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 CUDA Zone, Game & Graphics Development, Professional Graphics, Tools

by Eric Foo, posted Oct 21 2013

A new version of NVIDIA® Nsight™ Visual Studio Edition is available for download now! The NVIDIA Developer Tools team is proud to announce the release of Nsight Visual Studio Edition 3.2. This new version officially supports Windows 8.1, profiling DirectCompute dispatches in the frame profiler and improved shader debugging performance. Please note that this release of Nsight™ Visual Studio Edition requires NVIDIA Display Driver Release 327 or newer.

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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. Looking at the Turbulence effects, they feature a huge number of particles,...

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Tags Game & Graphics Development, Mobile Development, Technologies

by Eric Foo, posted Oct 14 2013

Spotlighting how our blazingly fast Tegra 4 technology produces games with amazing visuals, including dynamic shadows, depth of field, and HDR to name a few, the video below shows game developers like Bitsquid, Steel Wool Games and Vivid Games show off their latest games running on Tegra 4.

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Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Oct 04 2013

This is a great article on why and how to take advantage of the hardware scaler available on Android platforms. This advice also applies to PC game developers where rendering to smaller buffers is common practice for performance reasons. Developers may also consider a hybrid approach where they render the 3d elements of their scene to a reduced resolution back buffer, scale this to the intended display resolution and then render 2D user interface elements such as text at the final display...

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