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The new tools which are available now include:
-- PerfHUD(TM) 6 -- a graphics debugging and performance analysis tool for DirectX 9 and 10 applications.
-- FX Composer(TM) 2.5 -- an integrated development environment for fast creation of real-time visual effects.
-- Shader Debugger -- helps debug and optimize shaders written with HLSL, CgFX, and COLLADA FX Cg in DirectX and OpenGL.
"These new tools reinforce our deep and longstanding commitment to help
game developers fulfill their vision," said
More Details on the New Tools
PerfHUD 6 is a new and improved version of NVIDIA's graphics debugging and performance analysis tool for DirectX 9 and 10 applications. PerfHUD (http://www.perfhud.com) is widely used by the world's leading game developers to debug and optimize their games. This new version includes comprehensive support for optimizing games for multiple GPUs using NVIDIA SLI(R) technology, powerful new texture visualization and override capabilities, an API call list, dependency views, and much more. In a recent survey, more than 300 PerfHUD 5 users reported an average speedup of 37% after using PerfHUD to tune their applications.
"Spore relies on a host of graphical systems that support a complex and
evolving universe. NVIDIA PerfHUD provides a unique and essential tool for in-
game performance analysis," said
FX Composer 2.5 is an integrated development environment for fast creation of real-time visual effects. FX Composer 2.5 (http://www.fxcomposer.com) can be used to create shaders for HLSL, CgFX, and COLLADA FX Cg in DirectX and OpenGL. This new release features an improved user interface, DirectX 10 Support, ShaderPerf with GeForce(R) 8 and 9 Series support, visual models and styles, and particle systems.
As longer, more complex shaders become pervasive, debugging shaders has become more of a challenge for developers. To assist developers with this task, NVIDIA introduces the brand-new NVIDIA Shader Debugger(TM), a plug-in for FX Composer 2.5 that enables developers to inspect their code while seeing shader variables applied in real time on their geometry. The Shader Debugger (http://www.shaderdebugger.com) can be used to debug HLSL, CgFX, and COLLADA FX Cg shaders in both DirectX and OpenGL.
The NVIDIA Shader Debugger is the first product in the NVIDIA Professional Developer Tools lineup. These are new tools directed at professional developers who need more industrial-strength capabilities and support. For example, the NVIDIA Shader Debugger will run on leading GPUs from all vendors. In addition to the free versions available for non-commercial use, some of the new tools are subject to a license fee, but are priced to be accessible to developers. Existing free tools (such as FX Composer, PerfHUD, Texture Tools, and SDKs) will not be affected -- they will continue to be available to all developers at no cost. Shader Debugger pricing information is available at http://www.shaderdebugger.com.
NVIDIA encourages developers to visit its developer web site (http://developer.nvidia.com) and its developer tools forums (http://developer.nvidia.com/forums).
About NVIDIA
NVIDIA (Nasdaq: NVDA) is the world leader in visual computing technologies
and the inventor of the GPU, a high-performance processor which generates
breathtaking, interactive graphics on workstations, personal computers, game
consoles, and mobile devices. NVIDIA serves the entertainment and consumer
market with its GeForce(R) products, the professional design and visualization
market with its Quadro(R) products, and the high-performance computing market
with its Tesla(TM) products. NVIDIA is headquartered in
Certain statements in this press release including, but not limited to,
statements as to: the features, performance, uses, capabilities and impact of
PerfHUD 6.0, FX Composer 2.5, NVIDIA Shader Debugger, NVIDIA SLI technology,
and the NVIDIA Professional Tools lineup; use of more complex shaders; and
pricing and availability of NVIDIA tools are forward-looking statements that
are subject to risks and uncertainties that could cause results to be
materially different than expectations. Important factors that could cause
actual results to differ materially include: changes in the development of
video games; changing demands of developers; software defects; the impact of
technological development and competition; changes in customer preferences and
demands; unanticipated lose of performance as well as other factors detailed
from time to time in the reports NVIDIA files with the Securities and Exchange
Commission including its Form 10-Q for the period ended
Copyright (C) 2008 NVIDIA Corporation. All rights reserved. NVIDIA, NVIDIA
Logo, PerfHUD, FX Composer, NVIDIA Shader Debugger, SLI, GeForce, Quadro, and
Tesla are registered trademarks and/or trademarks of NVIDIA Corporation in
SOURCE NVIDIA Corporation