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 >
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.
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.
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.
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 >
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 .
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.
NVIDIA and Unity want to help developers deliver great VR and PC gaming experiences – and we want them now. So we’re giving developers an easy way to use NVIDIA VRWorks and GameWorks libraries in their Unity-based titles.
Today at Unite LA, we’re enabling select VR partners with early access to an NVIDIA-version of Unity Engine with native VRWorks support. The build includes support for NVIDIA VRWorks features VR SLI, Multi-res Shading, Lens Matched Shading, and Single Pass Stereo.
We’re also introducing a plug-in for NVIDIA Ansel technology to the Unity asset store next week. Ansel is the first of many GameWorks plug-ins to come.
“Optimizing VR content is always a huge challenge, so we’re very excited to be working with NVIDIA on VRWorks. Features like ‘multi-res’, and ‘lens match’ shading (MRS/LMS) are indispensable tools in the quest to make beautiful, interactive, and deeply immersive virtual worlds.” – Ted Carefoot, producer, Cloudhead Games
VR is the next major computing platform — it’s changing how we interact with friends and family, how we consume entertainment, and how we get business done. But delivering VR is a complex challenge, so NVIDIA and Unity are working together to help deliver amazing VR experiences to the world, faster.
With our Pascal architecture, NVIDIA has created an enhanced VRWorks SDK aimed at delivering a new level of presence and immersion for virtual reality. A big step in the adoption came at GDC 2016, when Unity Technologies announced that they would be adding support for NVIDIA VRWorks. Since the announcement, NVIDIA and Unity have been working hard on this integration and are excited to now see this in the hands of developers.
“NVIDIA’s MRS technology is really clever. It’s cool to see it paired with a game like Distance where visual fidelity and framerate are critical.” – Jordan Hemenway, developer, Refract
This is an important milestone for VRWorks because direct support in Unity means integration of VRWorks technologies is a lot simpler for developers working on that platform. And there are a lot of them. As a cross platform game engine, developers use Unity to create 3D and 2D games and interactive experiences on many platforms. Beyond games, Unity is also used for a wide variety of VR applications, including interactive experiences, film, social, medical, tourism, design, education, and training.
“Improvements in performance and quality are of critical importance to VR applications companies like AltspaceVR, and VRWorks is a huge step in the right direction. We’re looking forward to integrating these improvements and are excited to work with NVIDIA on this next level of VR.” – Eric Romo, CEO, AltspaceVR
We’re not stopping there; we are also making it easier for Unity developers to integrate NVIDIA GameWorks technologies into their games by making them available for free as plug-ins via the Unity Asset Store. The first is NVIDIA Ansel, a revolutionary new way to capture in-game shots, which was made available today.
The subtle details in things such as hair, clothing, lighting, debris and water make games more immersive. We create algorithms and build toolsets to improve these effects, and provide them to developers through GameWorks. When used in production, Unity developers will find that GameWorks plug-ins make it easier for them to add better graphics and visual effects to their games and shorten development cycles.
NVIDIA and Unity are working together to push the pace of innovation in graphics technologies, and we think that benefits the industry, developers and most importantly gamers.
Having NVIDIA VRWorks supported native in Unity improves two critical components for our product, Performance and Latency. VRWorks features will allow our developer community to build world class augmented reality experiences on the Meta platform.” –Duncan McRoberts, director of software development, Meta