https://developer.nvidia.com/nvidia-gdc-2016
https://developer.nvidia.com/gdc-2016
Rendering Hitman with DirectX 12
This talk will give a brief overview of how the Hitman Renderer works, followed by a deep dive into how we manage everything with DirectX 12, including Pipeline State Objects, Root Signatures, Resources, Command Queues and Multithreading.
Advanced Rendering with DirectX®
This talk focuses on some of the new features that DX12 and DX11.3 introduce, as well as touch up on how to drive DX12 efficiently. Amongst other things the slides will shed light on the use of predication, ExecuteIndirect and explicit MGPU in DX12
Advanced Geometrically Correct Shadows for Modern Game Engines
Fast, Flexible, Physically-Based Volumetric Light Scattering
Advanced Ambient Occlusion Methods for Modern Games
Raise your Game with NVIDIA® GeForce® Tools
Vulkan and NVIDIA – The Essentials
Plus lots more....
http://livestream.com/nvidia
This talk will give a brief overview of how the Hitman Renderer works, followed by a deep dive into how we manage everything with DirectX 12, including Pipeline State Objects, Root Signatures, Resources, Command Queues and Multithreading.
Advanced Rendering with DirectX®
This talk focuses on some of the new features that DX12 and DX11.3 introduce, as well as touch up on how to drive DX12 efficiently. Amongst other things the slides will shed light on the use of predication, ExecuteIndirect and explicit MGPU in DX12
Advanced Geometrically Correct Shadows for Modern Game Engines
[quote="D-Man11"]Advanced Geometrically Correct Shadows for Modern Game Engines[/quote]I wonder if this does or perhaps could somehow translate into Stereoscopically Correct Shadows... in 3D Vision Automatic. :)
Here's their description.
This session will describe a new technique that interpolates between geometrically correct hard shadows and percentage closer soft shadows. Find out how the most common problems of aliasing, peter-panning, acne, and overlapping blockers are solved with this new approach. Plus, we’ll cover the practical implications of how this fits into modern game engines.
Their VR should
Rendering Faster and Better With NVIDIA GameWorks™ VR in UE4
This talk will introduce developers to NVIDIA GameWorks VR SLI, multi-resolution shading, context priorities, and direct mode. We’ll discuss the motivation for these features, how they work, and how developers can use GameWorks VR in their renderers to improve the experience on Oculus Rift, HTC Vive, and other VR headsets. As a case study, we’ll show how we integrated GameWorks VR features into Unreal Engine 4.
This session will describe a new technique that interpolates between geometrically correct hard shadows and percentage closer soft shadows. Find out how the most common problems of aliasing, peter-panning, acne, and overlapping blockers are solved with this new approach. Plus, we’ll cover the practical implications of how this fits into modern game engines.
Their VR should
Rendering Faster and Better With NVIDIA GameWorks™ VR in UE4
This talk will introduce developers to NVIDIA GameWorks VR SLI, multi-resolution shading, context priorities, and direct mode. We’ll discuss the motivation for these features, how they work, and how developers can use GameWorks VR in their renderers to improve the experience on Oculus Rift, HTC Vive, and other VR headsets. As a case study, we’ll show how we integrated GameWorks VR features into Unreal Engine 4.
Thursday, March 17th
Rendering Faster and Better With NVIDIA VRWorks™ VR in UE4 | 12:45 pm – 1:45 pm
Designing a VR renderer and engine for modern CPU/GPUs using MaxPlay’s Game Development Suite (GDS) sponsored by NVIDIA | 3:00 pm – 3:30 pm
MaxPlay's new game engine aims to be 'Google Docs for game devs'
http://www.gamasutra.com/view/news/255932/MaxPlays_new_game_engine_aims_to_be_Google_Docs_for_game_devs.php
Just a reminder GDC 2016 begins today for anyone that is interested in catching some of the live streams or that want to watch for breaking news. (at least I think they'll have a Live Stream)
full schedule
http://schedule.gdconf.com/list
Kind of odd that Ubisoft has a lounge, since they do not license their Engines, must be recruiting.
http://www.gdconf.com/events/partiesnetworking.html
Just a reminder GDC 2016 begins today for anyone that is interested in catching some of the live streams or that want to watch for breaking news. (at least I think they'll have a Live Stream)
A lot of that stuff gets put in the GDC Vault. Other stuff is selectively released at various times. I'm not sure how much is really live streamed.
But there still should be a ton of exciting news coming out of it. For my money, I find GDC much more exciting than E3 of late.
Sony will be announcing their PlayStation VR later today at GDC.
