this week:



01/20/2009 | Direct link

GPU Gems 2Beginning this week we'll be releasing the full text of GPU Gems 3 on the NVIDIA website -- Seven chapters to start, and then three chapters per week between now and GDC 2009. Click here to begin reading the first section of GPU Gems 3, Geometry.

Chapters this week:


12/08/2008 | Direct link

At the end of the full day on packed-room NVIDIA Technical Presentations at SIGGRAPH 2008, we've added a bonus: immedaite support for the newly-announced OpenGL 3.0 in NVIDIA Windows drivers. See http://developer.nvidia.com/object/opengl_3_driver.html for the details, along with the documentation for the new version of nvemulate, to be found at http://developer.nvidia.com/object/nvemulate.html


08/13/2008 | Direct link

The latest round of Documentation Updates to NVIDIA's OpenGL Support are now available at http://developer.nvidia.com/object/nvidia_opengl_specs.html -- there are new extensions and a fair number of updates to the existing documentation, all clearly-marked and easy to find.


04/18/2008 | Direct link

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