NVIDIA Unveils GeForce RTX, World’s First Real-Time Ray Tracing GPUs

Wait. What? WHAT! Holy @#$%.

In a series of announcements that left more than 1,200 gamers gathered Monday in Cologne alternately breathless, giddy with laughter, and shouting their enthusiasm, Jensen Huang introduced the GeForce RTX series of gaming processors, representing the biggest leap in performance in NVIDIA’s history.

“This is a historic moment,” the NVIDIA founder and CEO declared as he rolled out the new GPUs, starting at just $499. “Computer graphics has been reinvented.”

Delivering the “holy grail” of graphics to gamers, Huang introduced the world’s first real-time ray-tracing gaming GPUs — supported by a fat roster of upcoming blockbuster game titles — to a heaving crowd at the Palladium, a spare steel and concrete music venue tucked between railroad tracks and metal fabrication shops on Cologne’s gritty industrial north side.

Unveiled ahead of Gamescom, the world’s largest gaming expo, the GeForce RTX 2080 Ti, 2080 and 2070 GPUs are the first gaming processors based on our new Turing architecture, packed with new features that will deliver 4K HDR gaming at 60 frames per second on the most advanced titles.

The RTX 2080 Ti and RTX 2080 — including Founders Edition cards direct from NVIDIA — will be available for pre-order starting Monday. The RTX 2070, starting at $499, will be available in October.

These products are built on the NVIDIA Turing GPU architecture introduced a week ago in Vancouver, which fuses next-generation shaders with real-time ray tracing and all-new AI capabilities. Huang said this new hybrid graphics capability represents the biggest generational leap ever in gaming GPUs, delivering 6x more performance than its predecessor, Pascal.

Huang also announced that a barrage of 21 new games —including Battlefield V, Final Fantasy XV, PlayerUnknown’s Battlegrounds and Shadow of the Tomb Raider — are being developed on the NVIDIA RTX platform.

The show stopper: a demo of Battlefield V that had the audience alternately bursting into applause and shouting with enthusiasm as they saw scenes from an urban battle reflected in a soldier’s eyes, fire from from a flame-throwing Churchill Crocodile tank reflected from the hood of a car, or an explosion from a V1 rocket reflected in the windows of nearby storefronts moments before the shockwave from the explosion shattered them.

“It does exactly what you would expect it to do and it does it all by itself,” Huang said from the stage of the effects Turing unleashes. “Everything just works because ray tracing just works.”

Delivering the Holy Grail

To put Turing’s capabilities into perspective, Huang’s talk opened with a video telling the visual history of computer graphics over the past half century, narrated by its pioneering figures.

It’s the tale of a grand quest to simulate the world, one that’s captivated some of the world’s brightest minds. It highlights breakthroughs in films such as Star Wars and The Abyss, and games like Crysis and Destiny 2.

NVIDIA RTX is the product of 10 years of work and 10,000 engineering years of effort in computer graphics algorithms and GPU architectures, Huang said. The NVIDIA RTX platform benefits from support in Microsoft’s new DirectX Raytracing API, games adopting it in development for Windows and Vulkan APIs, and hardware acceleration integrated into NVIDIA’s Turing architecture.

The headline feature — RT Cores — represent a kind of “holy grail” for gamers, accelerating the crushingly computationally intensive work of tracing beams of light through to generate images in real time, Huang said.

RTX: A Big Difference for Big Games

Turning to a tested computer graphics teaching tool, the Cornell Box — a 3D box inside which various objects are displayed — Huang showed how Turing uses ray tracing to portray increasingly complex scenes incorporating reflections, refractions, and shadows with stunning photo-realism. Each iteration of the demo got an instant reaction from audience members, who clapped and gasped every time Huang showed what RTX could do.

“Everything just works,” Huang said. “Everything….just…works…you just turn it on.”

To give the audience a taste of what Turing can do, Huang teed up a demo, dubbed Sol, showing a pair of robotic assistants placing glossy-white armor onto a lone figure, each piece finding its place with a gratifying “snick.”

As the protagonist ascends to a hatch to jump into action — with ray-traced reflections of the futuristic environment all around him gleaming from his suit and visor — the now unsupervised robots begin to dance to the irresistible rhythms 1977’s “Boogie Shoes” by KC and the Sunshine Band.

