NVIDIA Gaming RSSMix http://www.rssmix.com/ This feed was created by mixing existing feeds from various sources. en-gb <![CDATA[Sweet! SHIELD Tablet Gets Android 5.0 Lollipop, Valve Bundle, GRID Game Streaming]]> We’re announcing today new capabilities and new content for our SHIELD tablet, coming with a major software update. Android 5.0 Lollipop; a new bundle that includes one of the best games of all time, “Half-Life 2: Episode One”; and our new GRID on-demand gaming service – which includes more than 20 AAA titles – all highlight a major upgrade… Read More]]>

We’re announcing today new capabilities and new content for our SHIELD tablet, coming with a major software update.

Android 5.0 Lollipop; a new bundle that includes one of the best games of all time, “Half-Life 2: Episode One”; and our new GRID on-demand gaming service – which includes more than 20 AAA titles – all highlight a major upgrade for our SHIELD tablet, rolling out a few months after its initial launch.

Powered by our 192-core Tegra K1 chip, SHIELD tablet has wowed gamers and consumers with its unique blend of performance, value and serious gaming chops. Several media have named it one of the top tablets to consider on their holiday gift guides and buying lists.

And we’re announcing three major updates that make the SHIELD tablet that much sweeter.

Staying Sweet

With SHIELD tablet, you’ll benefit from our commitment to have the latest and greatest software for your device.

And that’s the case with the newest version of Android. NVIDIA engineers are bringing the new Android 5.0 Lollipop to SHIELD on Nov. 18. That’ll make it one of the first tablets with Lollipop, and it will feature a new “material design” interface and improved app performance.

Also included in the update: SHIELD tablet’s preloaded Dabbler app. Besides a new interface inspired by Lollipop’s material design language, our painting software will offer full support for layers, and users can now share live Dabbler sessions over Twitch.

Half-Life 2: Episode One Comes to Mobile

One of the best games of all time – the iconic Half-Life 2: Episode One from Valve – is coming to mobile, optimized for Tegra K1 and exclusively on SHIELD tablet.

It will be part of a “Green Box,” bundled for free with the 32GB/LTE version of the SHIELD tablet. The bundle also includes Half-Life 2and Portal, two amazing games Valve already brought to the SHIELD platform.

Three of the greatest PC games of all time, available exclusively on SHIELD.
Three of the greatest PC games of all time, available exclusively on SHIELD.

Also look for four new SHIELD-optimized games available through Google Play:

  • OddWorld: Stranger’s Wrath – a drifter turned bounty hunter is set loose in this sprawling action-adventure game.
  • Pure Pool – superb visual effects and multi-player action make for a sophisticated take on a virtual pool hall.
  • Strike Suit Zero – Born Ready Games’ space combat game features sprawling space battles gamers can experience on SHIELD’s 8-inch display or big-screen TVs.
  • Turbo Dismount – The legendary crash simulator is now on Android, with smooth full resolution 4x MSAA visuals on SHIELD tablet.

GRID Serves Up Amazing PC Games to SHIELD

Netflix for games? You bet.

We’re also announcing our GRID gaming service.

Netflix and Spotify have revolutionized how we enjoy movies and music.

With GRID, we’re bringing the convenience and variety of streaming to video games.

By connecting to state-of-the-art NVIDIA GPU servers, the GRID service delivers a GeForce GTX gaming experience on SHIELD devices.

The GRID service will be available in North America this month, western Europe in December and Asia next year.

GRID already includes 20 AAA gaming titles, including Batman: Arkham CityBorderlands 2 and Psychonauts, with new games coming every week (see “Netflix for Games: NVIDIA Launches GRID Game Streaming Service; Free for SHIELD Users Until July,” for all the details).

GRID will be free on the SHIELD tablet and SHIELD portable through June 30, 2015.

Fun for the whole family:
Fun for the whole family: GRID will be free on the SHIELD tablet and SHIELD portable through June 30, 2015.

Where to Get It

SHIELD tablet is available in the U.S. at shield.nvidia.com, Amazon, Best Buy, B&H Photo, Fry’s Electronics, GameStop, Micro Center, Newegg, ThinkGeek and Tiger Direct.

In Canada, you’ll find it at Canada Computers, iGet.it, Memory Express and NCIX.

In Europe, SHIELD tablet is available at many top e-tailers and listed on the local NVIDIA “Where to Buy” section.  It is also available in Russia and Japan.

