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GTC 2014: An Inside Glance at GameWorks

NVIDIA rolled out GameWorks for game devs last week at GDC 2014 with a big splash, then given a ripple effect through partnerships with Crytek (Warface), Epic (Unreal Engine 4) and Respawn Entertainment (Titanfall). While no one sentence can cover all that this package can do, GameWorks is a growing, evolving collection of tools and technologies that covers everything a developer could use from debuggers to flame and smoke effects and PhysX-physics based surface effects.

At GTC 2014 at a chat-with-NVIDIA-folks Hangouts lounge, I spoke with David Coombes, Developer Program Manager with NVIDIA, to ask about his insight into GameWorks and working with developers, both of which he works with on a regular basis.

This week at GTC, there wasn’t anything new to announce for GameWorks, since GDC “used all the fireworks”, Coombes mentioned, but the GTC show did represent an opportunity to connect with new developers and build on the momentum with developers created during GDC.

“Building relationships with (larger) studios is usually a high-touch relationship, involving sending out engineers on-site for a couple weeks,” Coombes said, but there’s a lot of opportunities at smaller studios. Anyone can join the GameWorks Registered Developer Program, as a starting point, so it‘s easy enough for an indie or a AAA studio to investigate the developmental possibilities with GameWorks. By doing so, Coombes explained, developers are provided “access to newsletters, to the SDK, training materials, download new samples, new demos. With a lot of components, there’s a free version and there’s a free version and a paid version with (full) licensing and source code access.”

The roll-out of NVIDIA’s Tegra K1 powerhouse mobile chipset marks a big step forward at the silicon level toward blurring the lines between the horsepower driving mobile and consoles/PC. The same can be said for GameWorks, which is platform agnostic, and is hitching its wagon to that chipset star. As Coombes explained, “With Tegra K1 moving forward, we’re seeing a conversion between desktop and mobile. It’s the same architecture, just the amount of performance you’ve got. One of the conscious decisions with GameWorks was to not strongly distinguish between our mobile developers and our desktop developers. We treat them as equals.”

What’s coming up for GameWorks? “The big story for us this summer will be the Tegra K1.We will have a 64bit, a dual core 64 bit and eventually a quad core 64 bit version of that,” which GameWorks will likely be keeping pace with. While mobile is catching up quickly to desktop performance, the “PC will have a richer experience than a mobile device,” which will be reflected in the capabilities exhibited through GameWorks.

While the jury is still out whether the GameWorks libraries will offer as much optimization capability for games developed for AMD and Intel’s chipsets, which is a standing question in some discussions, GameWorks represents at least a promising match for developers creating Tegra-enhanced mobile games — especially as the K1 becomes a standard over the year.

GDC Europe 2014: Call for Submissions Open Thru April 21

The call for submissions to present at the 2014 Game Developers Conference Europe (GDC Europe) is now open through Monday, April 21. GDC Europe, the professional conference for creators of video games and interactive entertainment, will take place in Cologne, Germany on August 11-13 at the Congress-Centrum Ost Koelnmesse.

The GDC Europe Advisory Board is seeking submissions from professionals with expertise in any of the following tracks: Business, Marketing & Management, Design, Production, Programming, and Visual Arts. In addition, proposals are being solicited for the Independent Games Summit and new to GDC Europe, the Game Career Seminar.

Find more information and the link to submit a proposal here:
http://www.gdceurope.com/conference/c4p/

For more information, please visit GDC Europe or email submissions@gdceurope.com.

GDC Europe
August 11-13, 2014
gdceurope.com

NVIDIA GTC 2014 Speaker Interview: Zuofu Cheng

Attention, gamers: geometric acoustics is a real thing. Wikipedia says so. More than that, though, this audio science applies to all the games you play, because it defines the way created sound in a game travels in a certain path, factoring in interference and diffusion. But how accurate is that sound? Is it a true simulation or defined by some other set of limits, and does it make a difference at the end of the day in the way sound is created and projected within the game environment?