Hearing the music, the armored figure returns, cocks his head in surprise, and then demonstrates his own fluid, loose-limbed dance moves in a twist the had the audience howling with delight.

Turing also includes unprecedented deep learning capabilities — thanks to its built-in Tensor Cores, which accelerate the deep-learning algorithms driving the deep learning revolution.

Now that technology is coming back to games, with NVIDIA harnessing banks of supercomputers to train network, such as the NVIDIA Deep Learning Super Sampling, which turn low resolution into high resolution ones, and can run on Turing’s Tensor Cores.

Cybernetic Soul

Huang ended his presentation with a real-time demo that how the academic world of computer graphics — and the rollicking fun of computer games — intersect. It brings the audience back to the inside of the Cornell box — this time outfitted with a disco ball and strobe lights — where the armored figure from the video Huang showed just a few minutes before pops up again, dancing, only to freeze after the music stops.

The message is clear: you’re going to have a blast playing with Turing’s cutting-edge graphics.

See all our Turing coverage:

The post NVIDIA Unveils GeForce RTX, World’s First Real-Time Ray Tracing GPUs appeared first on The Official NVIDIA Blog.

NVIDIA’s Jensen Huang to Kick Off GeForce Gaming Event Ahead of Gamescom 2018

You know. We know you know. You know we know you know.

Gamescom — the world’s largest gaming expo — is almost here. We’ve already told you our GeForce gaming event on Monday, Aug. 20, at the Palladium in Cologne, Germany, will be loaded with exclusive, hands-on demos running on the hottest upcoming games, presentations from some of the world’s biggest game developers and some spectacular surprises.

Now you know that NVIDIA founder and CEO Jensen Huang will be kicking things off with a keynote at the event.

Head here to register, and turn up for the start of the festivities. Doors open at 5.30pm CET. The fun starts at 6pm CET (9am PT). Arrive early because it’ll be packed.

If you can’t get there in person, check out the livestream at https://www.twitch.tv/nvidia.

The festivities continue Tuesday at 10am, and run clear through to 5pm.

All week we’ll be painting Gamescom green. Find us at Hall 10.1, Booth E-072 and at our partners’ booths, powering the latest PC games, through Aug. 25.

 

The post NVIDIA’s Jensen Huang to Kick Off GeForce Gaming Event Ahead of Gamescom 2018 appeared first on The Official NVIDIA Blog.

NVIDIA to Open GeForce Esports Boot Camps in Munich and Shanghai

The life of an esports player is the life of true athlete: Train hard and train with the best to be at your best.

We’ve offered boot camps in our GeForce Esports studio in Silicon Valley since 20XX to do just that. This fall, we’re opening two new facilities, in Munich and Shanghai, so more of our teams can prepare for esports tournaments.

Locating the boot camps halfway around the world from each other is no accident. Esports is an international phenomenon. Some of the most successful teams have completely mixed nationalities.

The teams travel the world to compete against the elite. The Dota 2 pro circuit in 2017/18 alone consisted of 11 majors and 16 minors events across Europe, Asia and North America. The same holds true for other esports like Counter-Strike: Global Offensive and PUBG.

The tens of millions of fans following the teams are found in every country in the world.

If you’re part of the top esports scene, you have to prepare yourself and your team to win. Communication, teamwork, team building, physical workouts, diet, sleep routines, strategies and, of course, game skills all have to be honed.

Combining this with the need to perform at the highest level while being far away from your loved ones for most of the year creates enormous pressure on esports athletes.

Our GeForce Esports boot camps offer our teams state-of-the-art GeForce gaming systems, mirroring the setups of the world’s biggest tournaments. They also include 240Hz G-SYNC monitors, three meals per day and a dedicated environment for esport athletes to train in.

We want to make our visiting teams’ tournament preparation as fruitful as possible as they prep for tournaments the likes of Valve’s The International, Perfect World, ESL, Starladder, PGL and League of Legends World Championships.

We’ve already welcomed many squads to our Santa Clara studio, including Team Secret, Tempo Storm, compLexity Gaming, INTZ and Team USA. Stay tuned for more information in the coming months on our two new esports meccas.

