GeForce RTX at CES 2019: Best for Today’s Games, Ready for New Generation of Games

At CES this evening we launched new GPUs for gamers around the world, revealed new GPUs powering a record number of gaming laptops and extended our G-SYNC line of gaming monitors. We’re also showing new games and demos featuring RTX ray tracing and DLSS technology. Blockbusters Battlefield V and Anthem are adding RTX DLSS. Justice and Read article >

The post GeForce RTX at CES 2019: Best for Today’s Games, Ready for New Generation of Games appeared first on The Official NVIDIA Blog.

GeForce RTX at CES 2019: Best for Today’s Games, Ready for New Generation of Games

At CES this evening we launched new GPUs for gamers around the world, revealed new GPUs powering a record number of gaming laptops and extended our G-SYNC line of gaming monitors.

We’re also showing new games and demos featuring RTX ray tracing and DLSS technology. Blockbusters Battlefield V and Anthem are adding RTX DLSS. Justice and Atomic Heart showed new tech demos featuring ray tracing and DLSS, and a 3DMark ray-tracing benchmark is coming to test GeForce RTX’s mettle.

Built to Deliver an Unrivaled Experience in Today’s Games

We showed how our family of GeForce RTX GPUs delivers great performance on the games you play today.

And with the new Turing shader architecture to more efficiently handle the compute-heavy workloads of modern games, GeForce RTX can deliver even faster performance in modern games. It supports concurrent execution of floating point and integer operations, adaptive shading technology and an all new unified memory architecture with twice the cache.

Modern games can utilize these features to achieve up to 2x performance of the prior generation GTX 1060.

NVIDIA RTX Brings Real-Time Ray Tracing and AI-Enhanced Graphics to Games

Since that launch, the gaming industry has rallied around the NVIDIA RTX platform. Over the past six months, it has seen many milestones, including:

  • Introduction of the first GPUs fast enough to deliver real-time ray tracing
  • An industry-standard application programming interface (API) in the form of Microsoft DirectX Raytracing (DXR)
  • Support from the world’s leading game engines, including DICE/EA’s Frostbite Engine, Epic’s Unreal Engine, Remedy Entertainment’s Remedy Engine, Square Enix’s Luminous Engine and Unity’s UnityEngine
  • Release of the first game to feature real-time ray tracing, Battlefield V
  • Up to 50 percent performance increases with the Battlefield V Chapter 1: Overture Update
  • Release of the first game to feature DLSS, Final Fantasy XV Windows Edition
  • Introduction of the GeForce RTX 2060. At $349, it puts RTX within reach of tens of millions of PC gamers worldwide
  • Introduction of GeForce RTX for gaming laptops with 40+ models from every major OEM

Ray Tracing Is the Future of Gaming

The people creating tomorrow’s games are excited about what’s coming.

“Ray tracing will transform the way games are created, look and play,” said Kam VedBrat, partner group program manager for DirectX at Microsoft. “DirectX Raytracing will pave the way for developers to deliver the future of games.”

These changes mark a big shift. Programmable shaders were a revolution when NVIDIA introduced them 15 years ago. But they’ve reached their limit.

NVIDIA RTX represents the next revolution in visual fidelity by combining next-generation shaders with specialized RT Cores for real-time ray tracing and Tensor Cores to execute deep learning algorithms that enhance graphics and improve performance.

“GeForce RTX has made real-time ray tracing a reality,” said Epic Games founder and CEO Tim Sweeney. ”By making RTX technology available in Unreal Engine 4, we are shaping the future of game graphics.”

“Real-time Ray Tracing moves real-time graphics significantly closer to realism, opening the gates to global rendering effects never before possible in real-time domain,” said Natalya Tatarchuk, vice president of graphics at Unity Technologies.

With the necessary tools now in place, game adoption for RTX is set to accelerate.