Bring your lab coat and your headphones, because a GPU Technology Conference 2014 speaker, Zuofu Cheng, will be digging a little deeper into how GPU processing can create more accurate simulations of sound within a game.

Events for Gamers: Zuofu, tell us a little about your background in the educational and engineering side of audio and visuals.

Zuofu: Sure, my degrees (BS/MS/PhD) are all from U of I (University of Illinois in Urbana-Champaign) in Electrical Engineering. My original specialization was actually in music synthesis and control with Prof. Lippold Haken (who is the inventor of the very cool Continuum Fingerboard). My previous work was mostly in musical instruments and synthesis, I’ve done some work on a continuous-pitch electronic wind instrument, as well as analysis of some musical filters used in the Continuum Fingerboard.

E4G: Picking up where the first questions leaves off, please share some of your background about Z-space and your role in its creation.

Zuofu: (As a side note, we’re no longer calling our engine zspace since another company has copyrighted the term for a VR display; for now, we are internally calling it avidengine (for our game AViD – a voice in darkness).

I’m a big gamer, and I sort of came-to-age during the big 3D sound boom of the late 90s and early 2000s. One of my coolest memories was playing with the Aureal A3D occlusion and reflection demo (where you could move these virtual walls around your avatar and hear the difference) and being blown away, thinking this was the future, and then having that technology suddenly disappear as the sound card industry consolidated (and then basically disappeared completely).

When people first started doing general purpose compute on the GPU, I thought this was the perfect opportunity; the biggest problem with 3D sound was trying to convince gamers to buy hardware to make their games sound better – it just didn’t work like that. Gamers would presumably already have high end graphics cards. This was around 2009, and I would say that game audio at that point had a lot of good design lineage, but very little tech. I threw together a simple prototype in a week or so (hilariously, you couldn’t yet turn your head) and sent it to my sound-designer friend Sean, and he immediately started virtually ducking behind walls and it was really unlike anything that we’ve heard in games in a long time, since the character of the sound changes completely depending on where in the room the listener is. Having that visual to audio correspondence, you see yourself in a corner of the virtual room and it sounds like a corner; that was huge. Later we added stereo and eventually HRTF (head-related transfer function) support, so that additionally it sounds different depending on your virtual head orientation. I’ve been updating avidengine ever since, splitting my time between getting my degree, working on the tech, and working on our game AViD (more about that later).

E4G: What do you hope you will communicate to folks who attend your talk, “Making Games Sound as Good as They Look: Real-time Geometric Acoustics on the GPU” at NVIDIA GTC 2014?

Zuofu: I want to let people know that this technology is coming, though perhaps not as soon as people might think just hearing the demos. If I were to guess, I would say within about 8 years, which is about the time that the successors to the recently released PS4/One are expected to be released. I think John Carmack pointed out in a recent talk that we’re reaching the point where graphics are not limited necessarily by technology, but by the sheer volume and cost of the artistic assets. With the new VR boom, I think having immersive tech-driven sound is something that we’ll see migrate to AAA games eventually, whether it’s a full GA system, or something more of a hybrid system (traditional audio tracks + some geometrically derived parameters). Most of my talk is about some lessons I’ve learned in designing the system, I suspect that anyone that is engineering a similar system will run into the same problems/tradeoffs, and I wanted to give my take on approaches to solve those problems.

E4G: Since your focus is on the application of geometric acoustics (GA) in applications run on Fermi and Kepler GPUs, would the impact of GA apply be similar, or scaled-back, when filtered through mass market, less powerful GPUs?

Zuofu: One of the things holding back this technology is that there needs to be an experience that is good enough on most systems to justify the paradigm shift from the current “multi-track mixing console with effects” approach to sound to a simulated tech-driven approach. We saw a similar problem with physics engines: when they were first being brought to market, many of the titles using them were flawed because computers weren’t really fast enough to run an ‘uncompromised’

version of the tech and it actually looked worse than traditional key-frame or motion-captured animation. We’re conscious of the problem that having to scale-down the tech too much will in many cases make it sound worse than what’s already out there.