 

The post NVIDIA to Open GeForce Esports Boot Camps in Munich and Shanghai appeared first on The Official NVIDIA Blog.

Why GeForce Is the Graphics Platform of The International 2018

The International, the world’s largest esports tournament, is upon us.

Since last year’s iteration of this epic DOTA 2 event, Valve introduced the Pro Circuit, which came with significant changes. The best DOTA 2 squads fought through 11 majors and 16 minors around the globe to earn points to qualify for The International 2018, or TI8.

The final 18 teams are about to compete in Vancouver – for the first time on Canadian soil. The ever-rising prize pool is already over $22 million. Observers project it will match or exceed the $24 million record set last year in TI7.

We’re as excited as any esports fan for the biggest DOTA 2 event of the year and can’t wait for the action to begin. We’re happy to announce that GeForce is once again the graphics platform of The International with GeForce GTX 1080 Ti GPUs and Acer 240Hz G-SYNC Predator monitors  powering the event.

GeForce Esports at The International

The best esports teams in the world all choose GeForce and we’re thrilled that four squads from the GeForce Esports family are competing in TI8. Top DOTA 2 teams Newbee, Team Liquid and Team Secret all received invites, thanks to their triumphant play in the DOTA 2 Pro Circuit. TNC Pro took a separate route and qualified through the Southeast Asia qualifier.

We’re beyond proud of the work each team has put in to get this far. Besides hardware support for each GeForce Esports team, NVIDIA also offers training in the form of GeForce Esports boot camps in preparation for tournaments. To this effect, Team Secret will be boot camping in the HQ GeForce Esports studio starting today ahead of TI8.

 

The post Why GeForce Is the Graphics Platform of The International 2018 appeared first on The Official NVIDIA Blog.

A Ray-Tracing Pioneer Explains How He Stumbled into Global Illumination

Editors note: You might not have heard of ray tracing, but you’ve certainly seen it. The graphics rendering technique mimics the way light works in the real world to create the special effects woven into practically ever modern movie. With the arrival of our RTX real-time ray-tracing technology, we’re working to make this sophisticated technique faster and more accessible, promising to bring cinematic quality to everything from games to product design. Today, we’re sharing a big part of the story of how modern ray tracing came to be from one of its pioneers, J. Turner Whitted. Now with NVIDIA Research, Whitted wrote the seminal paper, “An Improved Illumination Model for Shaded Display,” which serves as part of the foundation for modern ray-traced computer graphics.

Ray Tracing and Global Illumination

As most of us learned in high school physics, ray tracing is an idea that has been around for centuries. Global illumination in computer graphics has a somewhat shorter history.

Early computer graphics shading models proposed by Henri Gouraud and Bui Tuong Phong, among others, computed reflections based on the spatial relationship between light sources and a point on a surface. Somewhat later, Jim Blinn developed a reflection model derived from Ken Torrance’s work describing inter-reflections of the microscopic structures of surfaces. (That model was later expanded by Rob Cook and Ken Torrance himself into the widely used Cook-Torrance shading model.) Shortly thereafter, Blinn and Martin Newell published a paper describing environment mapping, which replaced light sources with a 360-degree texture map of the surrounding environment.

It was this development of environment mapping that caught my attention. The rendering of a shiny teapot with doors and windows reflected from its surface yielded a level of realism that I had never imagined for computer-generated imagery. I stared at the image for hours and wondered how one could ever improve it. Environment mapping did have one huge limitation of not being able to accurately render reflections of objects close to the object being rendered.

An image from Turner Whitted’s 1979 SIGGRAPH paper featured a structure resembling the Bell Labs building in Holmdel, New Jersey, where Whitted’s work was done.

Clearly the effects of Phong’s model are local and Torrance’s model and its derivatives are microscopic in scale. It seemed natural to label Blinn and Newell’s model as “global” in scope. Hence the term “global illumination.” The question then became how to implement it without the limitations of the environment map?

