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Get the documentation or download the NVIDIA GameWorks™ Direct3D samples here.

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D3D Deferred Contexts Sample

  • Category: Performance

This sample shows how to use D3D11 Deferred Rendering contexts to lower the CPU overhead and improve performance when rendering large numbers of objects per frame, in situations where instancing is not feasible.

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FXAA 3.11 Sample

  • Category: Performance,Visuals

This sample presents a high performance and high quality screen-space software approximation to anti-aliasing called FXAA.

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Interleaved Rendering Sample

  • Category: Performance,Visuals

This sample demonstrates how a large, sparse and jittered post-processing filter (here a SSAO pass with a 4x4 random texture) can be made more cache-efficient by using a Deinterleaved Texturing approach.

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D3D Compute Filter Sample

  • Category: Compute,Visuals

This sample demonstrates the basic techniques for using DirectCompute to process images as part of a 3D rendering pipeline. Through a series of Compute shader passes, we convert an input image into a 'summed area table' (SAT) which can then be used by a post-processing shader to simulate basic depth-of-field.

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D3D Soft Shadows Sample

  • Category: Visuals

This sample demonstrates three different techniques for soft shadows on complex geometry: Percentage Closer Filtering (PCS) with a uniform kernel size, Percentage-Closer Soft Shadows (PCSS) with a variable kernel size, and Contact Hardening Shadows (CHS) with a dynamically generated fixed size kernel.

Docs