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Matt Wuebbling Thu, 13 Nov 2014 14:00:26 +0000
<![CDATA[NVIDIA Launches GRID On-Demand Game Streaming Service; Free for SHIELD Users Until July]]> Streaming movies. Streaming music. Instant popcorn. Gaming gratification should always be a moment away, too. That’s why we’re introducing our NVIDIA GRID on-demand gaming service. Available Nov. 18 in North America, next month in Europe and next year in Asia, GRID is free on our SHIELD tablet and SHIELD portable through June 30, 2015. While… Read More]]>

Streaming movies. Streaming music. Instant popcorn.

Gaming gratification should always be a moment away, too. That’s why we’re introducing our NVIDIA GRID on-demand gaming service.

Available Nov. 18 in North America, next month in Europe and next year in Asia, GRID is free on our SHIELD tablet and SHIELD portable through June 30, 2015.

While GRID makes gaming gratification immediate, it took us a decade to invent the technology behind the service that streams GeForce GTX-quality graphics to SHIELD devices.

Gaming Supercomputer in the Cloud

The reason: streaming games is hard. You need to build a powerful gaming computer in the cloud. Then you need to get games to users in milliseconds.

The enabling technologies of GRID are super-low-latency from controller streaming to graphics to game streaming. And, virtualization so that many gamers can share the Geforce cloud gaming supercomputer.

The next step: putting thousands of GRID GPUs into data centers around the world. It’s an effort that’s put 20 petaflops of graphics processing compute power into the cloud. That’s equal to the fastest supercomputer in the U.S.

And we’re loading it up with great games. We have triple-A titles like Batman: Arkham City and Borderlands 2, as well as classics like Brutal Legend and Psychonauts. We have 20 great games on GRID at launch worth over $400, and we plan to add more games every week.

So, grab a SHIELD and download the new SHIELD Hub app from the Google Play store when it becomes available Nov. 18.

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Phil Eisler Thu, 13 Nov 2014 14:00:05 +0000
<![CDATA[How GameWorks Has Made the Games I’ve Played Better]]> I was at a tradeshow last year watching a Hawken game play demo. One of our tech marketing guys shot the floor out from under his rival with a rocket, causing his opponent to drop through the floor to his death. I had two thoughts immediately: I wish I had that back in the day… Read More]]>

I was at a tradeshow last year watching a Hawken game play demo. One of our tech marketing guys shot the floor out from under his rival with a rocket, causing his opponent to drop through the floor to his death.

I had two thoughts immediately:

  • I wish I had that back in the day when I was playing Unreal Tournament;
  • OMG, that’s a huge step for gaming.

The first reaction was self-serving. I wanted it because it would make the game more fun for me to play.

The second was more complicated. It’s the result of working in and around PC gaming for almost 25 years. It also speaks directly to GameWorks and the work we do with developers.

But both reactions are common among NVIDIA employees.

By working with developers through our “The Way It’s Meant To Be Played” program, and adding GameWorks technology, we’re striving to make games better. For 10 years, NVIDIA’s TWIMTBP program has created successful partnerships with developers. The result: a massive body of gaming innovation, thanks to over 300 passionate engineers on staff who eat, sleep and breathe gaming.

GameWorks

We call the product of their labor GameWorks. It’s a library of advanced gaming technologies that gives developers the best way to realize their vision. Rather than throwing white papers and algorithms at developers, GameWorks takes a production-oriented approach to adding effects to games. It focuses on giving developers a complete middleware solution. This lets them easily integrate and adopt new effects to make games better, faster.

NVIDIA has been the driving force in PC gaming for two decades.  We take a lot of pride in being the flag bearer for the PC gaming platform. Our goal is to keep advancing gaming on the PC platform by pushing the visual effects envelope and core gaming experience far beyond any other platform. We then work with developers on cross-platform SDKs, libraries and tools to extend the PC experience to other platforms.

Everyone at NVIDIA believes great content sells hardware. So, in addition to building the best hardware, we invest an enormous amount into making games better. It’s the subtle details in things like hair, cloth, lighting, debris and water that make games more immersive.

These subtle effects have a big impact on the gamer’s “suspension of disbelief.” We create algorithms to improve the details and give them to developers through GameWorks. We then work to integrate support directly into major game engines (CryEngine3, Frostbite, id Tech 5, Source, Unreal Engine 4 and Unity). These engines are the framework around which games are created.