Why Ray Tracing Is a Natural Choice for Global Illumination

Because ray tracing is so incredibly simple, it should have been an obvious choice for implementing global illumination in computer graphics. Ray casting for image generation had been pioneered by Arthur Appel, at IBM, and commercialized by Robert Goldstein and associates, at MAGI. MAGI had originally utilized multi-bounce ray tracing to track radiation within tanks. In my own early career, I had been involved with ocean acoustics and remembered a diagram of ray-traced sound being refracted through varying depths of the ocean and reflected from the surface. Eventually a memory of that diagram popped into my head and it then became clear to me how to improve upon the global illumination method that Blinn and Newell had initiated.

My own hesitation about using ray tracing was simply concern about performance. There has always been a bit of a divide between computer graphics for real-time interaction and graphics for film. General Electric’s lunar landing simulator obviously had to run in real time to train astronauts. This constraint continued with David Evans and Ivan Sutherland’s flight simulators as well as neighboring research at the University of Utah. Henri Gouraud’s smooth shading ran in real time at essentially no cost. A little known chapter in Bui Tuong Phong’s dissertation includes a description of circuitry for real-time shading even though most implementations of Phong shading did not run in real time.

The availability of frame buffers changed the computer graphics landscape dramatically. Rather than attempting to render images at the refresh rate of CRTs, it became possible to render at any speed and view a static image on the screen. Ed Catmull’s subdivision algorithm coupled to a z-buffer could render arbitrarily complex curved surfaces into a frame memory in a matter of minutes rather than milliseconds. Blinn and Newell’s environment mapping required tens of minutes per frame. This trend toward higher realism at slower rates gave me the courage to try something even slower.

Adding Shadows, Refraction

In 1978, the Computer Systems Research Laboratory at Bell Labs was equipped with a Digital Equipment PDP-11/45 minicomputer and a 9-bit per pixel frame buffer. Those resources along with the C programming language were the perfect environment to attempt a ray-tracing improvement to Blinn and Newell’s scheme. (I should’ve read more of Brian Kernighan and Dennis Ritchie’s programming manual before attempting to write my first C program. As a hard-wired assembly language programmer, I didn’t realize that C allowed recursion. Instead, I laboriously instituted my own stack and manually wrote a multi-bounce recursive ray-tracing program without using the recursion provided by the language itself.)

Eventually an image of inter-reflecting spheres showed up on the screen. Both Newell and Frank Crow had included checkerboards in some of their early images and I felt a need to copy them. So far, so good. At this point, tracing additional rays to the light sources was a no-brainer. The resulting shadows cost a bit of time, but the additional coding was minor and the result was worth it.

The minor coding change was to turn a list of rays into a tree of rays. As an electrical engineer and hardware designer with no computer science background, that was a data structure that I had never dealt with. Nevertheless, it worked.

In 1979, Whitted’s groundbreaking, computer-generated image of inter-reflecting spheres illustrated the value of ray tracing for global illumination.

Well, if we could get that far, why not go for broke and add refraction just like we learned in high school physics? That took some work, but the result was stunning.

Adaptive Super-Sampling to the Rescue

As one might imagine, the execution times of these incremental features got out of hand. To estimate the rendering time for each image, I reduced the 512×512 image resolution by a factor of 64 and timed it with a watch. Multiplying the time by 64 gave me a fairly accurate guess for full-resolution rendering. But the jaggies visible at full resolution needed to be eliminated and super-sampling was the only practical approach. The estimated rendering time then expanded by an additional factor of 16 — and panic set in.

I had written a draft of a SIGGRAPH conference submission and was rendering illustrations to be included in the paper. The submission deadline was near, but with 16x super-sampling, the estimated rendering times extended beyond the submission deadline. The spontaneous idea of adaptively super-sampling was a life saver because it only added additional samples where needed. It was implemented within a couple of hours and the paper was edited to include this new idea while the illustrations were being rendered.

At lunch a few months later, a Bell Labs executive asked what it would take to run ray tracing in real time. At the time our new VAX-11/780 was computing each pixel of a simple scene in 1/60th of a second, so I proposed a vast array of Cray supercomputers, one per pixel, with a red, green and blue light bulb on top of each one. That was meant as a joke. It turned out not to be.

