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PerfHUD 5 is a major step forward from PerfHUD 4, featuring numerous new features and improvements:

  • DirectX 10 Support, GeForce 8800 GTX Support
  • Microsoft Windows Vista Support (DirectX 9 and 10)
  • Interactive usage model
  • Shader edit-and-continue
  • Render state edit-and-continue
  • Revamped customizable user interface
  • Numerous other improvements…

More on the PerfHUD 5 page


Jul 31, 2007 | Direct link

This public beta of PerfHUD includes 64-bit support for Windows XP and Vista, an updated driver, and minor bug fixes and improvements.  We look forward to hearing your candid feedback on our developer forums, since it will help us to build a product that best suits your needs.


Jul 27, 2007 | Direct link

We are very happy to announce our first public beta of NVIDIA PerfHUD 5.

PerfHUD 5 is a major step forward from PerfHUD 4, featuring numerous new features and improvements:

  • DirectX 10 Support, GeForce 8800 GTX Support
  • Microsoft Windows Vista Support (DirectX 9 and 10)
  • Interactive usage model
  • Shader edit-and-continue
  • Render state edit-and-continue
  • Revamped customizable user interface
  • Numerous other improvements…


We strongly recommend that you read through our PerfHUD 5 Overview Slides, the Quick Tutorial, and the User Guide to get a good understanding of PerfHUD’s extensive capabilities.

We look forward to hearing your candid feedback on our developer forums, since it will help us to build a product that best suits your needs.

PerHUD 5 Beta 4
Public Developer Forums


Jul 23, 2007 | Direct link

Our GDC 2007 presentations are available for download:

NVIDIA FX Composer 2: A Comprehensive Shader Development Package
[download] Slides (PDF)

GPU Optimization with the Latest NVIDIA Performance Tools

[download] Slides (PDF)

GeForce 8800 OpenGL Extensions
[download] Slides (PPT)

NVIDIA Demo Team Secrets – Cascades
[download] Slides (.zip + movies)

NVIDIA Demo Team Secrets – Advanced Skin Rendering
[download] Slides (PDF)

Real-time volumetric smoke using D3D10
[download] Slides (PDF)

Soft shadows using hierarchical min-max shadow maps
[download] Slides (PDF)

How to make use of Direct3D10 now
[download] Slides (PDF)

GDC 2007 Page


Mar 22, 2007 | Direct link

We are pleased to demonstrate the latest version of our NVIDIA Developer Toolkit at GDC 2007, complete with six all-new software products for developers:

  • FX Composer 2. Featuring DirectX and OpenGL support via HLSL, Cg, and COLLADA FX, as well as powerful pipeline integration features for real production environments.
  • Shader Library. The world's largest shader library.
  • SDK 10. All-new code samples for DirectX and OpenGL.
  • GPU-Accelerated Texture Tools. Now more than 10x faster with GPU acceleration via CUDA, and support for DirectX 10 texture formats.
  • PerfHUD 5. Featuring powerful edit-and-continue for shaders and render states, customizable graphs, DirectX 10 and Vista support, and much more.
  • ShaderPerf 2. Support for vertex and pixel shader analysis as well as Release 100 drivers.

We are showing off all these tools at GDC in booth # 5134 and at our various sessions.  The Shader Library, SDK 10, GPU-Accelerated Texture Tools, and ShaderPerf 2 are now available for download.  Betas of FX Composer 2 and PerfKit 5 will be available soon after GDC.


FX Composer 2

Continue reading "Six All-New Tools Showcased at GDC 2007" »


Mar 6, 2007 | Direct link

We are pleased to announce NVPerfKit 2.1, the latest version of our comprehensive suite of performance tools for debugging and profiling OpenGL and Direct3D software applications for Windows and, for the first time, Linux.

New in this release:

- Release 90 driver support
- 32-bit and 64-bit Linux support (NVPerfSDK only)
- 64-bit Windows support
- Improved features in NVPerfHUD (including "take screenshot" [F10])
- Improved installer with automatic driver removal and installation

Also, don't forget to visit our brand-new NVPerfHUD screenshot gallery, which shows top game titles being analyzed by their developers using NVPerfHUD.


Oct 26, 2006 | Direct link


SIGGRAPH 2006

Physics on NVIDIA GPUs
State of the Art Cross Platform Shader Development
Next Generation Effects in DirectX10
Optimize Your GPU with the Latest NVIDIA Performance Tools
(including Linux Performance Tools)

More details on our SIGGRAPH 2006 page.

