Tag Archives: NVIDIA VR Funhouse

NVIDIA Deep Learning & VR Technologies @ GTCx Australia 2016

Melbourne Australia, 15 September 2016 — Step into a virtual world and experience how virtual reality (VR) is driving research, applications and games at GPU Technology Conference Extension (GTCx) Australia on October 4 and 5, 2016.

 

See And Experience Deep Learning And VR Technologies @ GTCx Australia

Set up conjunction with the conference, the VR Village will feature VR rooms and kiosks where participants can try out the latest demos running on HTC Vive and Oculus. These demos include NVIDIA’s very own carnival game Funhouse, Everest, Iray Lightfield, Iray VR Panoramas, Endeavor Point Cloud, Bullet Train, and Earthlight VR, a first person space explorer game developed by Melbourne-based Opaque Multimedia.

NVIDIA will also host a Deep Learning CDO (chief data officer) Roundtable with the theme “Next-Generation Analytics, Deep and Machine Learning with GPUs”. This session will discuss how CDOs of data intensive companies can leverage NVIDIA GPUs to undertake machine and deep learning.

Those keen to learn more about deep learning can take part in the NVIDIA Deep Learning Institute. They can discover how advanced deep learning techniques are being applied to rich data sets to help solve big problems. Upon completion of the NVIDIA Deep Learning institute lab, participants will receive a certificate of attendance and free online training credits.

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Twenty shortlisted submissions of research posters from both academia and industry, describing ongoing GPU-enabled research, exciting new research projects, and encouraging preliminary results, will be exhibited electronically. The Best Poster award winner will get a fully paid trip to GTC US next year and NVIDIA hardware.

GTCx Australia is an extension of GTC, the world’s largest and most important event for GPU developers held annually in San Jose, United States. To be held at Melbourne Convention and Exhibition Centre, the event is designed for C-level, professionals, developers, and researchers across many industries — from finance and big data analytics to academia and entertainment.

Themed “Deep Learning AI Revolution -The Next Computing Platform”, it will feature keynote addresses and three tracks covering accelerated computing, Pro VR/Pro Viz and deep learning.

 

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NVIDIA VR Funhouse Mods Capability Announced

VR Funhouse does more than just bring classic games to life. It gives them crazy twists that would be impossible anywhere but in virtual reality. You can set targets ablaze with flaming arrows, test your skill shooting a wild variety of flying objects or whack a cartoony collection of animated moles.

Now it’s your turn.

With the latest update, VR Funhouse now supports mods, giving the community an incredible sandbox of possibilities for fun in VR. You can play, create, play again and even share your VR creations with the world.

 

VR Funhouse Mods

Swap out your shooting gallery pistol for a tommy gun, whack the moles while their hair is on fire or build your favorite mini-game in VR. With VR Funhouse mods, the possibilities are endless.

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  • If you’re a modder, download the VR Funhouse Mod Kit, create your own mods and share them with the world.
  • If you’re a gamer, visit the VR Funhouse Steam Workshop page, subscribe to one of the mod experiences created by the community and add it to your game. NVIDIA has even created a few of our own mods for you to enjoy. They include:
    • Big Top: Cover your carnival with a colorful circus tent.
    • Great Moles of Fire: Box moles with their hair on fire.
    • Super Whack-A-Mole: Whack moles in 360 degrees.
    • Tommy Gun: Swap out your shooting gallery pistols for a tommy gun and take on the Shooting Gallery and Cannon Skeet.
    • Zero Gravity Goo: Shoot colorful clowns with slow-motion goo.
  • And, as NVIDIA promised when they released VR Funhouse, the source code for this game is now available to all. If you’re a game developer, access the full VR Funhouse source code from Github, and build your own game with the powerful NVIDIA GameWorks, PhysX and VRWorks technology integrated into Unreal Engine 4 and VR Funhouse.

 

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NVIDIA VR Funhouse Released

14 July 2016 — Today’s release of NVIDIA VR Funhouse extends our role in the gaming ecosystem to that of a game creator.

 

NVIDIA VR Funhouse

Our first game, NVIDIA VR Funhouse is built on Epic’s Unreal Engine 4, and is the brainchild of NVIDIA’s LightSpeed Studios. It was created with a dual-purpose.

First, we wanted it to be fun. To be enjoyed by people of all ages, whether or not they’ve tried VR, whether or not they’re an early adopter.

Second, it was created to show how immersive VR can be when physics simulation is fully integrated into an experience.

 

Why Physics Is Fundamental to VR

For nearly a decade, NVIDIA has been developing PhysX, an SDK that allows physically accurate simulation of a 3D environment. It’s provided advanced visual effects for more than 500 PC and console games.

When we first saw some of the early VR games and experiences, we quickly realized that something was missing: there was little to no physics simulation. Because VR places you inside of the experience with the ability to touch and interact with virtual objects, it is critical that those objects behave and react in realistic ways. Unlike traditional PC games, physics in VR games is not just visual effects.

 

It’s fundamental to immersion.

So, with VR Funhouse, we set out to integrate physical simulation into every aspect of the game and combine it with amazing graphics and precise haptics that make you feel like you are at the
carnival.

Physics effects in VR Funhouse created with NVIDIA GameWorks SDK include:

  • NVIDIA PhysX Destruction to make shooting game targets that realistically chip and explode when hit.
  • NVIDIA FleX to make the realistic cloth on the curtains, streamers and basketball nets. It’s also used to create realistic fluids for in the clown balloon race game.
  • NVIDIA Flow to make particles realistically respond to moving solid objects and turbulent fluid motion. You see it when players pop the confetti filled balloons and use their swords to cut through and interact with the confetti. Flow is showcased when you use the bow & arrow to light your arrow on fire, shoot it and watch the targets burn.
  • NVIDIA HairWorks to make the lifelike hair in the Whack-A-Mole and Punch-A-Mole level.
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Simulating physics takes incredible processing power, and we found it by applying NVIDIA VRWorks technologies, including Multi-Res Shading and VR SLI, to increase rendering performance.

To encourage developers to experiment with our SDK, we’re going to be open sourcing VR Funhouse later this summer. We fully expect that developers, enthusiasts and artists from both the VR industry and game industry will build their own mini-games.

To achieve our goals, we created VR Funhouse as an enthusiast’s experience, not a ‘min-spec’ experience. We recommend that you experience it on a GeForce GTX 980 Ti, or GeForce 10 Series GPUS. The best, most immersive experience will use dual GeForce GTX 1080s.

To experience the fusion of state of the art graphics and realistic physics modeling in a VR game, download NVIDIA VR Funhouse on Steam today.

 

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