Subject: General Tech | March 18, 2019 - 10:00 PM | Sebastian Peak
Tagged: unreal engine, Unity, rtx, ray tracing, nvidia, GDC 19, GDC, dxr, developers
Today at GDC NVIDIA announced GameWorks RTX and the implementation of real-time ray tracing in the upcoming Unreal Engine 4.22 and the latest version of Unity, currently in 2019.03.
NVIDIA Announces GameWorks RTX
While Pascal and non-RTX Turing support for real-time ray tracing is something of a bombshell from NVIDIA, the creation of GameWorks tools for such effects is not surprising.
“NVIDIA GameWorks RTX is a comprehensive set of tools that help developers implement real time ray-traced effects in games. GameWorks RTX is available to the developer community in open source form under the GameWorks license and includes plugins for Unreal Engine 4.22 and Unity’s 2019.03 preview release.”
NVIDIA lists these components of GameWorks RTX:
- RTX Denoiser SDK – a library that enables fast, real-time ray tracing by providing denoising techniques to lower the required ray count and samples per pixel. It includes algorithms for ray traced area light shadows, glossy reflections, ambient occlusion and diffuse global illumination.
- Nsight for RT – a standalone developer tool that saves developers time by helping to debug and profile graphics applications built with DXR and other supported APIs.
Unreal Engine and Unity Gaining Real-Time Ray Tracing Support
And while not specific to NVIDIA hardware, news of more game engines offering integrated DXR support was also announced during the keynote:
“Unreal Engine 4.22 is available in preview now, with final release details expected in Epic’s GDC keynote on Wednesday. Starting on April 4, Unity will offer optimized, production-focused, realtime ray tracing support with a custom experimental build available on GitHub to all users with full preview access in the 2019.03 Unity release. Real-time ray tracing support from other first-party AAA game engines includes DICE/EA’s Frostbite Engine, Remedy Entertainment’s Northlight Engine and engines from Crystal Dynamics, Kingsoft, Netease and others.”
RTX may have been off to a slow start, but this will apparently be the year of real-time ray tracing after all - especially with the upcoming NVIDIA driver update adding support to the GTX 10-series and new GTX 16-series GPUs.
Subject: Graphics Cards | March 18, 2019 - 09:41 PM | Sebastian Peak
Tagged: unreal engine, Unity, turing, rtx, ray tracing, pascal, nvidia, geforce, GDC 19, GDC, gaming, developers
Today at GDC NVIDIA announced a few things of particular interest to gamers, including GameWorks RTX and the implementation of real-time ray tracing in upcoming versions of both Unreal Engine and Unity (we already posted the news that CRYENGINE will be supporting real-time ray tracing as well). But there is something else... NVIDIA is bringing ray tracing support to GeForce GTX graphics cards.
This surprising turn means that hardware RT support won’t be limited to RTX cards after all, as the install base of NVIDIA ray-tracing GPUs “grows to tens of millions” with a simple driver update next month, adding the feature to both to previous-gen Pascal and the new Turing GTX GPUs.
How is this possible? It’s all about the programmable shaders:
“NVIDIA GeForce GTX GPUs powered by Pascal and Turing architectures will be able to take advantage of ray tracing-supported games via a driver expected in April. The new driver will enable tens of millions of GPUs for games that support real-time ray tracing, accelerating the growth of the technology and giving game developers a massive installed base.
With this driver, GeForce GTX GPUs will execute ray traced effects on shader cores. Game performance will vary based on the ray-traced effects and on the number of rays cast in the game, along with GPU model and game resolution. Games that support the Microsoft DXR and Vulkan APIs are all supported.
However, GeForce RTX GPUs, which have dedicated ray tracing cores built directly into the GPU, deliver the ultimate ray tracing experience. They provide up to 2-3x faster ray tracing performance with a more visually immersive gaming environment than GPUs without dedicated ray tracing cores.”
A very important caveat is that “2-3x faster ray tracing performance” for GeForce RTX graphics cards mentioned in the last paragraph, so expectations will need to be tempered as RT features will be less efficient running on shader cores (Pascal and Turing) than they are with dedicated cores, as demonstrated by these charts:
It's going to be a busy April.
Subject: General Tech | March 21, 2018 - 09:20 AM | Sebastian Peak
Tagged: xr, VR, Tobii, qualcomm, HMD, GDC 2018, GDC, eye-tracking, developers, dev kit, AR
We have recently covered news of Qualcomm's ongoing VR/AR efforts (the two terms now combine as "XR", for eXtended reality), with news of the Snapdragon 845-powered reference HMD and more recently the collaboration with Tobii to bring eye-tracking to the Qualcomm development platform. Today at GDC Qualcomm is mapping out their vision for the future of XR, and providing additional details about the Snapdragon 845 dev kit - and announcing support for the HTC Vive Wave SDK.
