NVIDIA has just made its GameWorks SDK 3.1 official, and with it, the company has continued its expansion of its middleware. GameWorks SDK 3.1 provides new PhysX tools and three new GPU-based features that have already been featured in three large games in the last couple of months.
NVIDIA has used some of the new features from GameWorks 3.1 in games like Fallout 4, Rise of the Tomb Raider, and The Division. We'll go into those details soon, but for now, let's talk about just how far NVIDIA GameWorks' reach is, and how many developers are using it.
There are over 175,000 registered developers using GameWorks now, with hundreds of titles released. NVIDIA notes that 300 world-class engineers are "at the intersection of art and science". GameWorks allows for visual and physical simulation, with IDE-integrated and standalone debuggers, profilers, and utilities.
You might not know what GameWorks is, but to most - it's invisible. Virtually all of the big developers use it, from Valve to Ubisoft, and Activision to Epic Games. GameWorks has powered some of the biggest games of all time, including Fallout 4 and Grand Theft Auto V.
Continuous, and Near Unlimited Innovation
NVIDIA has expanded its GameWorks initiative with SDK 3.1, but what technologies are we looking at? We have technologies like the new VXAO (Voxel Accelerated Ambient Occlusion), FleX (position-based constrained particle dynamics), HairWorks (similar to AMD's TressFX technology), HBAO+ (Horizon-Based Ambient Occlusion), and so much more.
The company truly hasn't stopped, and GameWorks 3.1 is here to prove that.
Last updated: Apr 7, 2020 at 12:34 pm CDT
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- Page 1 [Introduction & New Technologies in GameWorks SDK 3.1]
- Page 2 [New Technologies, including Light and Shadow]
- Page 3 [Shadows & The Future of GameWorks]