Develop 2006

Shaders: The Sky is the Limit
Optimize Your GPU with the Latest NVIDIA Performance Tools
Next Generation Games with Direct3D10

More details on our Develop 2006 page.


Oct 17, 2006 | Direct link

siggraph_logo_234x175.jpg

Real-time graphics is going to leap forward again. API are becoming more flexible than ever before allowing a new class of effects and improved developer tools increase performance and productivity on many platforms, including Linux. We invite you to attend the following tutorials:

• Next Generation Programmability in OpenGL
• Physics on NVIDIA GPUs
• State of the Art Cross Platform Shader Development
• Next Generation Effects in DirectX10
• Optimize Your GPU with the Latest NVIDIA Performance Tools (including Linux Performance Tools)

At the end of each session a high-end NVIDIA graphics card will be given away. To participate, swipe your badge at the entrance and get a raffle ticket.

For more details, go to our SIGGRAPH 2006 page.


Oct 17, 2006 | Direct link

NVIDIA Engineers will demonstrate tools to improve shading quality and graphics performance on current projects. They will also talk about what you should absolutely know for your next Direct3D10 title. Do not miss these sessions at the Develop Conference held in Brighton, UK.

Shaders: The Sky is the Limit. NVIDIA and Sony joint presentation
(Thursday July 13th, from 11am - noon)

Optimize Your GPU with the Latest NVIDIA Performance Tools
(Thursday July 13th, from 1:30pm - 2:30pm)

Next Generation Games with Direct3D10
(Thursday July 13th, from 3:00pm - 4:00pm)

Visit our Develop 2006 page for more details.


Oct 17, 2006 | Direct link

Frame_Profiler_250.jpg
NVPerfHUD 4's New Frame Profiler
 
NVPerfSDK's Sample Application

We are proud to release NVPerfKit 2, a comprehensive suite of performance tools to help debug and profile OpenGL and Direct3D applications. NVPerfKit gives you access to low-level performance counters inside the driver and hardware counters inside the GPU itself. The counters can be used to determine exactly how your application is using the GPU, identify performance issues, and confirm that performance problems have been resolved.

A major new component in NVPerfKit 2 is NVPerfHUD 4. This latest version of our real-time performance analysis tool now features automated performance analysis, access to GPU performance counters, updated and improved performance graphs, and much more. In a recent survey, over 100 NVPerfHUD 4 users reported an average performance improvement of 34.8% by using NVPerfHUD 4 to tune their applications.  These users also reported that NVPerfHUD 4 helped them find an average of 11 rendering bugs during development. (Results were obtained from individuals using a variety of system configurations and applications. Individual results may vary.)

NVPerfKit 2 consists of the following components:

  • Instrumented Driver
    • Interfaces with graphics API and GPU to provide performance counter data
    • Automatically installed by NVPerfKit installer
  • NVPerfHUD 4
    • Advanced real-time analysis of Direct3D applications
  • NVPerfSDK
    • NVPerfAPI for accessing GPU signals in your applications
    • Sample code and helper classes for OpenGL(tm) and DirectX(tm) applications
    • NVIDIA Developer Control Panel and instrumented driver
  • NVIDIA Plug-in for Microsoft PIX for Windows
  • GLExpert
    • Debug OpenGL usage errors and performance issues
  • Support for PerfMon, Intel(r) VTune(tm), gDEBugger, and other analysis tools
  • gDEBugger 30-day trial version

Also, don't miss out on NVPerfKit and NVPerfHUD reviews by iXBT (in English and Russian) and GameDev.net.


Oct 17, 2006 | Direct link

Our GDC Presentations are now available in Acrobat and PowerPoint formats.
Visit our GDC 2006 Presentations page and start improving your applications today.

Quick links
Mobile Performance Tools and GPU Performance Tuning
OpenGL ES Content Development Post-Mortem on NVIDIA GPUs
Cross-Platform Development Using FX Composer 2.0
GPU Performance Tuning with NVIDIA Performance Tools
Physics Simulation on NVIDIA GPUs
Variance Shadow Maps
OpenGL SLI and NVX_instanced_arrays
OpenGL Performance Tools
OpenGL GPGPU
DX10: Prepping your Engine for a Smooth Start
DX10: Batching and Performance Considerations
DX10: Practical Metaballs and Implicit surfaces
Khronos: Creating the Embedded Media Processing Ecosystem
When Shaders and Textures Collide
Best Practices for Multi-Threading


Oct 17, 2006 | Direct link

nvidia tools