This is a good read, ive cut and paste some key points
http://blogs.nvidia.com/blog/2014/04/15/help-best-get-better/
Every company in the graphics business has in-house experts bristling with advanced math skills. What makes NVIDIA unique, says Rege, is that the company routinely sends its math heavyweights, who speak the language of Navier-Stokes, into the field to work with developers. They’re not just fixing bugs in device drivers. They’re sitting side by side with game developers helping inject NVIDIA tech and high-level math deep into the titles.
“It’s very common at NVIDIA for someone to invent something, and then say, ‘I’m not happy just inventing it. I want to see it in a game,’” he said. “So instead of just sitting in an ivory tower here at NVIDIA, they’ll go and work with developers.”
At any given time, a significant percentage of Rege’s engineers are out in the field, spending time with developers. That was the case when Navier-Stokes first came out. It occurred again with the first version of “Crysis,” when half a dozen NVIDIA engineers camped out for months in Crytek’s Frankfurt office, helping get the game ready to ship.
Another triumph by his team involved ratcheting up the realism of the fur of Riley, “Call of Duty’s” bomb-sniffing German shepherd.
NVIDIA also helped Ubisoft with the lighting on “Splinter Cell: Blacklist,” to make darkened rooftops and rain-soaked walls look real. And Snail Games got help making the clothes on the characters of “Age of Wushu” ripple and fold. Because Snail Games makes costumes available as an in-game purchase, the extra realism was worth hundreds of thousands of dollars.
http://blogs.nvidia.com/blog/2014/04/15/help-best-get-better/
Every company in the graphics business has in-house experts bristling with advanced math skills. What makes NVIDIA unique, says Rege, is that the company routinely sends its math heavyweights, who speak the language of Navier-Stokes, into the field to work with developers. They’re not just fixing bugs in device drivers. They’re sitting side by side with game developers helping inject NVIDIA tech and high-level math deep into the titles.
“It’s very common at NVIDIA for someone to invent something, and then say, ‘I’m not happy just inventing it. I want to see it in a game,’” he said. “So instead of just sitting in an ivory tower here at NVIDIA, they’ll go and work with developers.”
At any given time, a significant percentage of Rege’s engineers are out in the field, spending time with developers. That was the case when Navier-Stokes first came out. It occurred again with the first version of “Crysis,” when half a dozen NVIDIA engineers camped out for months in Crytek’s Frankfurt office, helping get the game ready to ship.
Another triumph by his team involved ratcheting up the realism of the fur of Riley, “Call of Duty’s” bomb-sniffing German shepherd.
NVIDIA also helped Ubisoft with the lighting on “Splinter Cell: Blacklist,” to make darkened rooftops and rain-soaked walls look real. And Snail Games got help making the clothes on the characters of “Age of Wushu” ripple and fold. Because Snail Games makes costumes available as an in-game purchase, the extra realism was worth hundreds of thousands of dollars.