Pushing the Envelope

About five years ago we helped with the realistic cloth in Mirror’s Edge and destructive environments in Warmonger. Those physics effects were groundbreaking at the time. Since then, PhysX support for effects like those has been built in to the Unreal Engine, and the libraries and tools to implement them can be downloaded from our website. We made it easier for developers to add those types of effects to their games and now they are appearing in many games.

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GameWorks is a way we can innovate at a faster pace. It’s also a massive R&D investment for NVIDIA. We make that investment because its core to our strategy and how we think about gamers. We don’t want the market to be limited to a generic gaming experience with lowest common denominator technology. We want to offer gamers a better experience. GameWorks is how we help give it to them. We encourage other companies to do the same. We think the competitive dynamic will push gaming forward.

As a gamer, I can say it’s working. I started gaming when some games had little to no physics. A time before we had entire games based on physics, such as Angry Birds and Portal 2. So as that floor fell out from under that mech in Hawken, I looked back at the path games followed to get there.

Total Recall

I remembered driving through dirt on a motorcycle in Road Rash and wondering why it left no tracks. Or learning how to launch myself with a rocket jump in Quake. I remembered when players could destroy only a few objects in a game scene, like the barrels in Doom. I recalled throwing objects with the gravity gun in Half-Life 2. I was reminded of the time my weapon set fire to a field in Far Cry 2.

My mind flashed through “my” history of game physics that culminated with that mech dropping through the floor to its death.

And I thought, “Wow, that’s really hard to do.”

That’s innovation.

 

 

 

 

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Brian Burke Tue, 04 Nov 2014 18:00:44 +0000
<![CDATA[“Lords of the Fallen” Gets GameWorks Treatment (Video)]]> Take a bad man. Put him in a world where no sin is forgiven. Now, pit him against an army of evil led by an ancient god for one last chance at redemption. Lords of the Fallen – a new action role-playing game for PC, PlayStation 4 and Xbox One released today by Deck13 Interactive… Read More]]>

Take a bad man. Put him in a world where no sin is forgiven. Now, pit him against an army of evil led by an ancient god for one last chance at redemption.

Lords of the Fallen – a new action role-playing game for PC, PlayStation 4 and Xbox One released today by Deck13 Interactive and CI Games – has been hailed as “Dark Souls taken to the next level.”

Next-generation graphics – to go along with this game’s slick combat mechanics and grim storyline – are key to what this game has to offer. These are visuals on the cutting edge.

So it makes sense most of the game’s visual effects – built on the PC platform – were created by Deck13 and CI Games with NVIDIA GameWorks technology.

Leveling Up

NVIDIA GameWorks gives game developers libraries, developer tools and code samples built by more than 300 NVIDIA visual effects engineers. Many are veteran game developers themselves who work with developers to enhance their games. You can see the some of the results of their work in Lord of the Fallen, and in the custom game engine Deck13 and CI Games created so they can create more games in the future.

One Particle at a Time

Particles play a key role in the new game engine. Artists rely on particles to build a more immersive environment by letting dust, dirt and smoke interact with elements such as wind and explosions.

The problem: creating a cutting-edge particle system is a time-consuming job. So, when Deck13 and CI Games decided to build their own game engine, they didn’t want to create an advanced particle system from the ground up.

Instead they used our PhysX Software Development Kit (SDK) and integrated PhysX Particles. These are basis for the simulated particle effects in Lord of the Fallen and used as the default particle system of the game.

It’s a system that works on a wide variety of hardware. The particle effects on GeForce, PlayStation 4, Xbox One and CPU platforms all rely on NVIDIA PhysX. All Deck13 and CI Games had to do was author the effects once and scale them up or down, based on the underlying hardware platform’s performance.

Dressed for Success

PhysX also helps ensure the characters’ clothing – always a tricky detail to capture – is lifelike and interactive. For that they turned to PhysX clothing – also used in Batman Arkham City and BioShock Infinite. It’s also used on the many flags and banners encountered throughout the game.

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Next-gen visuals are key to building an engrossing – and eerie – world in “Lords of the Fallen.”

Outdoor scenes are also enhanced, thanks to GameWorks. Our NVIDIA Turbulence technology helps particles respond to the movement of solid objects and turbulent fluid motion. You can see examples of this in the game’s snow and embers and in special attacks.

Light It Up

Lighting is a big part of any gameplay experience, and Lords of the Fallen is no exception. Deck13 and CI Games created an excellent lighting system for their game engine that enhances the eerie ambiance of the game.

