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.
We have rolled out a big upgrade to our GameWorks graphics API samples (formerly known as the OpenGL Samples) – we’ve added support for Vulkan in the framework on all platforms: Windows, Android, desktop Linux and Linux 4 Tegra!
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.
If you are into shaders, procedural content and hacking, the Shadertoy Competition 2016 starts on July 3rd!
Just like every year, Shadertoy organizes a one month-long competition where the best and most talented shader
writers in the world show off their skills and win honor and pride.
Thanks for coming out to E3 this year and showing your support for all the Indie titles that were shown off at the IndieCade@E3 Festival. We had an amazing time and look forward to seeing you all next year!
NVIDIA recently launched our Pascal architecture with the GeForce GTX 1080 and 1070 GPUs. Pascal introduces a couple of new technologies aimed specifically at improving the Virtual Reality experience (VR).
NVIDIA WaveWorks is an extremely realistic ocean simulation which supports a range of sea states from dead calm to full gale. But water is boring without boats bobbing around on it. Nejc Lešek, recently wrote a blog post and video showing 1000 ships realistically traversing the ocean in a variety of weather states.