For the first time, many new technologies that are crucial for an optimal and immersive VR user experience will be supported in the Snapdragon 845 Virtual Reality Development Kit. These include:
- Room-scale 6DoF SLAM: The Snapdragon 845 Virtual Reality Development Kit is engineered to help VR developers create applications that allow users to explore virtual worlds, moving freely around in a room, rather than being constrained to a single viewing position. Un-tethered mobile VR experiences like these can benefit from the Snapdragon 845 Virtual Reality Development Kit’s pre-optimized hardware and software for room-scale six degrees of freedom (6DoF) with “inside-out” simultaneous localization and mapping (SLAM). All of this is designed to be accomplished without any external setup in the room by the users, and without any cables or wires.
- Qualcomm® Adreno™ Foveation: Our eyes are only able to observe significant details in a very small center of our field of vision - this region is called the “fovea”. Foveated rendering utilizes this understanding to boost performance & save power, while also improving visual quality. This is accomplished through multiple technology advancements for multi-view, tile-based foveation with eye-tracking and fine grain preemption to help VR application developers deliver truly immersive visuals with optimal power efficiency.
- Eye Tracking: Users naturally convey intentions about how and where they want to interact within virtual worlds through their eyes. Qualcomm Technologies worked with Tobii AB to develop an integrated and optimized eye tracking solution for the Snapdragon 845 VR Development Kit. The cutting-edge eye tracking solution on Snapdragon 845 VR Development Kit is designed to help developers utilize Tobii’s EyeCore™ eye tracking algorithms to create content that utilizes gaze direction for fast interactions, and superior intuitive interfaces.
- Boundary System: The new SDK for the Snapdragon 845 VR Development Kit supports a boundary system that is engineered to help VR application developers accurately visualize real-world spatial constraints within virtual worlds, so that their applications can effectively manage notifications and play sequences for VR games or videos, as the user approaches the boundaries of the real-world play space.
In addition to enhancing commercial reach for the VR developer community, Qualcomm Technologies is excited to announce support for the HTC Vive Wave™ VR SDK on the Snapdragon 845 Virtual Reality Development Kit, anticipated to be available later this year. The Vive Wave™ VR SDK is a comprehensive tool set of APIs that is designed to help developers create high-performance, Snapdragon-optimized content across diverse hardware vendors at scale, and offer a path to monetizing applications on future HTC Vive ready products via the multi-OEM Viveport™ application store.
The Snapdragon 845 HMD/dev kit and SDK are expected to be available in Q2 2018.
Subject: Mobile | February 26, 2016 - 12:04 PM | Sebastian Peak
Tagged: windows phone, Project Astoria, microsoft, developers, build 2015, Android
A smartphone is nothing without a large selection of quality apps these days, and to that end it seemed Microsoft was going to follow the BlackBerry OS 10 method (injecting life into a platform barren of software by borrowing Android apps) when they announced the "Windows Bridge for Android" last year.
(Image credit: Microsoft)
Blackberry accomplished this by adding the Amazon app store to OS 10, which gave BB users at least some of the apps an Android user has access to via Google Play. BlackBerry also provided devs tools to help them convert Android apps to run on the BB 10 OS platform, but the market share of BB OS 10 just isn’t high enough to justify many doing this.
Microsoft appeared to be headed in this direction when they introduced Project Astoria at last year’s Build conference, which was going to enable devs to bring Android apps over to the Windows mobile OS. Well, that’s over. In an update published yesterday by Kevin Gallo, Microsoft’s Director of Windows Developer Platform, this news was spun positively (of course).
“We also announced the Windows Bridge for Android (project “Astoria”) at Build last year, and some of you have asked about its status. We received a lot of feedback that having two Bridge technologies to bring code from mobile operating systems to Windows was unnecessary, and the choice between them could be confusing. We have carefully considered this feedback and decided that we would focus our efforts on the Windows Bridge for iOS and make it the single Bridge option for bringing mobile code to all Windows 10 devices, including Xbox and PCs. For those developers who spent time investigating the Android Bridge, we strongly encourage you to take a look at the iOS Bridge and Xamarin as great solutions.”
To editoralize here a bit, I will add that I own a Lumia smartphone, and in my experience Windows Phone is an innovative and extremely efficient mobile OS. However, the lack of quality apps (and the non-existent updates for those that do exist) is too great a barrier to use a Windows Phone as my primary device. It’s telling that BlackBerry's latest smartphone, the Priv, runs Android, as BlackBerry has effectively given up trying to compete with their own OS.
BlackBerry Priv, which runs the Android 5 OS (image credit: BlackBerry)
Microsoft seems unwilling to do this, but they are a software company first and foremost and that's not surprising. But as a hardware company they have struggled with portable devices, as we saw with the ill-fated Kin smartphone, and of course the Zune music player. Android is the only realistic option if you want to compete with iOS on a smartphone, but Microsoft hasn't given up on the OS just yet. As much as I like the tiled interface, I think it's time to say goodbye to this iteration of Windows Mobile.
Subject: General Tech | December 10, 2015 - 08:47 PM | Sebastian Peak
Tagged: software development, logitech g, logitech, developers, contest
Logitech G has announced their Arx Control Challenge, a global contest for game developers to create the best Arx Control app with the chance to win $5,000 in cash and Logitech G gear.