With that being said, there are a lot of unused compute resources, even on a gaming PC. For example, the integrated GPU is almost always idle when an external GPU is installed (although that extra thermal headroom helps the CPU reach the highest frequency bins). One of our hopes for the future is that the integrated GPU is going to be fast enough to do audio in an un-compromising way.

E4G: What do you feel are the ideal applications for geometric acoustics, whether a game or another application?

Zuofu: Generally the more ‘realistic’ the experience that the game is trying to convey, the better suited it is for a GA engine. Specifically, we imagine games like survival horror, tactical shooters, driving games, etc. One of the great examples of current (or future) game that would benefit from our tech is DayZ, which is an open world multiplayer zombie survival game, since it tries to be immersive and realistic. However, the graphics don’t necessarily have to be realistic; Minecraft, or example would benefit from a GA engine, since it requires a high level of spatial awareness despite the pixel-art graphics due to the dynamic geometry.

Another (perhaps surprising) genre of game/app that would benefit is virtual worlds such as Second Life. The reason for this is because voice over-IP presents a unique challenge for sound designers. If the voices are simply mixed into the listener’s audio, it can sound quite chaotic as many voices (potentially strangers) sound like they are simultaneously speaking in the listener’s head. This makes it difficult to keep track of conversation threads.

On the other hand, if the sound is mixed in a diegetic way without GA (that is, in-world, from a listener’s perspective), you have artifacts due to the lack of geometric correspondence. For example, someone in a walled booth behind the listener sounds the same as someone in the same booth as the listener, by virtue of being the same distance away irrespective of the geometry. GA gives the listener some context and some spatial cues to separate listeners – this effect is actually well researched as the “cocktail party effect”. Our work-in-progress game, A

Voice in Darkness, focuses on this effect in a multiplayer survival context. Players are presented a hostile world in near total darkness, and they must use audio cues as well as each other’s voices to navigate, communicate, and survive.

E4G: Taken to the end user level, what would the impact of effective geometric acoustics have on their game play versus what they are presently experiencing in PC games?

Zuofu: As the Guerilla Games people pointed out in their excellent GDC talk, it is possible to emulate some of the effects of our engine with existing systems and a talented sound designer who accounts for the most relevant psychoacoustic effects manually. But more broadly, what we hope our technology will do is encourage gamers to hone their critical listening skills as a gameplay mechanism. After all, this is why, as humans, we can detect sounds – it helps us survive by having an omnidirectional detector for nearby activity out of our field of view. We want to present an experience that is realistic (perhaps hyper-realistic) enough that the gamer needs to pay attention to sound to virtually survive. The way sound is presented in games right now is as an addition that makes the experience more exciting or cinematic; we want to get away from that model (for some games), into one that reflects sound’s purpose as a survival aid. That also opens the door to other types of gameplay, including VR and augmented reality.

Imagine a game, for example, where the sound is good and scary enough and it is simultaneously recording your reaction using the microphone, the player would have to stay quiet in reality to remain undetected in the virtual world.

E4G: Do you foresee a time when GA could be applicable — or useful — in mobile applications and games, say, if processed through the Kepler K1 architecture?

Zuofu: Absolutely, some of the best audio-only games (Papa Sangre, among others) are on the mobile platform, partially because of proliferation of headphones and also because of the lack of traditional controls on the platform encourages more experimental games rather than ports of AAA titles. GA could add another dimension to games like Papa Sangre (for example, being able to detect a wall in the near field using only sound). It would also be interesting for some of the more social situations we’ve already touched upon, like in a virtual world-type application. Mobile’s unique sensors (GPS, accelerometers, cameras, etc) allow for games like virtual worlds to be integrated with augmented reality and VR, and GA adds another degree of immersion to these applications.