Volumetric lighting creates light shafts that shine through windows. Transparent shadows, like those from the stained glass in a church, shows colored shadows in the shape of the window panes. These two technologies work together to create richly colored light shafts and shadows, which give an already detailed world an extra level of beauty.

In any action title, lots of stuff gets smashed. Lords of the Fallen uses NVIDIA PhysX Destruction throughout the game to enhance the gameplay experience. Deck13 and CI Games were also able to save time and money by dropping in PhysX Destruction instead of creating their own system from scratch.

To be sure, while our technology helped Deck13’s developers move faster – this is a game only Deck13 and CI Games could build. The look, feel and gameplay of Lords of the Fallen are the result of painstaking work by a team of artists with a unique vision for the world they were creating.

But, by extending the state of the art – and putting new technologies at the command of developers – we’re helping make gaming a richer experience. That makes Lords of the Fallen an excellent example of how GameWorks advances gaming.

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Matt Rusiniak Tue, 28 Oct 2014 13:00:58 +0000
<![CDATA[Why We’re Investing Heavily in GameWorks]]> Great gaming hardware needs great games. We’re not afraid to say we build the world’s most advanced GPUs. But breakthrough gaming experiences—like Borderlands: The Pre Sequel, launched this month—rely on more than great hardware. That’s why we devote a lot of resources to creating terrific software, too. We do this because we know gamers seek… Read More]]>

Great gaming hardware needs great games.

We’re not afraid to say we build the world’s most advanced GPUs. But breakthrough gaming experiences—like Borderlands: The Pre Sequel, launched this month—rely on more than great hardware. That’s why we devote a lot of resources to creating terrific software, too.

We do this because we know gamers seek out great experiences. We play these games, so we know what it’s like when a game shows you things you’ve never seen before. And we know how hard developers work to create those experiences. That’s why we built GameWorks—software libraries and tools that put our latest ideas at their disposal.

It’s an effort led by a team of developers at NVIDIA dedicated to advancing the state of the art. Some are veterans of top-tier game development shops with years of coding experience. Others are Ph.D.s from some of the world’s best universities. They help navigate the cutting-edge computational mathematics underlying the most important graphics algorithms.

Tell us about a moment that changed the way you think about games in the comments section below — or share it on your favorite social media network using the hashtag #GamingMoments

It’s paying off, and not just for gamers who use our hardware. More than half of all the top PC games in 2014 now include GameWorks technologies. But, if anything, that understates our impact. Most of the major game engines—CryEngine3, id Tech 5, Source, Unreal Engine 4 and Unity—now include support for GameWorks features. As a result GameWorks technologies find their way into console, mobile and cloud gaming systems.

Let’s touch on a few of our efforts.

HairWorks

NVIDIA HairWorks builds on existing NVIDIA technologies to help developers render hair and fur in a more lifelike manner than had ever been possible.

In Witcher 3, from Poland’s CD Projekt, players encounter a charging wolf that has 200,000 separate strands of fur, all simulated in real time. Animators can control all aspects of the fur’s behavior, from “waviness” to “clumpiness.” The same fidelity is seen on the manes and tails of the horses that are everywhere in the game’s medieval European setting, as well as the hair on many of the human characters.

We scare because we've got... hair: GameWorks helps developers feature more real looking creatures.
We scare because we’ve got better hair: GameWorks helps developers feature more realistic-looking creatures.

HairWorks also struts its stuff with Riley, the beloved German Shepherd in Call of Duty: Ghosts. In that game, HairWorks is simulating up to a half million strands of fur on Riley alone, both their primary and secondary motion. We’ve worked hard to make sure this works well on not just our hardware, but all DirectX 11-capable systems.

Explosions

Explosions are a staple of the most popular games, and with explosions comes the inevitable smoke. APEX Turbulence is another component of GameWorks, one that allows developers to render smoke with complete immersive realism. Call of Duty: Ghosts used this NVIDIA software to spectacular effect. Not only is the fog from the blast of a smoke grenade rendered; each particle of smoke becomes interactive and can be influenced by other physics in the game. You can see this when the smoke dissipates as characters run through it, as it does in real life.

