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Nvidia's GTC 2014 Thread

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Nvidia's annual GPU Technology Conference is approaching quickly with plenty of exciting news from the graphics industry hopefully to be announced. GTC 2014 will be taking place from March 24-27 at McEnery Convention Centre in San Jose, California as shown on Nvidia's events calendar here:

http://www.nvidia.com/page/events.html

The key notes of GTC 2013 are shown on Nvidia's YouTube Channel here:

https://www.youtube.com/playlist?list=PLZHnYvH1qtOY0ZrWQgnQlj4dwGZ1pVgoj

We saw a whole plethora of innovations from cutting edge fluid dynamic simulations running on the Titan to the business oriented Grid VCA providing powerful graphics solutions to both small and large companies.

The official page for the GPU Technology Conference is here:

http://www.gputechconf.com/page/home.html

with details of keynote speeches and each talk to be given during the event, including, of course, Jen-Hsun-Huang's talks about the latest and future developments in visual computing.

For a full list of confirmed talks at GTC 2014, see this session listing

https://registration.gputechconf.com/form/session-listing

There are presentations on a wide array of topics from Computational Physics to Computer Vision to Big Data Analytics.

Personally, I am looking forward to Jen-Hsun-Huang's keynote speeches as always - there are usually some impressive demonstrations and simulations shown and hints towards the roadmaps of both mobile and desktop graphics card line-ups. As a university Physics student with particular interest in the computational modelling of physical systems, I also look forward to seeing any developments on the applications of graphical processing to physics problems - at some point I would love to actually attend one of the GPU Technology Conferences so that I can go to some of the exciting sounding talks.

So, what are your thoughts on GTC 2014? What projected announcements/talks will you be looking forward to the most? And what are you hoping for in this annual conference?


Be sure to check out Nvidia's Blog for more news as it comes, such as the GameWorks News posted by Gregster.

NVIDIA TWITCH STREAM 25/03/2014

The Nvidia twitch stream is live, see Jen's keynote speeches live below:

http://www.twitch.tv/nvidia
 
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Definitely looking forward to the conference.

Will be exciting to see what new GPUs are in store for the rest of the year hopefully.

Also looking forward to MS discussing DX12.
 
Hopefully we'll get more details on Direct X12 and finally some info on high end Maxwell cards. This is gonna be an expensive year. Haswell -E / DDR4 in June and then Maxwell :eek:
 
Can we actually expect any solid knowledge on high end 20nm cards or do you think they will play the waiting game for longer?

I have a feeling they may talk 790 and leave 20nm Maxwell even longer!
 
Can we actually expect any solid knowledge on high end 20nm cards or do you think they will play the waiting game for longer?

I have a feeling they may talk 790 and leave 20nm Maxwell even longer!

I hope they do reveal something, new software / API's is great n all, but I want to see some new hardware !

28nm 79XX and GTX 6XX series cards were introduced late 2011 and early 2012. It's time for some new stuff already lol.

Bring on the 20nm..
 
I think they will reveal more details about Maxwell during GDC and GTC 2014, even if they only show a bit of information. They usually reveal the name of the line-up 2 generations ahead at each GTC (i.e. they revealed Volta at GTC 2013), so it would make sense for them to start detailing the upcoming generation.
 
Basically any way you look at it, the coming months are going to be very exciting for us enthusiasts:

  • Maxwell
  • G-Sync
  • DirectX 12 Announcements
  • PhysX Developments
  • ...

and much more more from Microsoft, Nvidia, AMD, Valve etc. :)
 

Emerging companies in the graphics industry have the opportunity to show what they are all about to market experts, investors and interested parties at ECS 2014, the video shows the successes of the Emerging Companies Summit at previous GTCs.
 
GDC 14: OpenGL ES 3.1 Spec Released by Khronos Group
Subject: General Tech, Graphics Cards, Mobile, Shows and Expos | March 17, 2014 - 09:01 AM | Scott Michaud
Tagged: OpenGL ES, opengl, Khronos, gdc 14, GDC

Today, day one of Game Developers Conference 2014, the Khronos Group has officially released the 3.1 specification for OpenGL ES. The main new feature, brought over from OpenGL 4, is the addition of compute shaders. This opens GPGPU functionality to mobile and embedded devices for applications developed in OpenGL ES, especially if the developer does not want to add OpenCL.

The update is backward-compatible with OpenGL ES 2.0 and 3.0 applications, allowing developers to add features, as available, for their existing apps. On the device side, most functionality is expected to be a driver update (in the majority of cases).

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OpenGL ES, standing for OpenGL for Embedded Systems but is rarely branded as such, delivers what they consider the most important features from the graphics library to the majority of devices. The Khronos Group has been working toward merging ES with the "full" graphics library over time. The last release, OpenGL ES 3.0, was focused on becoming a direct subset of OpenGL 4.3. This release expands upon the feature-space it occupies.

OpenGL ES also forms the basis for WebGL. The current draft of WebGL 2.0 uses OpenGL ES 3.0 although that was not discussed today. I have heard murmurs (not from Khronos) about some parties pushing for compute shaders in that specification, which this announcement puts us closer to.