E4G: What other topics and sessions at GTC 2014 are you interesting in checking out, both from the perspective as an engineer and a gamer?

Zuofu: Engineering wise, I’m always interested in looking at what other people are doing with signal processing; mostly for ideas to speed up avidengine. One of the related things that comes up all the time is the question: ‘when are games going to go to ray-traced rendering?’ It seems like every generation, ray-tracing gets faster, but then some smart person figures out how to get traditional (rasterized) graphics to do another graphical effect that we thought could only be done by ray-tracing. I find that sort of a parallel to my work in GA; every time we make another optimization, clever people figure out a way to make some more effects in a traditional context. I still think GA will get there, but there’s a reason why I said 8 years, even though the technology sounds quite good already.

Paul Philleo, Contributing Editor

NVIDIA GPU Technology Conference 2014 Preview

Hot on the heels of GDC with a strong showing at one of the game industry’s biggest shows, NVIDIA is heading into the following week, ready to kick off its own ecosystem conference, the GPU Technology Conference 2014 (GTC 2014). On the gaming side of things, how will NVIDIA follow-up the rollout of its GameWork technologies and tools libraries and also partnerships with developers like Epic, Respawn Entertainment and Crytek?

These questions so far remains yet to be answered, but what is known are some of the changes to GTC 2014 itself, which should be useful for attendees, neophytes or not, game industry or not. A few of them are:

GTC 2014 will require 400,000 fewer sheets of paper this year, an environmentally green move for a visually green-themed company, in putting out the program in app, online and email form. Linkedin profiles from the conference roster and full stories and articles (like this one) can be read through the app reader.

The expo space will be larger this year, which should hopefully yield a few emerging treasures from the gaming world.

Instead of locking in seating at a session of interest, attendees can now walk in first-come, first-served. Instead, attendees can flag interest for specific talks and be notified about any speaker or room changes.

NVIDIA developers and techs, and speakers too, will be hanging out in the main open areas, to pick up where sessions left off and to converse about other GTC 2014-related topics. If you want to know how many pipes it takes to push the pixels, this is likely where you want to be.

On Wednesday, twelve start-ups will be selected to be evaluated by judges at the “Early Stage Challenge“, and submitted to an audience vote, who will help select a winner, for a $100,000 prize. Three of the companies in the hunt are tied into the games industry, namely Okam Studio, Scalable Graphics and ShiVa Technologies. Looks like those kind of stakes might beat your average television game show, doesn‘t it? Later on in the day, a new addition will be the official GTC 2014 conference party, where the perks of attendance are intended to speak for themselves.

So, while the conference is spiffing up its image and running a tighter ship, the challenge for NVIDIA, at least in gaming, is to follow a robust GDC presence with news, teasers and more from the sessions, the press conferences and releases, and from their partners that’ll ultimately make gamers salivate a little more at the possibilities on their screens.

These questions so far remains yet to be answered, but what is known are some of the changes to GTC 2014 itself, which should be useful for attendees, neophytes or not, game industry or not. A few of them are:

GTC 2014 will require 400,000 fewer sheets of paper this year, an environmentally green move for a visually green-themed company, in putting out the program in app, online and email form. Linkedin profiles from the conference roster and full stories and articles (like this one) can be read through the app reader.

The expo space will be larger this year, which should hopefully yield a few emerging treasures from the gaming world.

Instead of locking in seating at a session of interest, attendees can now walk in first-come, first-served. Instead, attendees can flag interest for specific talks and be notified about any speaker or room changes.

NVIDIA developers and techs, and speakers too, will be hanging out in the main open areas, to pick up where sessions left off and to converse about other GTC 2014-related topics. If you want to know how many pipes it takes to push the pixels, this is likely where you want to be.

