NVIDIA GameWorks in Monster Hunter Online Benchmark


Jiayuan Zhu, posted Jan 06 2015

Monster Hunter Online is a multi-player online game which was developed in collaboration between Capcom and Tencent. The benchmark version was released on Jan 5th 2015 by Tencent to showcase the beautiful scenery, a series of advanced rendering technologies as well as some of the NVIDIA Gameworks tech, such as NVIDIA HairWorks, HBAO+, Clothing. The benchmark can be downloaded from here.

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Bring your Game to Android TV with NVIDIA SHIELD

Android, NVIDIA Shield, Android TV

David Coombes, posted Dec 10 2014

Is your game built on a cross platform engine like Unity or Unreal Engine? Does your game support gamepads? Have you made an Android build?

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Why Does my App Crash on Android 5.0 Lollipop?

tegra, Android, GameWorks, Lollipop, AEP, Android 5.0, Programming

Andrew Edelsten, posted Dec 10 2014

Android 5.0 "Lollipop" a month on: the OS sets the high bar for a mobile OS and the Nexus 9 shines but there are some pitfalls for developers. If you're getting reports of crashes on Lollipop, be sure to check out these potential gotchas!

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NVIDIA HairWorks in FarCry 4


Johnny Costello, posted Dec 10 2014

The latest FarCry 4 patch packs more NVIDIA Gameworks technology into the game with the addition of NVIDIA HairWorks. This tech was used to add simulated fur to most of the animals that populate the living world of Far Cry 4. The animals of Kyrat now look even more realistic to deliver a more immersive gameplay experience to the player. This is especially apparent when more than three animals are shown on-screen at the same time. Keep an eye out for wolf packs taking down prey!

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New PhysX FleX features

PhysX, GameWorks

Monier Maher, posted Dec 09 2014

PhysX FleX is a particle based simulation technique for real-time visual effects. Traditionally, visual effects are made using a combination of elements created using specialized solvers for rigid bodies, fluids, clothing, etc. Because FLEX uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly. So far we showed examples for rigid body stacking, particle piles, soft bodies and fluids.

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