Real-Time Ray Tracing

In my original 1979 ray-tracing paper, there is mention of partitioning of tasks among multiple processors. Sometime afterwards I began to hear the term “embarrassingly parallel” in the context of ray tracing. In the original paper there is also a hint of acceleration structures so long as a sphere happens to be contained within another sphere. Within a couple of years, I teamed up with Steve Rubin to apply his idea of hierarchical bounding volumes to ray tracing. It worked nicely and we were able to render scenes more complex than spheres floating over a checkerboard, but it still wasn’t in real time.

Light and shadows: This bottle in a window is taken from a 1980 SIGGRAPH paper that introduced bounding volume hierarchy structures to accelerate ray tracing.

In years to follow, I wrote a couple of illustrative ray tracers as a teaching aid, but basically moved on to other topics. Other researchers, however, had taken up the slack with acceleration techniques that made an impractical algorithm practical. That was accompanied by additional advances that achieved image quality far beyond that demonstrated with spheres and checkerboards.

All of this happened on top of the progression of Moore’s law and the availability of parallel processing. Like a Rip van Winkle in computer graphics, I can wake up nearly 40 years later and see real-time ray tracing as a commodity. How did that happen? Obviously some very bright people put a lot of effort into it.

The post A Ray-Tracing Pioneer Explains How He Stumbled into Global Illumination appeared first on The Official NVIDIA Blog.

Top Intel Desktop Innovations in the Past Year

minicomp4 2x1As technology continues to evolve and become more data-centric, the desktop PC remains a versatile go-to platform for gamers, content creators and prosumers. In fact, when people really need to get work done, over 80 percent turn to their PC1. At Intel, we’re excited by how far the PC has come and the opportunities that lie ahead. From the first Intel 8086 processor to the latest 8th Gen Intel® Core™ i7-8086K processor delivering up to 5 GHz, here are some innovative ways Intel delivered leading performance in desktop PCs this past year, as we look to deliver new Intel Core X-series and S-series processors and 28-core processor leadership offerings later this year.

 

desktop 1 Processing to the Extreme: Intel® Core™ X-series Processors

New Intel® Core™ X-series processors became available in September 2017. Intel’s most scalable, accessible and powerful desktop platform ever, it includes the new Intel Core i9 processor brand and the Intel Core i9 Extreme Edition processor – the first consumer desktop processor with 18 cores and 36 threads of power. The Intel Core i9 processor takes mega-tasking content creation to the extreme with the optimal blend of processor performance and threads for managing massive workloads and platform capabilities with up to 44 PCIe lanes for multiple graphics cards and peripherals.

desktop 2 Intel’s Best Desktop Gaming Processor Ever: 8th Gen Intel® Core™ Processor

Introduced in September 2017, 8th Gen Intel® CoreTM desktop processors offer up to six cores for more processing power, Intel® Turbo Boost Technology 2.0 to increase the maximum turbo frequency up to 4.7 GHz and up to 12MB of cache memory. With an unlocked 8th Gen Intel Core i7-8700K processor, enthusiasts can overclock2 the platform’s performance to its fullest potential for great gaming and VR experiences.

desktop 3 Blazing-Fast Gaming with Intel’s First Client Intel® Optane™ SSD

In October 2017, Intel announced the launch of the Intel® Optane™ SSD 900P Series, the first SSD for desktop PC and workstation users built on Intel Optane technology. The series is ideal for the most demanding storage workloads, including 3D rendering, complex simulations and fast game load times with incredibly low latency and endurance that gives users peace of mind.

desktop 4 Small and Mighty: Intel’s Trailblazing Hades Canyon NUC

At CES 2018 in January, Intel launched the Hades Canyon NUC, powered by an 8th Gen Intel® CoreTM i7 processor with Radeon™ RX Vega M graphics. This incredible 1.20-liter system is Intel’s smallest premium VR-capable system in the market and packs a powerful punch, allowing users to enjoy discrete-level graphics performance and amazing multimedia experiences for immersive gaming and home theaters.

desktop 5 Celebrating the Original: 8th Gen Intel® Core™ i7-8086K Limited Edition Processor

In June this year, Intel announced the new 8th Gen Intel® CoreTM i7-8086K Limited Edition processor, celebrating 40 years since Intel introduced the x86 architecture to the industry with the Intel 8086 microprocessor. The commemorative processor is the first Intel processor with up to 5 GHz single-core turbo frequency and a 4 GHz base frequency out of the box, delivering incredible desktop gaming performance with the power for advanced content creation and productivity.

desktop 6 Intel’s Creator PCs Move the PC into the Next Era of Content Creation

At Computex 2018 in June, Gregory Bryant, Intel senior vice president and general manager of the Client Computing Group, introduced the Creator PC category that Intel is enabling with its OEM partners. Creator PCs provide differentiated aesthetics and peripherals, upgradable form factors, and end-to-end technology optimized for the creator workflow, including Intel® Core™ i7 and Intel Core i9 processor performance, Thunderbolt™ 3 technology and Intel® OptaneTM SSDs.

