High Dynamic Range 4k 144Hz G-Sync monitors announced at CES 17

GameWorks, HDR

David Coombes, posted Jan 06 2017

This week at CES, NVIDIA announced a revolution in monitor technology, unveiling the world's first HDR PC gaming monitors. HDR monitors produce an image with wider color gamut, higher contrast, saturation and brightness, more closely matching human vision.

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HDR for UE4

HDR, GameWorks, GameWorks Expert Developer

Evan Hart, posted Aug 25 2016

As you may have read in our last post, there are several things that you may want to do to provide a great HDR experience from your game. To help demonstrate these things, we went and plumbed them into the Unreal Engine. This is all available on GitHub right now for those with UE4 access.

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Rendering a Game for HDR Display

HDR, GameWorks, GameWorks Expert Developer

Evan Hart, posted Aug 11 2016

Continuing our series on HDR color in games, we’ll start this post with the simple truth. There is no one correct way to do things. However, we do have advice on things that do work well and things that don’t. The first concern is obviously whether your game is rendering with HDR internally today. Since most PC games are, we’ll consider this a pretty safe bet. Beyond this are the more subtle challenges we’ll tackle in this post.

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Displaying HDR Nuts and Bolts

GameWorks, HDR

Evan Hart, posted Jul 12 2016

As you may have already seen in our previous entries regarding high dynamic range (HDR) on this blog, we’re pretty excited about the promise of HDR. Now this series can get to the business of showing you how to enable it in your code.

Requirements (in case you missed them in the earlier post):

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Getting to know the new HDR

GameWorks, HDR

Evan Hart, posted Jul 05 2016

We’ve already started with teaser posts about HDR on this blog both here and here. Now that we’ve gotten through the madness of launching a new product, it is time to go through a more detailed set of information on the how, why, and what of HDR. This post kicks off a whole series of blog posts on HDR and color evolutions for

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Implementing HDR in ‘Rise of the Tomb Raider’

GameWorks Expert Developer, GameWorks, HDR, Tomb Raider

Holger Gruen, posted May 12 2016

Authors: Jeroen Soethoudt (Nixxes), Jurjen Katsman (Nixxes) and Holger Gruen(NVIDIA)

This blog explores how we added support for true HDR to a real-time 3D application, focusing on the challenges tied to game development.

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Preparing for Real HDR

GameWorks, GameWorks Expert Developer, HDR

Evan Hart, posted Mar 11 2016

High Dynamic Range Displays allow for more vibrant and realistic graphics for games. We are reaching a tipping point where game developers can really start to take advantage of HDR. NVIDIA has been researching the technology for some time (we showed HDR demos at SIGGRAPH 2014 and 2015) and have many insights on the benefits and challenges. Read this article to find out more.

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