"Logitech G is looking for next-level innovators — skilled developers with a passion for gaming and creating. We are releasing the ARX Control Software Development Kit so you have the chance to invent on the cutting-edge. Give it your all and you could win cash, gear and acclaim.
The Challenge begins December 9, 2015. Submit your app before February 29, 2016 to put your creation in the running.
THE PRIZE IS YOURS, IF YOU CAN PROVE YOURSELF.
- $5,000 USD cash prize
- Professionally produced spotlight video for your app
- Worldwide exposure on Logitech G’s global social media channels
- Three full sets of Logitech G gaming gear
2nd and 3rd Place:
- Worldwide exposure on Logitech G’s global social media channels
- One full set of Logitech G gear"
So what exactly is Arx Control?
"Arx Control is a new app from Logitech G that works with Logitech Gaming Software (LGS), giving you access to a wide range of in-game display information on your mobile device, including in-game intelligence, vital system performance statistics and media controls.
The Logitech® G410 Atlas Spectrum TKL Mechanical Gaming Keyboard and the Logitech® G910 Orion Spark RGB Mechanical Keyboard both feature an adjustable dock that supports most iOS® and Android™ devices, providing easy access to your Arx Control data.
The Arx Control dock can also be pulled out and placed anywhere on your desk for easy viewing. Using Logitech G’s Arx Control SDK, game developers can create customized apps to deliver content special to their games.
Major developers like Valve Software are working with Logitech to take advantage of the ARX Development kit to create advanced integration for their most popular games."
The Arx Control challenge starts now and runs through Feb. 29, 2016. Complete rules and more information is available here.
Subject: General Tech | February 2, 2015 - 10:40 AM | Sebastian Peak
Tagged: windows 10, Raspberry Pi, microsoft, iot, developers
Microsoft has announced that a version of Windows 10 will not only run on the Raspberry Pi 2, but that the OS will be available free of charge to members of its IoT (Internet of Things) developer program.
Microsoft made this announcement on their Dev Center website:
We’re excited to announce that we are expanding our Windows Developer Program for IoT by delivering a version of Windows 10 that supports Raspberry Pi 2. This release of Windows 10 will be free for the Maker community through the Windows Developer Program for IoT.
Windows 10 is the first step to an era of more personal computing. This vision framed our work on Windows 10, where we are moving Windows to a world that is more mobile, natural and grounded in trust. With the Windows for IoT developer program we're bringing our leading development tools, services and ecosystem to the Raspberry Pi community!
We see the Maker community as an amazing source of innovation for smart, connected devices that represent the very foundation for the next wave of computing, and we’re excited to be a part of this community.
We are excited about our partnership with the Raspberry Pi Foundation and delivering a version of Windows 10 that supports Raspberry Pi 2, and we will be sharing more details about our Windows 10 plans for IoT in the coming months.
For the last six months we've been working closely with Microsoft to bring the forthcoming Windows 10 to Raspberry Pi 2. Microsoft will have much more to share over the coming months. The Raspberry Pi 2-compatible version of Windows 10 will be available free of charge to makers.
Though Microsoft has effectively killed WinRT after revealing that it would not be upgraded to Windows 10, the support for the ARM-powered Pi demonstrates that the upcoming version of Windows still has more than just potential to run on ARM devices. This only makes sense considering the strategy of unifying Windows with a single version, and it is possible that the fork available for the Pi is more akin to mobile than to the desktop variant. Either way it sounds like it's worth the $35 to find out!
Subject: General Tech | June 27, 2012 - 10:48 AM | Tim Verry
Tagged: tablet, google io, google drive, google, developers, conference, chrome, asus, Android
Every June, the tech world lights up with numerous tech conferences that pack dense information into a couple days (and takes weeks to fully decompress). One of the bigger conferences (by a single company, Computex is its own beast) is Google I/O.
The biggest rumor to come out concerning this year’s Google I/O announcements is an ASUS manufactured 7-inch Nexus Tablet. It is allegedly packing some high end hardware with the Tegra 3 Soc, up to 16GB of memory, IPS display, and an extremely attractive price at less than $200. Beyond that, we can expect Jelly Bean (Android 4.1) information, developer talks, software demos, and more talk of Google Wallet, and NFC technology. Heck, Google may even make a second attempt at pushing Android@Home (or maybe not heh).
Being June 27th, it is the first day of Google I/O and that means it is time for keynotes! On the schedule for today, Google has talks on the new aspects of Android, Google Play, cloud computing, Youtube cloud rendering, Google+ (including Hangouts), and new features of Google Maps. They also have talks scheduled with Google Drive information that should demo some of the things developers can do with the Drive SDK.
We are excited to see if the Nexus tablet rumors are true or not, as well as learning more about the latest version of Android. If you are interested in watching the event, check out the Google I/O schedule where you can tune into the most of the events live. The first event starts soon at 9:30am PST!
Check back later today for updates!
Update: (9:00 PST) A leaked screenshot indicates that the Nexus tablet may be called the Nexus 7.
Update: (9:30 PST) Vic Gondotra stepped on stage to kick off the Google I/O conference. He stated that there are more than 30,000 people in attendance.
What are you excited about at Google I/O? Let us know in the comments below!