Fluids

Interactive fluid simulation has been featured in several popular games, such as Crazy Machines II and Alice: Madness Returns. In Borderlands 2, the fluid effects provide more immersive gameplay. One of the game characters spits Slag at players, coating them with goo and making them more susceptible to attacks. The slime takes full advantage of NVIDIA fluid simulation; good players know to avoid it and increase their chance of survival. Borderlands: The Pre-Sequel contains even more realistic fluid effects.

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Fluid simulation leads to more immersive slime effects in Borderlands 2 and Borderlands: The Pre-Sequel.

Just Looking

Hair. Explosions. Fluids. This isn’t all GameWorks does. But if you’re looking for a few reasons why we built GameWorks, boot up Call of Duty: Ghosts or Borderlands 2.

Call it a case of what you see is what you get. Forget insidery terms like PhysX, FaceWorks, MFAA, TXAA, middleware or HBAO+ (they’re important—but we’ll get to them in future posts). Instead, take a moment and look.

You can see our GameWorks team’s handiwork when a character’s hair rustles in the wind; or an explosion rips though a room; or a cascade of water runs over a landscape. That’s why we built GameWorks: it’s an investment that gets results gamers see every day.

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Rev Lebaredian Mon, 27 Oct 2014 17:00:18 +0000
<![CDATA[Skylanders Trap Team Brings “Toys to Life,” and Life to Toys, on SHIELD Tablet]]> Activision Publishing introduced last week Skylanders Trap Team, featuring its Toys-to-Life interactive figures. It’s available on many platforms, including our SHIELD tablet, making it yet another reason SHIELD is a go-to tablet for little gamers, too.]]>

We know it’s for kids. But we’ve been playing the latest edition of the Skylanders franchise for weeks now. And we don’t want to admit how many hours we’ve put in on this game.

Activision Publishing introduced last week Skylanders Trap Team, featuring its Toys-to-Life interactive figures. It’s available on many platforms, including our SHIELD tablet, making it yet another reason SHIELD is a go-to tablet for little gamers, too.

Skylanders Trap Team brings a new twist to the gameplay that’s made the Skylanders franchise a hit – and blurred the lines between digital and real-world toys.

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Skylanders Trap Team brings a new twist to the gameplay that’s made the Skylanders franchise a hit.

In the past, players – known as “Portal Masters” – could bring their favorite characters to the digital world by putting them on special portals.

They could then take those action figures – which stored their gameplay data – and resume the action on their friends’ devices.

With Skylanders Trap Team, Portal Masters can now pull the bad guys out of the game and into their living room by capturing them in a magical trap, known as a “Traptanium Portal.”

The Traptanium Portal not only helps kids bring their Skylanders to life – once they’ve defeated the bad guys, kids can place a trap in the new portal to capture them.

They’ll then be able to hear the villains inside the traps, bringing life to their toys. Kids can then send villains back into the game to fight for good.

Skylanders Trap Team plays beautifully on the SHIELD tablet. With SHIELD’s powerful Tegra K1 processor and 192-core Kepler GPU, Skylanders Trap Team gets console-quality graphics to go. Next-gen enhancements include 720p resolution, depth of field and refraction effects, and upgraded shaders.

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With Skylanders Trap Team, Portal Masters can now pull the bad guys out of the game and into their living room by capturing them in a magical trap, known as a “Traptanium Portal.”

And because SHIELD tablet is the only mobile device with console mode, Portal Masters can play Skylanders Trap Team on the family TV.

The game introduces more than 50 new playable Skylanders and more than 40 villains in an all-new adventure. Characters are woven into gameplay featuring adventure, combat, puzzles, mini games, activities and more. And just like the console version of the game, all 175 Skylanders toys will be playable across all platforms. All skills and upgrades will be intact.

Paired with a SHIELD tablet, Portal Masters – big, and small – can play wherever and whenever they want.

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Jordan Dodge Mon, 13 Oct 2014 23:45:07 +0100
<![CDATA[Maxwell Comes to Notebooks]]> NVIDIA recently unleashed an onslaught on the gaming world, an onslaught named Maxwell. We launched the new graphics architecture during GAME24, an unprecedented 24-hour celebration of gaming. And it blew away gamers across the globe. We held onto one big secret, which we’re revealing today: the introduction of the GeForce GTX 970M and GeForce GTX… Read More]]>

NVIDIA recently unleashed an onslaught on the gaming world, an onslaught named Maxwell. We launched the new graphics architecture during GAME24, an unprecedented 24-hour celebration of gaming. And it blew away gamers across the globe.