Battlefield V, First Real-Time Ray-Tracing Game, Adding DLSS

In October, EA, DICE and NVIDIA delivered the first game to feature real-time ray-traced reflections in Battlefield V. At CES, we announced that Battlefield V will also adopt DLSS.

“With the realistic visuals of ray-traced reflections and the higher resolution DLSS brings, RTX On is the way to play Battlefield V,” said Eneko Bilbao, head of technology at DICE.

With RTX On in Battlefield V, gamers will get both beautiful real-time ray tracing and smooth frame rates with DLSS.

Anthem Will Support DLSS

Anthem is the highly anticipated online multiplayer action role-playing game from BioWare and represents Electronic Arts’ first original IP in over a decade. Anthem is also the latest AAA title to announce support for DLSS.

“By merging traditional computer graphics and deep learning, DLSS represents the next step in performance for us,” said Jon Warner, game director at BioWare. “We are excited to partner with NVIDIA to bring RTX technology to Anthem.”

After winning more than 90 awards at E3, Anthem is poised to be the biggest game in the history of BioWare, a record that includes blockbuster franchises such as Mass Effect, Dragon Age, Baldur’s Gate and Star Wars: Knights of the Old Republic.

Justice, One of China’s Most Popular MMOs, Gets Enhanced with Ray Tracing and DLSS

Game developers in China are stepping up to the world stage in terms of graphics realism, led by NetEase and their hit game, Justice. Announced at GTC China in November, Justice will also use real-time ray tracing and DLSS at the same time. At CES, we featured a Justice tech demo that shows the power of RTX.

“NVIDIA RTX real-time ray tracing and DLSS are the perfect combination,” said Zhipeng Hu, head of studio and vice president of NetEase. “Justice can present the detailed environment brought to life by real-time ray tracing without additional performance cost. It makes the Justice universe more vivid.”

The Justice demo is the first RTX game content out of China. The demo features ray-traced reflections, shadows and caustics. It’s the first time that real-time ray tracing has been used for caustics.

3DMark Port Royal Tests Ray Tracing with DLSS

Illustrating that ray tracing is the way forward for game developers, leading benchmark creator United Laboratories has launched a new benchmark to measure real-time ray-tracing performance. The 3DMark Port Royal benchmark will support ray tracing for realistic specular reflections and pixel-perfect hard shadows as well as DLSS. 3DMark Port Royal will be available Jan. 8, with a DLSS update coming shortly thereafter.

Atomic Heart Showcases Benefits of Ray Tracing and DLSS

Moscow-based Mundfish is currently crafting Atomic Heart, an alt-universe first-person shooter with a unique look, feel and style set during the height of the Soviet Union. Gamers got a look at an Atomic Heart tech demo highlighting ray-tracing and DLSS at CES.

“RTX will change PC gaming forever,” said Mundfish CEO Robert Bagratuni. “Ray tracing and DLSS make the impossible possible.”

First previewed at Gamescom, Atomic Heart features RTX with DLSS and multiple varieties of ray tracing. Using visual cues made popular by the great Hollywood directors, long creeping shadows and reflections of what is behind the player give a hint as to the new immersive gameplay made possible by using RTX technologies.

The post GeForce RTX at CES 2019: Best for Today’s Games, Ready for New Generation of Games appeared first on The Official NVIDIA Blog.

Out of the Darkness: Shadow of the Tomb Raider Gets NVIDIA Ansel and Highlights

Gaming is core to who NVIDIA is and what we do. This includes helping developers optimize their games for the PC. One perk to helping developers is seeing games early, and I’ve already played a little bit of Shadow of the Tomb Raider.

So I can say, without a shadow of a doubt, that the next installment of the TOMB RAIDER franchise looks absolutely amazing. You’ll want to share with your friends the moments when Lara Croft becomes one with the jungle, and conquers even the most brutal tombs.

Sharing those experiences will be easy for you as the game will support NVIDIA Highlights and Ansel.

