VR Funhouse packed with GameWorks technology

GameWorks, VRWorks

Victoria Rege, posted Jul 14 2016

Today NVIDIA released its first ever video game. VR Funhouse is a carnival of fun based on GPU accelerated simulation technology. Each of the seven minigames shows how the immersion of virtual reality can be increased through advanced rendering, haptic feedback and realistic physics. VR Funhouse is available on steam today.

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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.

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GameWorks Vulkan and OpenGL Samples 3.0 Released

GameWorks, GameWorks Expert Developer, Vulkan

Lars Bishop, posted Jul 08 2016

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!

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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.

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Shadertoy Contest 2016 Announced

GameWorks

David Coombes, posted Jun 27 2016

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.

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IndieCade @ E3 Wrap-Up

GameWorks, SHIELD Stories

Anthony Cascio, posted Jun 24 2016

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!

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Pascal VR Tech

GameWorks Expert Developer, GameWorks, pascal, GameWorks VR, VRWorks, DesignWorks

Iain Cantlay, posted Jun 23 2016

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).

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IndieCade Showcase @ E3 with NVIDIA

GameWorks, SHIELD Stories

Anthony Cascio, posted Jun 13 2016

Are you an Indie Developer, and are you going to E3 this year? If so, be sure to stop by the IndieCade Festival @ E3 and check out NVIDIA SHIELD. We will be located at booth #623 in the South Hall.

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The new Pascal OpenGL extensions have arrived

pascal, OpenGL, GameWorks, GameWorks Expert Developer, DesignWorks

Kedarnath Thangudu, posted Jun 01 2016

NVIDIA has just published the OpenGL extensions that expose the Pascal GPU architecture’s new hardware features.

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NVIDIA Delivers VRWorks Support for GeForce GTX 1080

GameWorks, VRWorks

David Coombes, posted May 26 2016

If you paid attention to the launch of our new Pascal-based GeForce GTX 1080 and 1070 GPUs, you are aware that VR had a huge influence on their creation.

Today, we are excited to officially release VRWorks SDK support for two new features that are based on the SMP engine -- Lens Matched Shading and Single Pass Stereo:

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