We held onto one big secret, which we’re revealing today: the introduction of the GeForce GTX 970M and GeForce GTX 980M notebook GPUs.

Maxwell, the company’s 10th-generation GPU architecture, is undeniably the world’s most advanced. It solves some of the most complex lighting and graphics challenges in visual computing. And it does so with twice the energy efficiency of the previous generation. It’s a combination that will pay huge dividends in notebooks.

Why?

A Quick History Lesson

Let’s start with some history. NVIDIA’s 8th-generation GPU architecture, Fermi, delivered about 40% of the desktop equivalent in 2010. Kepler, our 9th generation GPU, launched in 2012, closed the gap to 60%, giving gamers 1080p resolution and “ultra” settings for the first time in a notebook.

With Maxwell, that gap shrinks to 80% of the desktop equivalent and pushes the resolution well beyond 1080p. It’s an astonishing achievement when you compare the thermal and power differences in a desktop tower and a notebook chassis.

Just like the generations preceding it, GeForce GTX 980M is the world’s fastest notebook GPU, a title NVIDIA has held for a long time. But how fast is it?

Maxwell doubles performance compared with the first Kepler notebook GPUs on “video card killers” like Battlefield 4 and Metro: Last Light. We’re pushing playable resolution to 2500×1400+ at ultra settings. But most notebooks don’t have a native resolution that high, and this is where NVIDIA gives you more than just killer frame rates.

Closing the Gap

DSR Delivers 4K-Quality Resolution

The GeForce GTX 980 and GTX 970 GPUs deliver a higher fidelity gaming experience even on standard 1080p display. Maxwell’s Dynamic Super Resolution (DSR) technology can render games at 4K or other high-end resolutions. Then they’re scaled down to the native resolution on the notebook’s display. The results are an image that is much higher quality than one rendering directly to 1080p.

BatteryBoost Gets Better

A second ask from notebook gamers is the ability to untether from the wall socket and really game on battery. We’re addressing this with our next evolution of NVIDIA BatteryBoost. Instead of your notebook pushing every component to its max, BatteryBoost sets a maximum frame rate from 30 to 60 FPS. The driver-level governor takes over from there, running all your system components including CPU, GPU and memory at peak efficiency. All while maintaining a smooth, playable experience.

We’ve also made big improvements to BatteryBoost in the six months since its launch. The first thing you’ll notice is many more systems achieving playable frame rates on battery. This was the result of collaboration with OEMs to enhance on-battery performance.

Another big update is an improved governor to enhance battery savings. We also added features to GeForce Experience, allowing gamers to set specific game settings for use while on battery, along with a one-click optimize-for-battery button.

Anti-Aliasing Gets Amped

GeForce GTX 980M and 970M GPUs also get all the same cool technology that their desktop counterparts get. That means 30% more AA performance at the same quality with NVIDIA Multi-Frame Anti-Aliasing (MFAA).

They also support Voxel Global Illumination (VXGI) technology, which better depicts indirect lighting – including diffuse lighting, specular lighting and reflections. This enables gaming GPUs to deliver real-time dynamic global illumination for the first time.

All the features, performance and efficiency combine to make Maxwell the world’s most advanced GPU architecture. Over a dozen SKUs are now available with GeForce GTX 980M and 970M.

MSI has the GT72, GS70 and GS60 models. Asus is offering the G751. Gigabyte has the Aurus X7 and P35 models. Boutique vendors like AVADirect. MainGear and OriginPC are also selling gaming powerhouses with these new GPUs.

Check with OEMs in your region for exact shipping dates of their GeForce-based notebooks. For more information on notebook GPUs that feature the Maxwell architecture, visit NVIDIA’s web site.

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Mark Aevermann Tue, 07 Oct 2014 14:00:56 +0100
<![CDATA[NVIDIA Highlights Maxwell Support for Virtual Reality at First VR Industry Awards Ceremony  ]]> It’s time to ditch the cynicism and pick up a headset. Virtual reality is becoming real. And our new Maxwell GPU architecture is poised to help push virtual reality experiences to the next level. NVIDIA’s David Coombes was there to show our support at the Virtual Reality Foundation’s inaugural Proto Awards, presented at Hollywood’s Roosevelt… Read More]]>

It’s time to ditch the cynicism and pick up a headset. Virtual reality is becoming real. And our new Maxwell GPU architecture is poised to help push virtual reality experiences to the next level.