It might be streamed on... http://www.ustream.tv/sony
[img]http://www.hobbyconsolas.com/sites/default/files/users/no-watermark/ps_vr_gdc_2016.jpg[/img]
Nvidia hasn't uploaded anything from GDC yet, but 10 hours ago they put up a new video for voice search on the shield.
https://www.youtube.com/watch?v=hrDtxiaGvwM
http://www.ign.com/articles/2016/03/15/gdc-2016-playstation-vr-price-release-window-announced
At a media event during the Game Developers Conference today, Sony confirmed that PlayStation VR will cost $399 / €399 /£349 / AUD$549 and be available this October.
http://www.theverge.com/2016/3/15/11225032/sony-playstation-vr-headset-photos-gdc-2016
Sony says the specs and overall design is the same as the recent prototypes it has demoed. The unit has a 5.7-inch OLED display with 1920 x 1080 resolution split across both eyes, and nine LEDs that let the PlayStation camera provide positional tracking.
At a media event during the Game Developers Conference today, Sony confirmed that PlayStation VR will cost $399 / €399 /£349 / AUD$549 and be available this October.
Sony says the specs and overall design is the same as the recent prototypes it has demoed. The unit has a 5.7-inch OLED display with 1920 x 1080 resolution split across both eyes, and nine LEDs that let the PlayStation camera provide positional tracking.
[quote="D-Man11"]
inch OLED display with 1920 x 1080 resolution split across both eyes[/quote]
So that is 960x1080 per eye. What is the actual resolution per eye for the Oculus and Rift exactly? Still the price looks reasonable.
Guess nothing new about Pascal.. Well, I think is time I put the plug on a couple of 980Ti and change my trusty 2x780Tis...3D Surround getting more and more "expensive" to use ^_^
Off-topic: I just LOVE (not) how the 399 USD == 399 EURO...I wonder if this will ever change... (the parity for Euro/Dollar is currently at 1.11. Not big but still....)
D-Man11 said:
inch OLED display with 1920 x 1080 resolution split across both eyes
So that is 960x1080 per eye. What is the actual resolution per eye for the Oculus and Rift exactly? Still the price looks reasonable.
Guess nothing new about Pascal.. Well, I think is time I put the plug on a couple of 980Ti and change my trusty 2x780Tis...3D Surround getting more and more "expensive" to use ^_^
Off-topic: I just LOVE (not) how the 399 USD == 399 EURO...I wonder if this will ever change... (the parity for Euro/Dollar is currently at 1.11. Not big but still....)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
1200 X 1080.
It's about as good as was to be expected on the pricing. Although it's a little misleading. It doesn't include the camera, which the PSVR is useless without. So it's a little slight of hand on that score.
http://techreport.com/news/29859/unity-engine-adds-support-for-nvidia-vrworks-sdk
Unity joins Unreal in announcing Nvidia VR SDK support in the engine (VR SLI, multi-shading, etc).
[quote="helifax"] Guess nothing new about Pascal.. Well, I think is time I put the plug on a couple of 980Ti and change my trusty 2x780Tis[/quote]
I would wait for Pascal to see what it brings, the die shrink alone should bring better performance and stability. Plus all that added memory will be great for all those extra pixels you're pushing in surround.
helifax said: Guess nothing new about Pascal.. Well, I think is time I put the plug on a couple of 980Ti and change my trusty 2x780Tis
I would wait for Pascal to see what it brings, the die shrink alone should bring better performance and stability. Plus all that added memory will be great for all those extra pixels you're pushing in surround.
PSVR is kind of shitty priced for what it is tbh.
$400 and it REQUIRES the camera which is $50.00.
I kind of see it as $450 vs oculus rift $550[cause of bundled stuff]
It would be real interesting if they started adding 3D support back into its owned IPs like they used to since display supports Cinematic mode. Till then its not worth it unless its planning on getting a lot of exclusives.
The GREATEST disadvantage of PSVR is there is no FREE market. Tons of people will make demos, hacked in support, videos, etc. Thats not going to happen.
$400 and it REQUIRES the camera which is $50.00.
I kind of see it as $450 vs oculus rift $550[cause of bundled stuff]
It would be real interesting if they started adding 3D support back into its owned IPs like they used to since display supports Cinematic mode. Till then its not worth it unless its planning on getting a lot of exclusives.
The GREATEST disadvantage of PSVR is there is no FREE market. Tons of people will make demos, hacked in support, videos, etc. Thats not going to happen.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
[quote="eqzitara"]PSVR is kind of shitty priced for what it is tbh.
$400 and it REQUIRES the camera which is $50.00.
I kind of see it as $450 vs oculus rift $550[cause of bundled stuff]
[/quote]
On top of those, you should also add the move controllers ($50 a piece, listed).
I'm putting my money in the Vive basket. It's the only solution that gives a total VR experience.
https://developer.nvidia.com/gdc-2016
Rendering Hitman with DirectX 12
This talk will give a brief overview of how the Hitman Renderer works, followed by a deep dive into how we manage everything with DirectX 12, including Pipeline State Objects, Root Signatures, Resources, Command Queues and Multithreading.