On Wednesday, twelve start-ups will be selected to be evaluated by judges at the “Early Stage Challenge“, and submitted to an audience vote, who will help select a winner, for a $100,000 prize. Three of the companies in the hunt are tied into the games industry, namely Okam Studio, Scalable Graphics and ShiVa Technologies. Looks like those kind of stakes might beat your average television game show, doesn‘t it? Later on in the day, a new addition will be the official GTC 2014 conference party, where the perks of attendance are intended to speak for themselves.

So, while the conference is spiffing up its image and running a tighter ship, the challenge for NVIDIA, at least in gaming, is to follow a robust GDC presence with news, teasers and more from the sessions, the press conferences and releases, and from their partners that’ll ultimately make gamers salivate a little more at the possibilities on their screens.

Notes from SXSW: Why Ideas Catch On

Keynoting at SXSW is a little like doing an interview in a hurricane.

In the 20+ years since its inception, SXSW Interactive has become the premiere networking event for media, technology, and business. FourSquare launched there, Twitter gained early traction, and speakers like Al Gore, Elon Musk, and Chelsea Clinton are big draws.

Now every entrepreneur, start-up, and major corporation competes for the attention of over 30,000 attendees. Deloitte featured 3D printers, including one called the ChefJet that prints sugar. 3M showcased a Dutch artist who creates elaborate works completely from brown 3M packing tape. And start-ups with names like Pivot, Shoutlet, and Zurf used giveaways and street teams to hustle up buzz.

Here are some highlights:

Word of Mouth is More Important than Advertising

Word of mouth is 10 times more effective than advertising. Think about the last book you read or the last movie you saw. You probably heard about it from a friend. Business works the same way. Most new customers come from existing ones. 91% of new B2B business leads come from existing clients. So you don’t need a big marketing budget to be successful, you just have to understand how to turn your customers into advocates.

It Doesn’t Require a Big Budget

The big benefit of word of mouth is that it’s cheap. With advertising you pay per exposure. There’s a cost-per-impression or a cost-per-click. The more people you want to find out about your product or idea, the more money it costs. But word of mouth doesn’t work that way. You don’t have to pay people to spread your message, they do it for free. You just have to understand why people share in the first place.

Read more from Jonah Berger on LinkedIn.

FMX 2014 – Newsletter #8 – March 2014

Imagine – you’re washed ashore in Stuttgart and all of your movie favorites surround you. At FMX, you encounter your much-loved Oscar-winning 3D space odyssey Gravity, action stunner The Amazing Spider-Man 2: Rise of Electro and animation successes such as Oscar-winning Frozen as well as The LEGO movie and Rio 2. Moreover, once you’re here, you are also able to experience the latest trends in animated movement, VFX in commercials, Games for Change Europe, “Interaction in the Real World” or the “Focus on Ibero-America.”

Arrow Gravity is coming down to Stuttgart
Become lost in space with Alfonso Cuarón’s seven-time Oscar winner Gravity and an earth-shattering number of four presentations at FMX. Framestore, which took home the VFX trophy on Oscar night, reclaim the stage once again in Stuttgart. In addition, Matthew Bristowe and Richard Baker (both Prime Focus World) talk about why the filmmakers chose to convert, PFW’s collaboration with Framestore, and their thoughts on the legacy of a boundary-pushing stereo 3D film. A word from the robots! Tobias Kinnebrew (Bot & Dolly) explains the use of their programmable robots in Gravity from previz to live action. Last but not least, there’s Paul Debevec (graphics laboratory at the University of Southern California’s Institute for Creative Technologies), who explains tackling the virtual production challenge of matching the lighting of real faces to that of virtual environments. The capsule has landed – you’d better check it out.

CADnetwork

Arrow Spider-Man 2 face to face with VFX heavy commercials
Spider-Man’s greatest battle begins at FMX two weeks before the film’s official U.S. release. David Smith (Sony Pictures Imageworks) presents the challenges of creating new villains and extensive digital environments for Spider-Man 2: Rise of Electro. VFX heavy ad tidbits coming right up! Ruediger Kaltenhaeuser and Markus Lauterbach (both Glassworks) take you through the process of producing high end VFX for critically acclaimed commercials; Vince Baertsoen (The Mill) sheds light on PETA’s spot about animal actors, 98% Human; Neil Riley demonstrates the latest Passion Pictures commercials; and Stefano Salvini (MPC) showcases recent productions including viral ad campaign #DancePonyDance, featuring the most agile Shetland pony you’ve ever seen.