NVIDIA’s David Coombes was there to show our support at the Virtual Reality Foundation’s inaugural Proto Awards, presented at Hollywood’s Roosevelt Hotel Friday before a raucous crowd of more than 300 developers and virtual reality enthusiasts.

“NVIDIA has always been committed to the forefront of computer graphics,” said Coombes, a technology evangelist with our developer technology team. “We are incredibly excited to be here tonight to support the inaugural Proto Awards as we take these first steps together into a whole new world of magic, science and entertainment.”

Coombes gave out awards to developers who have built great virtual reality experiences.

Old school hotel, new school technology: the first annual Proto Awards were held at Hollywood's classic Roosevelt Hotel.
Old school hotel, new school technology: the first annual Proto Awards were held at Hollywood’s classic Roosevelt Hotel.

The winners included Synthesis Universe for best art direction, Darknet for best gameplay, and Zombies on the Holodeck in the category of Best Overall.

Each winner got a new NVIDIA GeForce GTX 980 GPU, unveiled just the day before. The recipients were thrilled.

Built with NVIDIA’s Maxwell architecture, the GeForce GTX 980 and GeForce GTX 970 are built to unlock new virtual worlds.

Virtual reality requires enormous visual computing power and Maxwell has been tuned to deliver it with a technology called VR Direct.

VR Direct incorporates a number of new features to increase performance, lower latency and increase compatibility for virtual reality headsets. (For more, see “Maxwell and DirectX 12 Delivered.”) And all these capabilities can be turned on with a single click with GeForce Experience.

Survios’ Graham Matuszewski, winner of
Survios’ Graham Matuszewski, winner of “Best Overall Experience” for Zombies on the Holodeck.

The new Maxwell-based GPUs are just two major examples of why virtual reality is having a breakout year, with startup Oculus becoming a poster-child for VR after it was acquired by Facebook for $2 billion in March.

Maybe the surest sign of the virtual reality community’s confidence: it’s not afraid to poke fun at itself.

Hosted by Thomas Middleditch, from HBO’s “Silicon Valley,” the show included a bit featuring a cynical character called “virtual boy,” who brought a bottle of whiskey on stage with him from the 1990s.

“He has seen this show before, and he wasn’t impressed,” the Wall Street Journal’s Digits blog reported.

Another way to look at it: some of virtual reality’s oldest promises are starting to be fulfilled.

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Sheryl Huynh Fri, 26 Sep 2014 23:00:05 +0100
<![CDATA[Why the Gaming Industry Sets the Foundation For Tomorrow’s Smart Cars]]> With the launch last week of Maxwell, our 10th generation GPU architecture, you may still think of NVIDIA as just a video game graphics company. With our long history of innovation in the gaming world, it’s easy to understand why. What may surprise you is that our automotive business is one of the fastest growing… Read More]]>

With the launch last week of Maxwell, our 10th generation GPU architecture, you may still think of NVIDIA as just a video game graphics company. With our long history of innovation in the gaming world, it’s easy to understand why.

What may surprise you is that our automotive business is one of the fastest growing parts of our company. And our experience in gaming, including the power of Maxwell, plays a key role in the future of car technologies.

NVIDIA, of course, has no intention of making video games available to drivers while they’re behind the wheel. But we are using innovations from gaming to create the intelligent digital cockpits and advanced driver assist systems that play a critical role in making cars smarter.

Some of the reasons that games are compelling—and millions of people love playing them—are innovations like high-resolution graphics, real-time rendering and sophisticated algorithms that produce real-world visual effects.

These technologies are now migrating into cars, in part because customers expect the same level of computing experience that they have in their home, office or even in their pocket to be available while they’re driving.

Speedometer infographic
Pedal to the metal: Our experience in gaming plays a key role in the future of car technologies.

Plus, the newest vehicles require high-quality graphics and computing power to keep pace with new capabilities, such as 3D navigation, photorealistic digital cockpits and surround-view camera systems.

Video games have driven big improvements in 3D graphics. From 8-bit graphics years ago to immersive 4K experiences that Maxwell powers today, NVIDIA technology has pushed the state of the art. Every gamer, and moviegoer for that matter, is familiar with computer-generated images—from NFL quarterbacks in the latest Madden Football game, to Marvel Comics super-heroes on the big screen—that look like they could be photographs.

NVIDIA graphics technology is used by game developers and visual effects artists throughout their development processes. Maxwell features a new technique called Multi-Frame Sampled Anti-Aliasing (MFAA) that produces incredible image quality while maintaining the high performance required for complex graphics rendering, such as for a car’s speedometer.

