Singapore, 15 July 2016 — Mirror’s Edge Catalyst is now enabled with NVIDIA Ansel , a powerful, easy-to-use game camera that lets you capture professional-grade screenshots in ways you never could before.
Gamers can capture beautiful screenshots of the unbelievable sprawling City of Glass, thanks to the following NVIDIA Ansel features integrated into the PC version of Mirror’s Edge Catalyst:
Free Camera — Roll, zoom and reposition. Go wherever you want to create the perfect photo as Faith runs through the City of Glass.
Post-Process Filters — Tweak the look, feel and mood of your screenshot before saving Ansel includes brightness, vignette, sketch, color enhancer, field of view and many other special effects options.
360-degree Capture — Capture 360° panoramic screenshots in mono or stereo. View these images in Google Cardboard, on your PC or in a VR headset. For Android or Cardboard users, we’ve released the NVIDIA VR Viewer bundled with updated Ansel 360 Capture screenshots from Mirror’s Edge Catalyst that you can view today. Download the app and check it out.
NVIDIA Ansel on Mirror’s Edge Catalyst
Our revolutionary NVIDIA Ansel technology is here today on Mirror’s Edge Catalyst. Take unique screenshots that were once impossible to frame and snap. Just download the latest Game Ready Driver. For a more detailed look at what NVIDIA Ansel can do, go to GeForce.com.
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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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NVIDIA invited us to an exclusive media conference call recently. We recorded it for you and compiled it into a video presentation so you can better understand what the new GeForce GTX 1060 graphics card offers gamers. You will also get updates on NVIDIA VR Funhouse and NVIDIA Ansel. Check it out!
NVIDIA GeForce GTX 1060 Key Takeaways
The GeForce GTX 1060 is based on the new GP106 GPU manufactured on the 16 nm FinFET process.
The GeForce GTX 1060 has 1280 CUDA cores and with a boost clock of 1.7 GHz.
NVIDIA claims the GeForce GTX 1060 can be overclocked to 2.0 GHz.
The GeForce GTX 1060 has 6 GB of GDDR5 memory running at 2.0 GHz.
The GeForce GTX 1060 will be faster than the GeForce GTX 980.
The GeForce GTX 1060 will only consume 120 watts of power.
The GeForce GTX 1060 will have a 6-pin PCI Express power connector but no SLI connector.
GeForce GTX 1060 custom boards will be available starting July 19, priced at US$249 and above.
NVIDIA will offer the GeForce GTX 1060 Founder’s Edition board on July 19 as well, priced at US$299.
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NVIDIA GeForce GTX 1060 Presentation Slides
For those who prefer to check out the slides, there are 18 of them. So we have to divide them into 3 pages for your convenience. Enjoy!
This presentation will not only cover the new GeForce GTX 1060 graphics card, but also updates on NVIDIA VR Fun House and NVIDIA Ansel. But first, a quick trip down memory lane to when the GeForce GTX 980 was launched two years ago.
The new GeForce GTX 1060 promises to change all that, thanks to the new NVIDIA Pascal architecture, which is optimised for both speed and performance per watt.
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Remember how fast the GeForce GTX 980 was two years ago? Well, the new GeForce GTX 1060 promises to deliver GTX 980-level performance with twice the energy efficiency in VR.
The GeForce GTX 1060 supports the NVIDIA Simultaneous Multi-Projection technology, which allows it to seamlessly project a single image simultaneously to both eyes, yielding a 3X VR graphics performance improvement over previous generation GPUs.
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This allows GeForce GTX 1060 users to play VR games with higher levels of detail, without sacrificing performance or quality, for a more realistic, immersive experience.
Simultaneous Multi-Projection is being integrated into the world’s biggest game engines, Unreal Engine and Unity. More than 30 games are already in development, including Unreal Tournament, Poolnation VR, Everest VR, Obduction, Adr1ft and Raw Data.
The NVIDIA GeForce GTX 1060 also supports NVIDIA VRWorks, a software developer kit that allows developers to intertwine what users see, hear and touch with the physical behaviour of the environment –convincing them that their virtual experience is real.
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NVIDIA VR Funhouse will be available for free later this month from Valve’s Steam digital distribution service. Developed on Epic Games’ Unreal Engine 4, VR Funhouse will work on the GeForce GTX 1080, 1070 and 1060 GPUs and HTC Vive VR headsets. It will also be open sourced to developers and artists so they can create their own VR Funhouse attractions.
The NVIDIA GeForce GTX 1060 also supports the NVIDIA Ansel technology, a powerful game-capture tool that allows gamers to explore, capture and share the artistry of gaming in ways never before possible. With Ansel, users can compose the gameplay shots they want, pointing the camera in any direction, from any vantage point within a gaming world, and then capture 360-degree stereo photospheres for viewing with a VR headset or Google Cardboard.