Arrow The Art of Animation: Frozen, The LEGO Movie and Rio 2
It’s fragile, it’s beautiful, it’s: The Art of Animation. Here’s an homage series of talks to a medium that’s sure to get you, one way or another. Mike Giaimo (Walt Disney Animation Studios) sets out on a behind-the-scenes journey of the artistic choices and visual challenges of bringing the award-winning Frozen to life. Animal Logic provides illustrious company with a detailed presentation on highly successful The LEGO Movie. In addition, Chip Loterzo (Blue Sky Studios) reveals how you can find your rhythm in animation. They got you good, didn’t they?

animago Award

Arrow Body to image: What’s moving in animation
There’s more than meets the eye in animation: The track “Body, Face and Emotions,” curated by Prof. Dr. Susanne Marschall and Dr. des. Meike Uhrig (both University of Tuebingen), links together professors, filmmakers and technicians presenting various aspects of animated movement. While Media Studies Professors Dr. Susanne Marschall and Dr. Fabienne Liptay concentrate on the movement of the body and the moving film image from a rather humanities-based perspective, Communication Studies Professor Dr. Ed Tan presents the newest study findings on immersive effects of animation. Moreover, award-winning Animator Chris Landreth (cf. newsletter #7) talks about the relation between animated facial expressions and emotional storytelling, and Filmmaker and Film Studies Professor Hannes Rall reflects on the latest technological possibilities of capturing characters’ movements in animation. Move in closer.

Arrow Games for Change Europe with industry vet Noah Falstein and more
This year’s FMX track “Games for Change Europe” focuses on transformational game design, introducing leading industry professionals like Noah Falstein (Chief Game Designer at Google) and Ken Perlin (Games for Learning Institute NYC). In several sessions hosted by Katharina Tillmanns (Games for Change Europe) and Bjoern Bartholdy (Cologne Game Lab), presenters and audience discuss the pairing of emotional design with new technologies and social media to create compelling games for humanitarian, ecological and social impact. Also on-board: The Games for Change Challenge presentation in collaboration with Autodesk that provides a glimpse of the innovative projects from the students’ competition. Get behind your joystick.

Ray filmmagazin

Arrow Focus on Ibero-America
Oh the jet lag! Curated by Diana Arellano (Filmakademie Baden-Wuerttemberg), the “Focus on Ibero-America” brings together Argentina, Chile, Colombia and Mexico. Hernando Bahamon (Bogota ACM SIGGRAPH) expounds on the digital boom in Latin America and reveals how even European projects can benefit. In comparison, Cristóbal León introduces the vision and creative output of Chile-based stop-motion animation company Diluvio. Charlie Iturriaga, whose contributions were featured in this year’s Oscar-winning film Her (Best Original Screenplay), illustrates current projects of Mexico-based company Ollin VFX. And independent Argentine Animator Juan Pablo Zaramella explains how it became possible to win more than 250 awards with his animated short Luminaris. Off we go!

Arrow Get real – Interaction in the Real World
Leave that fictitious bubble! Gesture, touch, and voice are changing the way we interact with computers and technology. Doug Cooper (DreamWorks Animation) curates the track “Interaction in the Real World” that seeks to balance the viewer’s perspective with the interactive experience at hand. Matt Arnold introduces Second Story Interactive Studios’ approach to creating responsive environments at the crossroads of physical space and digital media. Furthermore, Creative Director Marcus Ivarsson reveals how Swedish digital creative agency North Kingdom helps companies create emotional connections between people and brands. And Brent Strong (Walt Disney Imagineering) brings you the ultimate immersive experience with his presentation “Live your dreams – interactivity in Disney parks.” Jump on in, it’s the real thing.