1GIA Tech Attitudes Study 2018

2Altering clock frequency or voltage may damage or reduce the useful life of the processor and other system components, and may reduce system stability and performance. Product warranties may not apply if the processor is operated beyond its specifications. Check with the manufacturers of system and components for additional details.

Intel technologies’ features and benefits depend on system configuration and may require enabled hardware, software or service activation. Performance varies depending on system configuration. No computer system can be absolutely secure. Check with your system manufacturer or retailer or learn more at intel.com.

Intel, the Intel logo, Intel Core, Intel Optane, and Thunderbolt are trademarks of Intel Corporation or its subsidiaries in the U.S. and/or other countries.

The post Top Intel Desktop Innovations in the Past Year appeared first on Intel Newsroom.

E3: Everything Gaming Is New Again

You have our permission to be excited.

The gaming community’s annual pilgrimage to Los Angeles for the Electronic Entertainment Expo is upon us. And we have a ton of announcements, exclusive gameplay, exciting contests and more.

NVIDIA Ansel and Highlights Showcase Shadow of the Tomb Raider

Following up on the announcement that NVIDIA is collaborating with Square Enix, Eidos-Montréal, Crystal Dynamics and Nixxes as the official PC partner for Shadow of the Tomb Raider, NVIDIA announced today at E3 that the game will support NVIDIA Highlights and Ansel. This means gamers will be able to capture and share all of Lara’s defining moment as she becomes the Tomb Raider.

We also debuted the first Ansel photos on SHOTWITHGEFORCE.com and an incredible new gameplay reveal video for Shadow of the Tomb Raider. Stay tuned for “first looks” as press and influencers get the first ever PC hands-on exclusively at NVIDIA’s suite.

First Ever GamePlay Reveals and PC Hands-On and More

In addition to bringing you the Shadow of the Tomb Raider PC gameplay reveal, we also revealed exclusive gameplay from two of EA’s hottest new titles; Battlefield V and Anthem.

Battlefield is one of the world’s most popular first-person shooter franchises with more than 54 million players. Following up on our recent announcement that GeForce GTX is the PC platform of Battlefield V, we revealed Saturday, an exclusive PC gameplay video of the game captured on a GeForce GTX 1080 Ti.

Anthem is EA’s shared-world action-RPG were players assume the role of a Freelancer who leaves civilization behind, explore a landscape of primeval beauty and confront the dangers they find. With the game’s first PC Hands-on powered by GeForce GTX 1080 Ti at both EA PLAY and NVIDIA’s E3 suite, we released Monday an exclusive PC gameplay reveal for EA’s newest IP.

Follow our NVIDIA GeForce YouTube channel for more exclusive game reveals and developer interviews throughout E3.

New Games with NVIDIA Ansel and Highlights

NVIDIA Ansel and NVIDIA Highlights, both part of GeForce Experience, continue to gain momentum. Adding to the already impressive list of Ansel titles including Star Wars Battlefront II and Final Fantasy XV Windows Edition, we announced Ansel support for Shadow of the Tomb Raider.

We are also excited to announce that Shadow of the Tomb Raider, Dirty Bomb and Switchblade will join mega-hits Fortnite and PlayerUknown’s Battlegrounds in allowing gamers to automatically capture their greatest in-game moments with NVIDIA Highlights.

Access your highlights using the GeForce Experience overlay, choose a clip between 5-15 seconds and share as a gif to Facebook, Google Photos or Weibo for your friends to enjoy. Now you can even annotate your gifs with GeForce Experience 3.14.