Gamers will be able to experience Ansel for themselves with Mirror’s Edge: Catalyst next week, and Witcher 3: Wild Hunt, later this month. Many more Ansel-enabled games are in development, including Epic Games’ Fortnite, Paragon and Unreal Tournament; Cyan Worlds’ Obduction; Thekla’s The Witness; Boss Key Productions’ Lawbreakers; Ubisoft’s Tom Clancy’s The Division; and the highly anticipated No Man’s Sky from Hello Games.
The NVIDIA GeForce GTX 1060 features 1,280 CUDA cores, 6 GB of GDDR5 memory running at 8 Gbps and a boost clock of 1.7 GHz, which NVIDIA claims can be easily overclocked to 2 GHz for additional performance.
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Across the top gaming titles, GeForce GTX 1060 is on average 15% faster and over 75 percent more power efficient than the closest competitive product (the Radeon RX 480?) at stock speeds.
NVIDIA GeForce GTX 1060 custom boards will be available starting July 19 from NVIDIA GeForce partners, including ASUS, Colorful, EVGA, Gainward, Galaxy, Gigabyte, Innovision 3D, MSI, Palit, PNY and Zotac. The MSRP will start at US$249.
The NVIDIA GeForce GTX 1060 Founder’s Edition board – designed and built by NVIDIA – will be available starting July 19 for US$299. The GeForce GTX 1060 Founder’s Edition is crafted with premium materials and components, including a faceted die-cast aluminum body machine finished for strength and rigidity and a thermal solution designed to run cool and quiet.
Like the GeForce GTX 1080 and GTX 1070 Founder’s Edition boards, a dual-FETs power supply is used to improve power efficiency, along with a low impedance power delivery network and custom voltage regulators.
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On May 6, NVIDIA revealed the first gaming GPU based on their new Pascal architecture – the NVIDIA GeForce GTX 1080. The GeForce GTX 1080 not only boasts the latest Pascal architecture, it is also fabricated on the new 16 nm FinFET process technology and uses the new GDDR5X memory.
Although we were not in Austin, Texas for the official launch, NVIDIA invited us to an exclusive tech briefing in Bangkok on May 20th. While these hardware specifications are well-known by now, this was a technical briefing that would give us greater insights into the other new technologies that are being introduced with the GeForce GTX 1080.
NVIDIA brought in the big guns for the tech briefing and demonstration – Nick Stam (NVIDIA Senior Technical Marketing Director), Jeff Yen (NVIDIA Senior Technical Marketing Manager) and John Gillooly (NVIDIA Technical Marketing Manager). We will be posting a series of videos of their presentations, divided into topic-specific chunks. Today, we are going to look at the new NVIDIA VRWorks 2016 technology updates.
NVIDIA VRWorks 2016 Explained
In this 11 minute video, Nick Stam talks about the higher requirements for VR gaming and the new path-traced audio capabilities being introduced as NVIDIA VRWorks Audio. Then Jeff Yen steps in with the NVIDIA VR Funhouse demo. Check it out!
NVIDIA Pascal-Specific VRWorks Features
The new Simultaneous Multi-Projection architecture of the NVIDIA Pascal-based GPUs will be able to tackle two unique performance challenges that virtual reality creates – Lens Matched Shading and Single Pass Stereo.
Lens Matched Shading improves pixel shading performance by rendering more natively to the unique dimensions of VR display output. This avoids rendering many pixels that would otherwise be discarded before the image is output to the VR headset.
Single Pass Stereo turbocharges geometry performance by allowing the head-mounted display’s left and right displays to share a single geometry pass. We’re effectively halving the workload of traditional VR rendering, which requires the GPU to draw geometry twice — once for the left eye and once for the right eye.
Both techniques allow developers to increase performance and visual detail of their VR applications. Combined with the performance of GTX 1080 GPUs, Simultaneous Multi-Projection delivers a dramatic 2x VR performance improvement over the GeForce GTX TITAN X.
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On May 6, NVIDIA revealed the first gaming GPU based on their new Pascal architecture – the NVIDIA GeForce GTX 1080. The GeForce GTX 1080 not only boasts the latest Pascal architecture, it is also fabricated on the new 16 nm FinFET process technology and uses the new GDDR5X memory.
Although we were not in Austin, Texas for the official launch, NVIDIA invited us to an exclusive tech briefing in Bangkok on May 20th. While these hardware specifications are well-known by now, this was a technical briefing that would give us greater insights into the other new technologies that are being introduced with the GeForce GTX 1080.
