| NVIDIA Unveils GeForce RTX, World’s First Real-Time Ray Tracing GPUs NVIDIA Turing Propels VR Toward Full Immersion NVIDIA’s Jensen Huang to Kick Off GeForce Gaming Event Ahead of Gamescom 2018|
| NVIDIA Unveils GeForce RTX, World’s First Real-Time Ray Tracing GPUs|
Posted: 20 Aug 2018 11:47 AM PDT
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 GrailTo 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 GamesTurning 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 SoulHuang 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.
The post NVIDIA Unveils GeForce RTX, World’s First Real-Time Ray Tracing GPUs appeared first on The Official NVIDIA Blog.
| NVIDIA Turing Propels VR Toward Full Immersion|
Posted: 20 Aug 2018 11:10 AM PDT
Over the last few decades, VR experiences have gone from science fiction to research labs to inside homes and offices. But even today’s best VR experiences have yet to achieve full immersion.
NVIDIA’s new Turing GPUs are poised to take VR a big step closer to that level. Announced at SIGGRAPH last week and Gamescom today, Turing’s combination of real-time ray tracing, AI and new rendering technologies will propel VR to a new level of immersion and realism.
Real-Time Ray TracingTuring enables true-to-life visual fidelity through the introduction of RT Cores. These processors are dedicated to accelerating the computation of where rays of light intersect objects in the environment, enabling — for the first time — real-time ray tracing in games and applications.
These optical calculations replicate the way light behaves to create stunningly realistic imagery, and allow VR developers to better simulate real-world environments.
Turing’s RT Cores can also simulate sound, using the NVIDIA VRWorks Audio SDK. Today’s VR experiences provide audio quality that’s accurate in terms of location. But they’re unable to meet the computational demands to adequately reflect an environment’s size, shape and material properties, especially dynamic ones.
VRWorks Audio is accelerated by 6x with our RTX platform compared with prior generations. Its ray-traced audio technology creates a physically realistic acoustic image of the virtual environment in real time.
At SIGGRAPH, we demonstrated the integration of VRWorks Audio into NVIDIA Holodeck showing how the technology can create more realistic audio and speed up audio workflows when developing complex virtual environments.
AI for More Realistic VR EnvironmentsDeep learning, a method of GPU-accelerated AI, has the potential to address some of VR’s biggest visual and perceptual challenges. Graphics can be further enhanced, positional and eye tracking can be improved and character animations can be more true to life.
The Turing architecture’s Tensor Cores deliver up to 500 trillion tensor operations per second, accelerating inferencing and enabling the use of AI in advanced rendering techniques to make virtual environments more realistic.
Advanced VR Rendering TechnologiesTuring also boasts a range of new rendering techniques that increase performance and visual quality in VR.
Variable Rate Shading (VRS) optimizes rendering by applying more shading horsepower in detailed areas of the scene and throttling back in scenes with less perceptible detail. This can be used for foveated rendering by reducing the shading rate on the periphery of scenes, where users are less likely to focus, particularly when combined with the emergence of eye-tracking.
Multi-View Rendering enables next-gen headsets that offer ultra-wide fields of view and canted displays, so users see only the virtual world without a bezel. A next-generation version of Single Pass Stereo, Multi-View Rendering doubles to four the number of projection views for a single rendering pass. And all four are now position-independent and able to shift along any axis. By rendering four projection views, it can accelerate canted (non-coplanar) head-mounted displays with extremely wide fields of view.
Turing’s Multi-View Rendering can accelerate geometry processing for up to four views.VR Connectivity Made EasyTuring is NVIDIA’s first GPU designed with hardware support for USB Type-C and VirtualLink*, a new open industry standard that powers next-generation headsets through a single, lightweight USB-C cable.
Today’s VR headsets can be complex to set up, with multiple, bulky cables. VirtualLink simplifies the VR setup process by providing power, display and data via one cable, while packing plenty of bandwidth to meet the demands of future headsets. A single connector also brings VR to smaller devices, such as thin-and-light notebooks, that provide only a single, small footprint USB-C connector.
AvailabilityVRWorks Variable Rate Shading, Multi-View Rendering and Audio SDKs will be available to developers through an update to the VRWorks SDK in September.
NVIDIA Turing-based Quadro RTX and GeForce RTX GPUs will be available starting this fall on nvidia.com and from leading manufacturers and add-in card partners.
* In preparation for the emerging VirtualLink standard, Turing GPUs have implemented hardware support according to the “VirtualLink Advance Overview”. To learn more about VirtualLink, see www.virtuallink.org.
The post NVIDIA Turing Propels VR Toward Full Immersion appeared first on The Official NVIDIA Blog.
| NVIDIA’s Jensen Huang to Kick Off GeForce Gaming Event Ahead of Gamescom 2018|
Posted: 19 Aug 2018 01:14 PM PDT
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 twitch.tv.
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.
FYI --- I believe my full time NVDA expert tells me that they have doubled or tripled the pricing on many of there hottest selling
gaming GPU's...... I have not personally fact checked that.... I did go through the conference call and looked at the Sequential
Quarterly numbers and the Year over year numbers....
I pointed out to him that you can make a case that their is a deceleration in revenue growth ... the margins were down from 64% to 56%
expenses were up......
crypto only came in at $18 million instead of $100 million....no wonder with the crash and burn in Cryptocurrency land.....