E3 is Game Ready with GeForce GTX

Want to find GeForce at E3? You can’t miss us. We kicked off E3 by powering EA PLAY where gamers got hands-on with the hottest new EA titles, including Anthem, Battlefield V (check out this gameplay video), FIFA 18, Madden 18, and more all powered by a GeForce GTX 1080 Ti.

On the E3 show floor, GeForce GTX is powering the latest games from the industry’s biggest publishers including Bethesda, Ubisoft, Warner Brothers, Devolver Digital, Frontier Developments, Focus Home Interactive, Konami, Bigben Interactive and many more.

If you want to see more GeForce GTX gaming rigs, visit Dell / Alienware, HP at DXRacer or Lenovo booths.

E3 2018 #GameReady Contest: $100,000 in Amazing Prizes

We want to celebrate E3 and all the great gaming announcements with all of you, even those who cannot make it to E3. Our ”E3 is #GameReady” contest is back this year with over $100,000 in prizes up for grabs. For a chance to win, just tell us which E3 games you’re excited to play on PC by tweeting @NVIDIAGeForce with both hashtags #GameReady and #E32018 or by subscribing to our NVIDIA GeForce YouTube channel and leaving a comment on any E3 2018-related video.

It’s that easy. Prizes include:

For full terms and conditions on our “E3 is #GameReady 2018” contest, click here.

At NVIDIA, gaming is in our blood. It’s at the core of everything we do. We’re looking forward to sharing our hard work with the world at E3 2018.

The post E3: Everything Gaming Is New Again 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.

How the PC is Raising the Game for Everyone, Everywhere

PC gaming’s latest moment is its biggest yet.

Today new gaming experiences charge across the internet, and hundreds of millions of GeForce PCs, seemingly at the speed of light.

Witness the ‘battle royale’ craze. Each week tens of millions of PC gamers parachute in to games like Fortnite and PlayerUnknown’s Battlegrounds. Even more tune in to watch. And this worldwide cultural phenomenon is creating new (and re-engaging former) PC gamers at a rate never before seen. In fact, just for GeForce, the number of active weekly gamers has grown by 10 million in the last 8 months, a massive increase.

Prefered Platform of Game Developers Everywhere

As new games spread faster, PC gamers enjoy more experiences than ever before. This is no walled garden: over 7,000 new PC games were introduced in 2017, by far the most of any gaming platform. Sixty percent of the game developers surveyed for the latest Game Developers Conference targeted the PC for their games. That’s double the number developing for any console.

Today, PC games are a $33 billion industry. Two-thirds of all Americans are now gamers, the highest percentage ever published by Nielsen. But this is a phenomenon that, like the games themselves, left borders behind long ago. There are more than 1.2 billion PC gamers worldwide, a figure that will grow to 1.4 billion by 2020.

GeForce Drives This Virtuous Cycle

Over the past 25 years we’ve been single mindedly focused on advancing PC gaming. And many of our innovations have been gamechangers.

Years ago, when shadows in games looked fake, NVIDIA brought transform and lighting technologies to PC graphics. Now that’s the standard.

When developers wanted to push realism to new levels, NVIDIA invented the programmable graphics processing unit.

We saw an opportunity to link the GPU directly to the display for buttery smooth gameplay and created NVIDIA G-SYNC display technology. G-SYNC displays are rigorously tested in our labs and certified by NVIDIA to deliver a premium experience. There are now 217 G-SYNC displays shipping from 17 partners: 158 for laptops and 59 for desktops.

With Gaming Everywhere, Laptops That Let You Game Anywhere

The bigger and better the games, the more gamers want to take their game with them. First, we optimized our Pascal GPUs for laptop gaming systems as well as desktops.

Then, a year ago, we launched Max-Q: a design approach to bring GeForce GTX 1080 GPUs to sleek gaming laptops in dimensions never before possible. 26 Max Q models will be on shelf this fall, 3 times the number this time last year. With almost 100 million consumer laptops sold each year, the growth opportunity for thin, light and powerful gaming laptops is huge (Tune into the #IWANTMAXQ hashtag on top social media networks to see the latest models).