NVIDIA brought in the big guns for the tech briefing and demonstration – Nick Stam (NVIDIA Senior Technical Marketing Director), Jeff Yen (NVIDIA Senior Technical Marketing Manager) and John Gillooly (NVIDIA Technical Marketing Manager). We will be posting a series of videos of their presentations, divided into topic-specific chunks, starting with this one on the NVIDIA GeForce GTX 1080’s key features.
GeForce GTX 1080 Key Features Explained
In this 19 minute video, Nick Stam talks about the five marvels of the new NVIDIA GeForce GTX 1080 graphics card. He showed just how much more powerful and efficient the GeForce GTX 1080 is compared to the previous Maxwell generation of GPUs.
For the technically-minded, Nick also delved into the specific optimisations in the NVIDIA Pascal GPU. Find out how they crafted it for a higher clock speed and Pascal’s new 4th generation delta colour compression technology. Check it out!
For your reference, here are the five marvels of NVIDIA Pascal :
Next-Gen GPU Architecture- Pascal is optimized for performance per watt. The GTX 1080 is 3x more power efficient than the Maxwell Architecture.
16nm FinFET Process- The GTX 1080 is the first gaming GPUs designed for the 16nm FinFET process, which uses smaller, faster transistors that can be packed together more densely. Its 7.2 billion transistors deliver a dramatic increase in performance and efficiency.
Advanced Memory- Pascal-based GPUs are the first to harness the power of 8GB of Micron’s GDDR5X memory. The 256-bit memory interface runs at 10Gb/sec., helping to drive 1.7x higher effective memory bandwidth than that delivered by regular GDDR5.
Superb Craftsmanship- Increases in bandwidth and power efficiency allow the GTX 1080 to run at clock speeds never before possible — over 1700 MHz — while consuming only 180 watts of power. New asynchronous compute advances improve efficiency and gaming performance. And new GPU Boost™ 3 technology supports advanced overclocking functionality.
Groundbreaking Gaming Technology- NVIDIA is changing the face of gaming from development to play to sharing. New NVIDIA VRWorks software features let game developers bring unprecedented immersiveness to gaming environments. NVIDIA’s Ansel™ technology lets gamers share their gaming experiences and explore gaming worlds in new ways.
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April 6, 2016—Bringing to life the first steps of visiting our neighbouring planet, Mars 2030, an interactive virtual reality experience, debuted today at the GPU Technology Conference. Created by NVIDIA and FUSION Media, Mars 2030 transports people in VR to the Red Planet, where they are immersed in the simulated life of one of the first arriving NASA astronauts. They can explore deep space, live in a realistic Martian habitat, drive across the planet’s surface and drill into the surface of its ancient lake beds.
Speaking at the GTC opening keynote, NVIDIA CEO and co-founder Jen-Hsun Huang introduced the experience to personal computing pioneer Steve “Woz” Wozniak over a video link powered by Cisco TelePresence. Wearing a VR headset, Woz, an advocate of Mars travel, said, “Oh my gosh, this is going to be incredible for whoever actually gets to travel to Mars!”
Mars 2030 was developed using scientifically accurate satellite imagery and data gathered in years of exploration missions. It boasts a level of graphics fidelity that is only possible with NVIDIA VRWorks technologies.
“One in a billion people alive today will get to visit Mars, so this is for the rest of us,” said Zvi Greenstein, general manager of the GeForce business unit at NVIDIA. “Mars 2030 is being created as a true to life experience, while aiming for the highest visual fidelity possible in VR today, something only NVIDIA technology can deliver.”
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NASA is providing technical expertise to FUSION through a Space Act Agreement to make the first Mars surface VR experience based on actual operational and hardware concepts that the Journey to the Red Planet: ‘Mars 2030’ VR Experience Debuts at GTC agency is currently studying. Mars 2030 incorporates VRWorks’ Multi-Res Shading, which renders each part of an image to best suit the pixel density required by a headset. It also includes VR SLI, which can assign multiple GPUs to a specific eye to accelerate stereo rendering.
“As a part of FUSION’s commitment to innovative storytelling, we are always looking for unique ways to take our audience to interesting places,” said Julian Reyes, lead VR producer at FUSION. “We are thrilled that NVIDIA’s latest technologies, combined with what NASA has planned for the next frontier of space exploration, will allow us to push visual boundaries, convincing users that they are 141 million miles away from home on the surface of Mars.” GTC attendees can experience the first mission in Mars 2030, an exploration of an enormous Martian lava tube, from April 4-7 in the San Jose Convention Center.
Expected to be commercially available in the fall, Mars 2030 is optimised for NVIDIA GeForce and Quadro GPUs to give the environment an unparalleled level of authenticity.
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