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NVIDIA unveals the software development kit GameWorks at GDC 2016


NVIDIA took center stage at the Game Developers Conference (GDC) 2016, amazing viewers with the latest #graphictechniques brought about though it’s latest software development kit, GameWorks (SDK) 3.1.

“It’s our passion for gaming that drives us to tackle the technical problems presented by #realtime #rendering and simulation,” said Tony Tamasi, senior vice president of content and technology as posted on NVIDIA News. “Our GameWorks technologies push the boundaries of what’s possible in real time, enabling developers to ship their games with state of the art special effects and simulations.”

To learn more more about GameWorks SDK 3.1, the follow are three new rendering techniques for lighting and shadows include:

  •  NVIDIA Volumetric Lighting – an advanced lighting technique that simulates how light behaves as it scatters through the air and atmosphere. NVIDIA Volumetric Lighting was first introduced in the hit video game Fallout 4.
  •  NVIDIA Hybrid Frustum Traced Shadows (HFTS) – an algorithm for drawing high-fidelity shadows that transition smoothly from hard shadows near the occluding object, to proper soft shadows in regions farther away. HFTS debuted in the hit video game Tom Clancy’s The Division.
  •  NVIDIA Voxel Accelerated Ambient Occlusion (VXAO) – NVIDIA’s highest quality algorithm for real-time ambient occlusion, VXAO is a shading technique that adds depth and realism to any scene. It surpasses older techniques by calculating shadows in world-space using all scene geometry, as opposed to screen space techniques that can only shadow from geometry visible to the camera. VXAO debuted in the hit video game Rise of the Tomb Raider.

NVIDIA also announced they will included a pair of extensions to the NVIDIA PhysX library:

  •  NVIDIA PhysX-GRB – a new implementation of NVIDIA’s popular PhysX rigid body dynamics SDK, which has been used in hundreds of games. This hybrid CPU/GPU physics pipeline improves performance by a factor of up to 6X for moderate to heavy simulation loads.
  •  NVIDIA Flow – a computational fluid dynamics algorithm that simulates and renders combustible fluids such as fire and smoke. Unlike previous methods, Flow isn’t limited to simulation of the fluids inside a bounding box.

But what is PhysX? As explained on GameWorks, “PhysX is a scalable multi-platform game physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs.”

What are PhysX key features?

  •  Rigid Body Simulation
  •  Collision Detection
  •  Character Controller
  •  Particles
  •  Vehicles
  •  Cloth

Additional information about PhysX:

  •  Platforms: Linux, Mac, Windows PC, XBOX®, PlayStation®, Android, ioS
  •  Engines: Unreal® Engine 3, Unreal® Engine 4, Unity®
  •  Tools: PhysX Visual Debugger, Maya DCC Plug-In, 3D Studio MAX DCC Plug-In

More information on NVIDIA GameWorks is available at


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