The World’s Fastest-Growing Global Sport

From games that have spread like wildfire, to the richest world of content, to impossibly thin, light and powerful laptops, the PC is the most dynamic and vibrant gaming platform. It’s also the home of another global cultural phenomenon: esports

Now the fastest-growing global sport, the stats for esports are staggering. Esports audiences worldwide grew by 100 million over the past two years and are expected to reach over 600 million by 2020. More than 120 million viewers in China tuned in on a single night in May to watch a League of Legends finals match. That’s more than the population of all but a handful of countries.

All the major esports tournaments play on GeForce PCs. And 240Hz G-SYNC monitors, delivering the unmatched frame rates and tear-free gaming favored by esports players worldwide, are the official display of TI 2018 (The International) taking place in Vancouver in August.

The Platform that Keeps Getting Bigger, Faster, and Better

This is a story that goes beyond just hardware, however. Capabilities like NVIDIA Highlights — which lets gamers capture great gaming moments and share them with friends — have accelerated the growth of titles like Fortnite, for which viewership far outpaced player numbers at the outset.

And we announced the next gamechanger a few months ago at GDC: NVIDIA RTX technology. Real-time ray tracing has been the dream of the graphics industry and game developers for decades and NVIDIA RTX brings it to life. The product of 10 years of development in computer graphics algorithms and GPU architectures, it consists of a highly scalable ray-tracing technology running on NVIDIA Volta architecture GPUs to deliver amazing lifelike cinematic-quality to future games.

Long considered the definitive solution for realistic and lifelike lighting, reflections and shadows, ray tracing offers a level of realism far beyond what is possible using traditional rendering techniques. Real-time ray tracing replaces a majority of the techniques used today in standard rendering with realistic optical calculations that replicate the way light behaves in the real world, delivering more lifelike images.

The Virtuous Cycle Accelerates

NVIDIA RTX will set the bar high for gaming technology, transforming capabilities and driving up production quality. It will raise the game for the entire industry. And PC gamers will be the biggest winners.

The post How the PC is Raising the Game for Everyone, Everywhere appeared first on The Official NVIDIA Blog.

NVIDIA’s Ultimate Gaming Platform Comes to Ultimate Tech Trade Show

Whether you’re looking for motherboards or mice, cables or computer cases, you’ll find it — or get lost looking for it — amid the massive displays crowding the floor of Computex, one of the world’s largest trade shows, this week in Taipei.

To help gamers navigate, we’ve woven a single, bright green thread through the miles of chaos. Follow it and you’ll find offerings from the best gaming hardware companies in the world — 15 in all. You’ll see how the ultimate gaming platform is being supported by each of gaming’s top brands.

Here’s how to see all of them, from stunning new G-SYNC displays to thin new Max-Q design laptops to powerhouse systems built around our GeForce GTX GPUs.

Joining is simple. Visit the booths of any of our partners at the show to download a mobile app that will guide you to kiosks inside the booths of top hardware brands.

Check out NVIDIA 4K G-SYNC HDR demos at any two partner booths and take pictures with props to get two partner stamps. Or take pictures of yourself with an NVIDIA Max-Q design gaming laptop to get one partner stamp.

Finish your stamp collection and go to the NVIDIA counter to redeem your gift and share a photo of the experience on Facebook. You’ll also get a bonus stamp to enter the daily draw for a GeForce GTX 1080 Ti.

When you’re not on the show floor, here are some more ways to keep up on the action:

  • #IWANTMAXQ — No spoilers here. But look for plenty of new Max-Q design laptops at Computex. Follow this hashtag to learn more about the latest thin and light laptops — at Computex and throughout the year.
  • #UltimateGeForce — Before, during and after Computex, follow #UltimateGeForce to keep up on all things GeForce.
  • Pop-Up Events — We’ll be hosting exclusive pop-up events at some of Taipei’s hottest venues highlighting the portability of GeForce GTX 10-series gaming laptops with Max-Q design.
  • YouTube — Online personality Joeman will use Max-Q laptops to go head to head against a special guest while enjoying some of the best Taiwan has to offer (we won’t spoil the surprises, but beef noodles may be involved).

So whether you’re tuning in virtually, or just looking for help navigating the show, tune in for news on the best gaming displays, the best mobile gaming products and the best gaming platform.

The post NVIDIA’s Ultimate Gaming Platform Comes to Ultimate Tech Trade Show appeared first on The Official NVIDIA Blog.