Advanced Rendering with DirectX®
This talk focuses on some of the new features that DX12 and DX11.3 introduce, as well as touch up on how to drive DX12 efficiently. Amongst other things the slides will shed light on the use of predication, ExecuteIndirect and explicit MGPU in DX12
Advanced Geometrically Correct Shadows for Modern Game Engines
Fast, Flexible, Physically-Based Volumetric Light Scattering
Advanced Ambient Occlusion Methods for Modern Games
Raise your Game with NVIDIA® GeForce® Tools
Vulkan and NVIDIA – The Essentials
Plus lots more....
http://livestream.com/nvidia
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
This session will describe a new technique that interpolates between geometrically correct hard shadows and percentage closer soft shadows. Find out how the most common problems of aliasing, peter-panning, acne, and overlapping blockers are solved with this new approach. Plus, we’ll cover the practical implications of how this fits into modern game engines.
Their VR should
Rendering Faster and Better With NVIDIA GameWorks™ VR in UE4
This talk will introduce developers to NVIDIA GameWorks VR SLI, multi-resolution shading, context priorities, and direct mode. We’ll discuss the motivation for these features, how they work, and how developers can use GameWorks VR in their renderers to improve the experience on Oculus Rift, HTC Vive, and other VR headsets. As a case study, we’ll show how we integrated GameWorks VR features into Unreal Engine 4.
Rendering Faster and Better With NVIDIA VRWorks™ VR in UE4 | 12:45 pm – 1:45 pm
Designing a VR renderer and engine for modern CPU/GPUs using MaxPlay’s Game Development Suite (GDS) sponsored by NVIDIA | 3:00 pm – 3:30 pm
MaxPlay's new game engine aims to be 'Google Docs for game devs'
http://www.gamasutra.com/view/news/255932/MaxPlays_new_game_engine_aims_to_be_Google_Docs_for_game_devs.php
http://www.gamasutra.com/view/news/266471/Sponsored_Porting_a_Unity_game_to_Samsung_Gear_VR.php
full schedule
http://schedule.gdconf.com/list
Kind of odd that Ubisoft has a lounge, since they do not license their Engines, must be recruiting.
http://www.gdconf.com/events/partiesnetworking.html
But there still should be a ton of exciting news coming out of it. For my money, I find GDC much more exciting than E3 of late.
It might be streamed on... http://www.ustream.tv/sony
Nvidia hasn't uploaded anything from GDC yet, but 10 hours ago they put up a new video for voice search on the shield.
At a media event during the Game Developers Conference today, Sony confirmed that PlayStation VR will cost $399 / €399 /£349 / AUD$549 and be available this October.
http://www.theverge.com/2016/3/15/11225032/sony-playstation-vr-headset-photos-gdc-2016
Sony says the specs and overall design is the same as the recent prototypes it has demoed. The unit has a 5.7-inch OLED display with 1920 x 1080 resolution split across both eyes, and nine LEDs that let the PlayStation camera provide positional tracking.
So that is 960x1080 per eye. What is the actual resolution per eye for the Oculus and Rift exactly? Still the price looks reasonable.
Guess nothing new about Pascal.. Well, I think is time I put the plug on a couple of 980Ti and change my trusty 2x780Tis...3D Surround getting more and more "expensive" to use ^_^
Off-topic: I just LOVE (not) how the 399 USD == 399 EURO...I wonder if this will ever change... (the parity for Euro/Dollar is currently at 1.11. Not big but still....)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
It's about as good as was to be expected on the pricing. Although it's a little misleading. It doesn't include the camera, which the PSVR is useless without. So it's a little slight of hand on that score.
http://techreport.com/news/29859/unity-engine-adds-support-for-nvidia-vrworks-sdk
Unity joins Unreal in announcing Nvidia VR SDK support in the engine (VR SLI, multi-shading, etc).
I would wait for Pascal to see what it brings, the die shrink alone should bring better performance and stability. Plus all that added memory will be great for all those extra pixels you're pushing in surround.
$400 and it REQUIRES the camera which is $50.00.
I kind of see it as $450 vs oculus rift $550[cause of bundled stuff]
It would be real interesting if they started adding 3D support back into its owned IPs like they used to since display supports Cinematic mode. Till then its not worth it unless its planning on getting a lot of exclusives.
The GREATEST disadvantage of PSVR is there is no FREE market. Tons of people will make demos, hacked in support, videos, etc. Thats not going to happen.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
On top of those, you should also add the move controllers ($50 a piece, listed).
I'm putting my money in the Vive basket. It's the only solution that gives a total VR experience.