The new specification also adds other features, such as the ability to issue a draw without CPU intervention. You could imagine a particle simulation, for instance, that wants to draw the result after its compute shader terminates. Shading is also less rigid, where vertex and fragment shaders do not need to be explicitly linked into a program before they are used. I inquired about the possibility that compute devices could be targetted (for devices with two GPUs) and possibly load balanced, in a similar method to WebCL but no confirmation or denial was provided (although he did mention that it would be interesting for apps that fall somewhere in the middle of OpenGL ES and OpenCL).
http://www.pcper.com/news/General-Tech/GDC-14-OpenGL-ES-31-Spec-Released-Khronos-Group

More for mobiles by the looks of things but an update none the less :)
 
Some yummy GameWorks news :D

We’ve been working hard to put the interactive and cinematic effects essential to immersive gameplay within reach of every developer. No voodoo magic or arcane incantations required.

NVIDIA GameWorks , which we announced late last year in Montreal is available to all the developers attending the Game Developers Conference, in San Francisco, this week.

NVIDIA GameWorks is a collection of technologies and tools that include visual and physical simulation software, development kits, debuggers, algorithms, engines, and libraries that can already be found in some of the industry’s top selling games.

The technologies behind NVIDIA GameWorks– such as PhysX and VisualFX – can be seen in the stunning special effects in Batman: Arkham Origins, Call of Duty: Ghosts, and Assassin’s Creed IV: Black Flag.

Now the first Unreal Engine 4-based game, Daylight, a survival-horror game from Zombie Studios, will contain a number of key NVIDIA GameWorks features. They include environmental cloth; NVIDIA’s Turbulence technology for dynamic fog, particle and smoke effects; NVIDIA PostWorks; as well as ShadowWorks (HBAO+).

Our hair and fur modeling, simulation, and rendering technology is being used by CD Projekt RED to shape the characters and creatures inhabiting their upcoming open-world action role-playing game, The Witcher 3: Wild Hunt.

NVIDIA GameWorks includes a number of updates, including:

VisualFX:

NVIDIA HairWorks 1.0 is now ready for beta.
NVIDIA WaveWorks 1.5, which provides cinematic ocean simulation for Windows, Linux and next-gen consoles, and can be used in a massively-multiplayer online environments to ensure all simulations are in sync.
PhysX:

PhysX SDK v3.3.1/APEX SDK v1.3.1/Plugins/PhysX Lab - these latest releases offer improvements to functionality and performance. Developers using PhysX-3.2.x and APEX-1.2.x are encouraged to migrate to the latest versions.
Tools:

Tegra Graphics Debugger 1.0 – a modern graphics development tool for Android designed for our next-generation Tegra K1 mobile processor which incorporates the Kepler graphics technology found in our high-end graphics cards; this tool helps developers working on Windows, OS X or Linux get the most out of Tegra K1.
Tegra System Profiler 2.0 – redesigned for improved stability and support on retail devices and emerging from Beta status, Tegra System Profiler providing an interactive view of captured profiling data to help improve overall application performance.
Nsight Visual Studio Edition 4.0 – brings GPU computing to Microsoft Visual Studio so you can build, debug, profile and trace heterogeneous compute and graphics applications using CUDA C/C++, OpenCL, DirectCompute, Direct3D, and OpenGL.
Nsight Tegra, Visual Studio Edition 1.5 – brings the power and efficiency of Microsoft Visual Studio to Android for flexible project management, accelerated compilation and integrated debugging.
Stop by Booth #1602 in South Hall at the Game Developer Conference in San Francisco for a live demo. Or, visit NVIDIA Developer Zone for in-depth coverage of all of our tools and technologies.

- See more at: http://blogs.nvidia.com/blog/2014/03/17/nvidia-gameworks-2014/#sthash.J3izs8hp.dpuf
 
Thanks for the information guys, keep posting anything you find - I'm not going to have a lot of time to post material over the next 2 weeks unfortunately. In-fact, I'm not sure if the mods could give Gregster and Boomstick access to the OP to add stuff there but that could help if that can be done.
 
Thanks for the information guys, keep posting anything you find - I'm not going to have a lot of time to post material over the next 2 weeks unfortunately. In-fact, I'm not sure if the mods could give Gregster and Boomstick access to the OP to add stuff there but that could help if that can be done.

It's cool bud, there will be some good reading in the thread and I am sure people who are interested will have a read through :)
 
Crytek Adds Nvidia GameWorks to "Warface"

Nvidia said:
We’re announcing today at the Game Developers Conference, in San Francisco, that we’ve teamed up with Crytek to add support for several NVIDIA GameWorks technologies to its hit free-to-play online first-person shooter “Warface,” powered by CRYENGINE, their award-winning game development solution.

CRYENGINE has been praised for over a decade for its advanced technology. It’s the framework behind Crytek’s own hit franchises, including “Crysis” and “Ryse: Son of Rome.” It’s also licensed to top developers, such as NCsoft, XL Games, Tencent and 2K Games.

“Warface” uses CRYENGINE’s advanced graphics and game technology to create a fast-paced, online first-person shooter, featuring intuitive controls and slick gameplay. The addition of GameWorks technologies like NVIDIA PhysX and VisualFX will take the gameplay in “Warface” to a higher plane of realism and engagement.

- See more at: http://blogs.nvidia.com/blog/2014/03/19/crytek/#sthash.IjVIv7CB.dpuf

I find it interesting that Crytek seem to be moving to partner more with Nvidia recently - on the official GTC page you can see Crytek mentioned as partners quite a few times.
 
I am not such a fan of Free to play games (not that I have played many) but feel you need to spend to stand a chance, so defeats the "Free to play" experience.

In other news, I am finding the news a little lame from Team Green.
 
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