We announced this news today at the Electronic Entertainment Expo (E3) 2018. It comes thanks to our collaboration as the official PC partner with Square Enix, Eidos-Montréal, Crystal Dynamics and Nixxes, the game’s creators.

https://youtu.be/AcqHmN0Jh0M

NVIDIA Highlights will automatically capture key moments in the climactic conclusion to Lara Croft’s origin story using ShadowPlay technology. It’ll present you with a highlight reel, so you can relive your experiences or share them with GeForce Experience directly to Facebook, YouTube or Weibo.

NVIDIA Ansel is a revolutionary way to capture in-game photography. It lets you release your inner artist, so you can capture Lara Croft, treacherous tombs and a living world in one-of-a-kind high-res photos that can be shared on social media or www.shotwithgeforce.com.

NVIDIA Ansel lets you capture Lara Croft and treacherous tombs in one-of-a-kind high-res photos that can be shared on social media.

Our booth at E3 is the only place where press can get their hands on Shadow of the Tomb Raider on PC. Websites, print publications and YouTube channels from all over the world are making their way to our booth to experience it firsthand.

You can see the incredible new Shadow of the Tomb Raider in our exclusive gameplay reveal video or look for more coverage and first impressions coming from media publications worldwide.

We’re helping the development team of Shadow of the Tomb Raider make Lara’s defining moment an incredible PC gaming experience. This collaboration brings all the benefits of the GeForce gaming platform, including GeForce technologies, GeForce Experience features, Game Ready Drivers and much more to deliver the definitive PC version for the TOMB RAIDER series.

We can’t wait to share at E3 the work we’ve done so far, and give you a look at this stunning new game.

The post Out of the Darkness: Shadow of the Tomb Raider Gets NVIDIA Ansel and Highlights appeared first on The Official NVIDIA Blog.

Out of the Darkness: Shadow of the Tomb Raider Gets NVIDIA Ansel and Highlights

Gaming is core to who NVIDIA is and what we do. This includes helping developers optimize their games for the PC. One perk to helping developers is seeing games early, and I’ve already played a little bit of Shadow of the Tomb Raider. So I can say, without a shadow of a doubt, that the Read article >

The post Out of the Darkness: Shadow of the Tomb Raider Gets NVIDIA Ansel and Highlights appeared first on The Official NVIDIA Blog.

Hit Us with Your Best Shot: Showcase In-Game Photos, Win Prizes

Highlighting the best of an exciting new medium, we’re launching a digital art gallery — Shot with GeForce — for gamers to upload and share their favorite in-game photography. The interactive gallery, launched Monday at the Game Developers Conference in San Francisco, will give gamers a dedicated place to upload, comment on and like screenshots Read article >

The post Hit Us with Your Best Shot: Showcase In-Game Photos, Win Prizes appeared first on The Official NVIDIA Blog.

NVIDIA’s Lens Matched Shading Technology Takes Everest VR to New Heights

When we launched our Pascal architecture we introduced a bevy of technological advancements that were created to deliver a new level of presence and immersion for virtual reality. We packaged them up for the creators of VR games and experiences as our VRWorks Software Developers Kit (SDK). Today one of those technologies known as Lens Matched Shading (LMS) appears for the first time in Solfar’s stunning VR experience Everest VR.

As a VR experience Everest VR is compelling.  The sense of presence, that fundamental element of VR that pulls you into the virtual world and convinces your brain into believing the experience is real, is so high I have seen people rip off the headset because their fear of heights overcame them. When I did it the first time I had butterflies in my stomach as I crossed over one of the great crevasses found on Everest on a ladder. My fear was real.

Delivering immersive VR like that is a complex challenge, especially since immersive VR requires seven times the graphics processing power compared to traditional 3D applications and games. To make games look the best they can on today’s GPUs you need some smart technologies to maximize performance.