Klik! Amsterdam Animation Festival

Arrow Bigger, better and way more international: The Forum
The state of the art in hard- and software, career opportunities etc: The Forum has them all. Here’s just a taste of whom you’re able to meet at the Marketplace: various companies including 3DPOWERSTORE, Chaos Group, Kolor, RebusFarm, SolidAnim, Vicon, different R&D projects and interactive installations. In partnership with HP and Intel, CHARACTERIZED hosts the “Alter Ego” Design Contest, challenging attendees to create a 2D or 3D original alternative personality to an existing character. All FMX attendees may participate for a chance to win an Intuos Pro graphics tablet courtesy of Wacom. They’re at the Recruiting Hub scouting for you! Industry heavyweights such as Framestore, ScanlineVFX and Industrial Light & Magic as well as first-timers Chimney Group, Illumination Mac Guff, Image Engine and InnoGames are just a few of the names you should look out for.

Microsoft reveals DirectX 12 along with some Xbox One improvements

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GDC San Francisco

At the Game Developers Conference (GDC) 2014, Microsoft unveiled DirectX 12. They stated that with this new version of DirectX, developers will have more direct control over their visuals then ever, with more complex scenes and rendering features. Microsoft also said that these changes will come to Xbox One games and other platforms. According to Anuj Gosalia from Microsoft, the performance will be greatly improved in Xbox One games as well as all Microsoft platforms.

Microsoft aims for DirectX 12 to be a “console-like” API, making it easier for developers to work with higher consistency and predictability. Microsoft further went on to say that 40 percent of all DirectX 11 hardware will be ready for DirectX 12 on day one. Chris Tector from 10 Studios showed a demo of Forza Motorsport 5 running Direct3D 12 on the PC. Even though Direct3D 12 really impacted the game’s performance, people still said the game still looked like the Xbox One version.

GPU Manufacturer AMD was at the presentation and tried to clear the air about DirectX 12 by saying that customers will benefit from using DirectX 12 on their current AMD graphics cards. Eric Mintzer, vice president of Intel, said that 4th-gen Core processors will be ready for DirectX 12 at launch. DirectX 12 will also be available for Fermi, Kepler, Maxwell, and Nvidia architectures. Epic will utilize DirectX 12 by working with NVIDIA and Microsoft to implement DirectX12 into Unreal Engine 4. Qualcomm is looking into bringing DirectX 12 into mobile devices.

As far as the compatibility goes for Windows operating systems, Windows XP will not support DirectX 12. Microsoft did not say whether or not Windows 7 will be supporting DirectX 12. Microsoft made a final statement stating that 50 percent of all PC game rigs will be DirectX 12 compatible at launch. Be on the lookout for a preview of DirectX 12 later this year.

To see some images from the presentation, read more at IGN.com: http://www.ign.com/articles/2014/03/20/gdc-microsoft-reveals-directx-12-xbox-one-improvements

Sony announces ‘Project Morpheus’ VR headset at GDC 2014

Our team is at GDC in San Francisco and just reported in that Sony unveiled their new VR headset, ‘Project Morpheus’. Shuhei Yoshida had this to say about the presentation of the device:

“It is the culmination of our work over the last three years to realize our vision of VR for games, and to push the boundaries of play. We believe Morpheus will further enhance PlayStation. It will work alongside the camera. We like to invite passionate developers to work with us. We’ve seen Oculus share prototypes and share technology, and I have an enormous amount of respect for them.” – Shuhei Yoshida

More from the presentation as it concludes later in the hour. VR is a hot topic this year, especially with the Kickstarter for the Occlus Rift being so successful. We will surely see more VR hardware coming in the next few years as the technology matures.

What are your thoughts on another VR headset?

Game personalization platform launches at GDC 2014

Game personalization platform launches at GDC 2014

Plexonic launches the first game personalization platform as a new way to boost revenues and retention.