Similarly, by leveraging the process of rendering realistic 3D graphics, the more that a car’s information system can help drivers visualize their environment, the safer their driving will become. That means delivering richly detailed, high-resolution dashboard visuals and alerts that drivers need to glance at only briefly, so they can immediately return to the task of safely steering their vehicle and its passengers.

For instance, with Maxwell’s Voxel Global Illumination (VXGI) technology, the potential to deliver more realistic lighting for digital dashboards could make a significant difference in a driver’s ability to get needed information with just a simple glance.

Real-time processing is a staple of video games, which need to respond instantly to player commands. This requires massive amounts of computing power, something NVIDIA achieves with “parallel processing,” or putting many separate graphics cores inside the same chip.

The latest Tegra mobile processor has 192 graphics cores, each a tiny engine dedicated to a particular part of an image. Working in unison, they can render complex, high-resolution images, or stitch together video from multiple cameras into a single seamless image in real time. The result can be a driver vision assistance system that monitors a complete, 360-degree view of what’s going on around the car, eliminating blind spots.

Not only are processors becoming faster, but the software we are developing is getting smarter. NVIDIA GameWorks technology takes cutting-edge ideas from mathematics and uses them to bring realistic behavior to moving objects such as hair, clothes, smoke, fire and water. You won’t see those in a car dashboard, of course, but the same NVIDIA engineering skills are helping car makers create “virtual” digital displays that look like physical ones but perform much better.

Our Material Definition Language—which simulates how light reflects and refracts from real materials—lets designers craft digital gauges that can mimic the look of anything from copper and titanium to brushed aluminum and carbon fiber. Libraries of photo-realistic material give designers a broad range of options. This, in turn, gives designers more freedom than they’ve ever had before and could let drivers customize their cars to suit their own tastes.

So, believe it or not, we have video games, and the millions of gamers out there, to thank for many of the innovations that are making your cars more capable, informative and customizable. And helping you be a better driver.

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Danny Shapiro Wed, 24 Sep 2014 22:16:20 +0100
<![CDATA[Join Us for GAME24, World’s First Global Gaming Event]]> Are you a gamer? Join us. Jason Mewes of Jay and Silent Bob fame will be there. So will cos-play queen Chloe Dykstra, MythBuster Grant Imahara, and Sons of Anarchy creator Kurt Sutter. GAME24 is an unprecedented 24-hour event celebrating PC gamers that kicks off Thursday, Sept. 18, at 6pm Pacific. The global gathering will feature… Read More]]>

Are you a gamer? Join us. Jason Mewes of Jay and Silent Bob fame will be there. So will cos-play queen Chloe Dykstra, MythBuster Grant Imahara, and Sons of Anarchy creator Kurt Sutter.

GAME24 is an unprecedented 24-hour event celebrating PC gamers that kicks off Thursday, Sept. 18, at 6pm Pacific.

The global gathering will feature a parade of guest hosts including Michele Morrow, Tiffany Smith, Zach Selwyn, Alison Haislip, Alex Albrecht, Kristin Adams, Chris Gore and Blair Butler.

crowdcrowd
A few of our closest friends.

This is no ordinary event. It’s a combination of local events around the world, including Los Angeles, Shanghai, Stockholm, Chicago and elsewhere.

And it will all be broadcast live at www.GAME24.nvidia.com.

Highlights include:

  • NVIDIA has partnered with actor/comedian/gamer Will Ferrell to support his SuperMegaBlastMax Gamer Challenge, which is raising funds for charity Donate Games. We’ll match every donation you or your friends make to his campaign during GAME24, up to a total donation of $100,000. And, you could win a chance to game live with Will on Twitch.
  • New products from NVIDIA and game publishers
  • A DOTA 2 invitational tournament featuring pro teams such as Evil Geniuses, Cloud 9, Team Tinker, and Alliance
  • Mod24, the world’s first 24-hour live-streamed modding competition – Team Mongoose, BSMODS, and Team Kill Ninja will be at NVIDIA HQ doing the onsite build.  Viewers of the live stream will be the judges and three lucky winners will take home these one of a kind builds.
  • Two world records getting set.

For more information on GAME24 point your Web browser at www.GAME24.nvidia.com.

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Brian Burke Thu, 18 Sep 2014 19:39:47 +0100