With our Maxwell architecture, we broke new ground when we invented  Multi-Res Shading—an innovative rendering technique for VR whereby each part of an image is rendered at a resolution that better matches the pixel density of the warped image.  Multi-Res Shading uses Maxwell’s multi-projection architecture to render multiple scaled viewports in a single pass, delivering substantial performance improvements. It is used by Everest VR, VR Funhouse, Pool Nation VR, and Raw Data to take their graphics to new heights.

Lens Matched Shading uses the new Simultaneous Multi-Projection architecture of NVIDIA Pascal-based GPUs to improve upon Multi-Res Shading by rendering to a surface that more closely approximates the lens corrected image that is output to the headset display. This avoids rendering many pixels that would otherwise be discarded before the image is output to the VR headset. Because VR discards a large number of pixels during the lens warp post-process, Lens Matched Shading can provide substantial performance improvements while still maintaining full pixel coverage of the final warped image. And developers can ultimately use that reclaimed horsepower elsewhere – to increase graphics settings, add more eye candy or lower GPU requirements.

Solfar’s use of  Lens Matched Shading in their Everest VR experience provides up to 15% performance improvement over Multi-Res Shading, allowing the user to increase quality settings such as supersamling, weather effects and significantly  improve the overall experience in VR .

Solfar’s use of  Lens Matched Shading to avoid the performance cost of rendering unnecessary  pixels in their Everest VR experience is the latest example of how smart rendering can be used to increase presence in VR .

Developers can learn more about these kinds of techniques on our developer website.

The post NVIDIA’s Lens Matched Shading Technology Takes Everest VR to New Heights appeared first on The Official NVIDIA Blog.

Get Ready: Unreal Engine 4 Support for NVIDIA Ansel Available Now

NVIDIA and Epic Games are giving developers and gamers amazing new ways to capture in-game photographs with the integration of NVIDIA Ansel into the main branch of Unreal Engine 4.14.

Ansel is a revolutionary virtual camera that allows you to capture in-game photographs in ways that were never before possible. With Ansel support, players can move the camera to any angle they desire, apply filters, use super-resolution capture and even capture in 360 degrees for viewing in VR. Learn more about these features in the Ansel technology page

If you’re a developer, you can now easily enable Ansel features in your UE4 games and applications to arm players and end users with powerful new options to capture stunning, high-quality real-time images. Ansel is also a great tool for capturing imagery for the promotion of your work in UE4.

Starting with Unreal Engine 4.14, our tools ship with native support for NVIDIA Ansel photography. This means that anyone playing UE4 games or applications with Ansel features enabled will be able to easily take artfully composed, professional-grade screenshots.
— Marcus Wassmer, core rendering team lead at Epic

The team at Epic is already working to add Ansel support to their free-to-play multiplayer online battle arena game, Paragon. Once Ansel is supported, Paragon players will be able to freeze time and use Ansel to capture their favorite Heroes and battle moments, and share them with friends.

Ansel is already supported in The Witcher 3: Wild Hunt, Mirror’s Edge Catalyst, The Witness, War Thunder, and two notable UE4-powered hits, Obduction and ARK: Survival Evolved. It was also recently added to Unity Engine as a plug-in.

The native Ansel integration is an extension of our long history with Epic, who have been one of the most aggressive drivers of gaming and graphics technologies. They’ve been supporting NVIDIA VRWorks for over a year now, and have made it easy for developers to add NVIDIA GameWorks technologies to their games.

GameWorks takes a production-oriented approach to creating and providing new gaming effects, making it easier for these advances to be added into games. And Epic simplifies the process of adding them to Unreal Engine games by integrating those effects to its engine.

Epic is a leader in gaming technology and we are happy to help them push the pace of innovation in graphics technologies, because that has a direct, positive impact on video games.

Developers looking for more information can get it on our developers website.

The post Get Ready: Unreal Engine 4 Support for NVIDIA Ansel Available Now appeared first on The Official NVIDIA Blog.