Games and Graphics

Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Nov 13 2013

The Tegra Note 7 tablet is equipped with the same best in class Tegra4 chip from NVIDIA. This is the same chip used in NVIDIA SHIELD making it one powerful tablet.

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Tags Game & Graphics Development, Mobile Development, Technologies, Tools

by Stephen Jones, posted Nov 06 2013

NVIDIA had a blast at the Big Android BBQ in Hurst, TX from Oct 12-14th.  An enthusiast show on many levels, the BBQ brings together a great convergence of Android modders and hackers, most of whom also seemed to be avid gamers!  NVIDIA showed off both high-end Android gaming and PC streaming on SHIELD with hands-on demos.  We brought along a host of internal SHIELD development hardware, too; it provided these Android-savvy attendees with a really good idea of what it takes to...

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Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Oct 29 2013

Our ill-fated hero goes turbo-speed to escape the ever more tenacious Grimmy, slamming unfortunate bystanders in his way and making more unnecessary enemies in the process. Dedalord enhanced the game to take advantage of the power of Tegra 4. Mariano Merchante explains how they did it.

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Tags Game & Graphics Development

by David Coombes, posted Oct 24 2013

Last week in Montreal NVIDIA renewed its commitment: “The Way It’s Meant To Be Played” to gaming and technology press from around the globe at Editors Day.  As well as highlighting unique content in the season’s best games and a new top of the line graphics card, three exciting new technologies were unveiled: G-SYNC, GameStream and ShadowPlay.

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Tags Game & Graphics Development

by David Coombes, posted Oct 18 2013

Winner of 10 E3 awards, HAWKEN is a Free-to-Play online FPS developed by Adhesive Games.  Built using the Unreal Development Kit (UDK), it features giant robots fighting in ruined futuristic cities.  HAWKEN uses PhysX particles and APEX Turbulence to create a more immersive and realistic experience for the player.  We talked to Johnny Costello of the NVIDIA PhysX Art Team to find out how it was done.

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