NVIDIA Announces Nsight Graphics 2020.6

Nsight Graphics 2020.6 is now available for download.

When NVIDIA RTX-series GPUs was unveiled in 2018, ray tracing became a viable alternative to rasterization. To enable this functionality, we provided the VK_NV_ray_tracing extension in Nsight Graphics.

Today, Nsight Graphics ships with support for the final version of the Khronos Vulkan Ray Tracing extensions; VK_KHR_acceleration_structure, VK_KHR_deferred_host_operations, VK_KHR_pipeline_library, VK_KHR_ray_query and VK_KHR_ray_tracing_pipeline. This includes some additional GLSL and SPIR-V extensions.

To get started, make sure to install the latest beta driver (available here) and go through the nvpro tutorial to see it in action. You can find that here.

NVIDIA’s Deep Learning Supersampling (DLSS) technology makes it easier for developers to achieve 4K, ray traced graphics at 60 FPS that in some cases looks even better than the native resolution. In this release, we’ve added support for applications that are running the latest DLSS 2.1 SDK. For more information on NVIDIA’s DLSS technology see NVIDIA DLSS.

You can now see draw call batch sizes in the frame debugger using the new Batch Histogram view. You can also disable/enable draw calls that belong to a batch in order to better visualize which draw calls belong to a batch.

We’ve added Shader Profiler support for Vulkan applications running on Linux. With the Shader Profiler, you can pinpoint performance issues caused by stalls in the shader instruction pipeline. If you provide debug information for your shaders, you can see detailed performance data mapped directly to the GLSL source lines it is associated with. 

For more details on Nsight Graphics 2020.6, check out the release notes (link).

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Try out the latest version of Nsight Graphics today.

Khronos released the final Vulkan Ray Tracing extensions today and NVIDIA beta drivers supporting Vulkan Ray Tracing are available for download. NVIDIA has also released a tutorial for the new ray tracing extensions and a blog that discusses Vulkan Ray Tracing best practices for hybrid rendering.

Welcome to the era of portable, cross-vendor, cross-platform ray tracing acceleration!