San Francisco— 17 March 2014 — Today at GDC 2014, Plexonic launches SALTR, a personalization platform that enables game developers to personalize their games for specific user-groups and design levels in real-time.

Plexonic is a game developer behind several top hits on the App Store and Facebook. SALTR started as an internal tool to help teams at Plexonic to design game levels, and customize settings in real-time right from the browser. As a result, this turned to become a major advantage for Plexonic as it could tweak and personalize its games without submitting updates to App Store wait-list.

“We developed SALTR to make our games taste uniquely to each user; to give our game designers a tool to build and test levels instantly without the need to involve developers” – says Gevorg Sargsyan, Founder and CEO of Plexonic.

SALTR’s Game Editor makes level design process seamless and ultra fast for game designers. One of the examples is Panda Jam (SGN), where Plexonic could easily fine-tune level complexity curve with SALTR.

The platform is available in beta to everyone starting from today at saltr.com.

Video:
https://vimeo.com/saltr
http://youtube.com/saltrtube

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Three new games unveiled at GDC 2014

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GDC San Francisco

The Pebble appstore is a new platform for sharing apps optimized for wearable devices running IOS and Android. At GDC 2014, Pebble announced that three new games will become available in the Pebble appstore: Mr. Runner, from Zing Games, Icon Pop Quiz by Alegrium, and Hatchi by Portable Pixels.

Owners of smartwatches can already play a decent number of games, including Flappy Bird clone Tiny Bird, Blackjack, Chess, and Pebtris. Mr. Runner is an endless runner game. Icon Pop Quiz is a game where players have to guess famous characters using visual clues. Hatchi is a game similar to the virtual pet game from 1990, where players have to take care of their virtual pet.

To read more about these games and view some images, follow this link: https://blog.getpebble.com/2014/03/17/pebble-at-gdc-lets-play/

Before GDC, academics skewer the games criticism industry

The annual Game Developers Conference already enjoys an insider reputation, contrasting the lights and bombast of PAXes and E3s by taking a more intellectual route. Before developers and technical superheroes swarmed the Moscone Center’s conference rooms this morning, GDC hosted a tone-setting pre-conference panel on Sunday from a different set of gaming diehards: the academics.

Critical Distance, a games-criticism blog, took to the conference’s largest ballroom space to host a cheekily named event dubbed Critical Proximity. A crowd of writers, researchers, and coders gathered to dissect their work, mostly with criticism as the central theme.

Read more at: ArsTechnica.com

GDC 2014 – Gamasutra lecture recommendations for press

From Gamasutra: GamasutraSince we’re rapidly coming up on Game Developers Conference 2014, which Gamasutra parent UBM Tech Game Network organizes, and I help to run, there’s a wealth of info out there about the show.

Obviously, we tend to use the official GDC news blog and its related RSS feed and Twitter/Facebook pages to highlight most of the goodness going on at the show, but every year there’s one or two things that end up being more suitable to highlight elsewhere.

But there was something that we showed to you back in 2011 and again in 2013, and I wanted to pass along again here. We’ve gone to a fairly strict invite-only media policy to GDC to make sure we do allow press to attend. But the developers who make up the bulk of the attendees – and the learning results – are the main focus.

Nonetheless, every year, our press liaison firm FortySeven Communications works with us to put together a list of some of the most interesting Summit and Main Conference lectures that could work well when written up for a larger audience.

We don’t always publish these to the public. But both for the benefit of press that might not have spotted them yet, and for those people who want to see some of the ‘newsier’ (and some of the worthwhile and less news-y) talks at the show this week, here it is.

(However, massive disclaimer again – these are not ALL necessarily the talks that you will get the best takeaway for if you’re a developer looking for solid takeaway from the show. This is especially true if you want to attend technical talks based around programming, art, audio, etc. Please carefully peruse our overall session list and make a schedule that’s right for you.)

Read more at Gamasutra for the complete lecture list.

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