One Thousand Ships with Real-time Buoyancy and NVIDIA WaveWorks

GameWorks, NVIDIA WaveWorks, VRWorks

David Coombes, posted May 23 2016

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.

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Introducing NVIDIA GeForce GTX 1080

GameWorks

David Coombes, posted May 12 2016

NVIDIA is proud to announce the new GeForce GTX 1080. Based on our revolutionary Pascal GPU architecture, this new GPU is designed to enable the next generation of awe inspiring content from game developers.

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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

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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Bringing Super Mega Baseball to SHIELD

NVIDIA Shield, SHIELD Stories, GameWorks

Christian Zuger, posted May 02 2016

Tight controls and a smooth learning curve have players knocking it out of the park in no time in this arcade baseball simulator, named Polygon’s 2014 Sports Game of the Year.

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Bringing Parallax to SHIELD

GameWorks, SHIELD Stories

Zi Ye, posted Apr 14 2016

Parallax is a first-person puzzle platformer which takes place between two overlapping dimensions. The player must weave back and forth between black and white, dodge deadly lasers, and manipulate gravity as they try to be in the right place, in the right dimension, and the right time.

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VXAO: Voxel Ambient Occlusion

GameWorks, GameWorks Expert Developer

Alexey Panteleev, posted Mar 23 2016

It's been awhile since we have announced VXGI, the real-time voxel global illumination technology. Since then, a lot of effort was put to productize it, integrate into Unreal Engine 4, and make it

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GameWorks 3.1 Released at GDC16

GameWorks, GameWorks Expert Developer

Mike Skolones, posted Mar 22 2016

At GDC 16 we rolled out the GameWorks 3.1 SDK with three new rendering technologies that will help your game to shine: Volumetric Lighting, Voxel Accelerated Ambient Occlusion (VXAO) and Hybrid Frustum Traced Shadows (HFTS),

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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.

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DX12 Do's & Don'ts Updated

DX12, GameWorks, GameWorks Expert Developer

Holger Gruen, posted Mar 01 2016

Since our last update to the DX12 Do’s & Don’ts we have learned and seen a lot more DX12 games and found that we can be more specific about our advice to developers.

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