NVIDIAGameDev

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NVIDIAGameDev

NVIDIAGameDev

@NVIDIAGameDev

NVIDIA-related news and announcements of interest to game developers

Santa Clara, CA Katılım Ocak 2009
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
At #GDC2026, we’re unveiling a ton of updates across path tracing, on-device AI models, and developer tools. Here’s a few of the highlights: * New system for path-traced foliage in NVIDIA RTX Mega Geometry * Optimizations for path-traced mirror reflections and strand-based hair in @UnrealEngine * On-device, production-quality TTS model in NVIDIA ACE Get the full details 👉 nvda.ws/4bjLltg
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NVIDIAGameDev@NVIDIAGameDev·
We’re accelerating Unreal Engine’s Neural Network Engine (NNE). NNE is a common API that allows for seamless integration of neural network features in @UnrealEngine 5. Now, developers can utilize a new plugin that adds TensorRT for RTX as a runtime option, resulting in higher throughput on NVIDIA RTX GPUs. Read the tech blog for more details and a sample project 👉 nvda.ws/4w3nffS
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NVIDIAGameDev@NVIDIAGameDev·
ICYMI: Here’s 3 new releases from the month of April. 🟢 DLSS 4.5 SDK with Dynamic Multi Frame Generation and Multi Frame Generation 6X now available 🟢 TensorRT for RTX plugin for @UnrealEngine’s Neural Network Engine 🟢 NVIDIA Kimodo: a kinematic motion generation model, synthesizing realistic 3D character animation from simple inputs Full details in blog 👉 nvda.ws/4t2Qr41
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NVIDIAGameDev@NVIDIAGameDev·
This week's Level Up With NVIDIA webinar is all about path traced hair in @UnrealEngine 5.7. We'll also be covering the latest features and support of NvRTX, plus recapping our “State of RTX Rendering in Unreal Engine 5” talk from GDC. 📆 Apr 29, 10:00 AM PDT 🔗 nvda.ws/4ugNOwn
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NVIDIA AI Developer
NVIDIA AI Developer@NVIDIAAIDev·
Today, we released Lyra 2.0, a framework for generating persistent, explorable 3D worlds at scale, from NVIDIA Research. Generating large-scale, complex environments is difficult for AI models. Current models often “forget” what spaces look like and lose track of movement over time, causing objects to shift, blur, or appear inconsistent. This prevents them from creating the reliable 3D environments required for downstream simulations. Lyra 2.0 solves these issues by: ✅ Maintaining per-frame 3D geometry to retrieve past frames and establish spatial correspondences ✅ Using self-augmented training to correct its own temporal drifting. Lyra 2.0 turns an image into a 3D world you can walk through, look back, and drop a robot into for real-time rendering, simulation, and immersive applications. ➡️ Learn more: research.nvidia.com/labs/sil/proje… 📄 Read the paper: arxiv.org/abs/2604.13036
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
Level Up with NVIDIA — New Episode Incoming! Join us on April 29th as we dive into the latest update to the NVIDIA RTX Branch of @UnrealEngine for 5.7. This session will explore powerful new path-traced hair features, plus fresh opportunities to boost performance and elevate image quality. Register Here: nvda.ws/4m9Dqnp
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NVIDIAGameDev@NVIDIAGameDev·
Missed #NVIDIAGTC? Catch up on gaming sessions—now available on demand 🎮 Explore how AI and GPU acceleration are reshaping game development, live services, and studio infrastructure worldwide. From real-time rendering breakthroughs to scalable pipelines, see what’s next for building modern games. 📺 Watch the playlist: nvda.ws/4ty3yed
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
Shader debugging often consists of having to iteratively insert printf statements or re-reproduce the issue with each new hypothesis. Using Nsight Graphics’ new Shader Debugger you can take a complex bug, find warps that show the issue, and quickly narrow it down to its root cause. Check out the video for a full example walkthrough ➡️ nvda.ws/41i6lfk
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
Get started with the NVIDIA RTX Branch of Unreal Engine (NvRTX) ⚡ NvRTX brings advanced lighting and rendering features to @UnrealEngine—including real-time path tracing, RTX Mega Geometry, DLSS, and more. In this video, we’ll walk you through how to get up and running and start compiling the branch in just minutes 👉 nvda.ws/4e2iZGO
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
Couldn't make it to #GDC2026? We've got you covered. All of our top sessions covering everything from neural rendering to path tracing are now available on demand. Watch 👉 nvda.ws/4tsfz4N
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NVIDIA GeForce
NVIDIA GeForce@NVIDIAGeForce·
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…
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NVIDIA GTC
NVIDIA GTC@NVIDIAGTC·
GTC 2026 is coming to life 🌅 Today’s instructor-led workshops brought hands-on learning and deep dives with NVIDIA experts. And this is just the start. All week long, attendees can choose from 1,000+ sessions, see breakthrough technologies up close through exhibits* and live demos, connect with fellow innovators, pick up exclusive merch from the NVIDIA Gear Store, and take part in experiences across San Jose. We're looking forward to a great week together at #NVIDIAGTC 🎉
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NVIDIA Studio
NVIDIA Studio@NVIDIAStudio·
Hanging at #GDC2026? Swing by the @ComfyUI booth to try out the new RTX-accelerated App Mode & other workflows. 🖼️
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
Missed our #GDC2026 Luminary Speaker Series session featuring NVIDIA VP of Developer Technology John Spitzer? It's now available to watch here 👉 nvda.ws/47i7tTN The presentation covered the latest NVIDIA announcements from this week and how RTX is supercharging workflows and unlocking player experiences like never before.
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NVIDIAGameDev@NVIDIAGameDev·
Is your latest game on Steam? Want players to stream it on @NVIDIAGFN? Watch this quick video and see how to get your game set up on GeForce NOW in less than 5 minutes.
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
New announcements from #GDC2026 📣 In collaboration with @Microsoft, we are standardizing hardware-accelerated AI through DirectX to boost GeForce RTX GPU efficiency and provide a unified workflow for the broader development community. Additionally, we are working to address long compilation times and in-game stuttering by evolving shader handling to distribute precompiled shaders during the game download rather than at runtime. Read 👉 nvda.ws/4s4g9oT
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Eugene Petrenko
Eugene Petrenko@jonnyzzz·
🎮 At #GDC2026, demoing JetBrains #LocalAI for game dev at the @NVIDIA booth. DGX Spark + @jetbrains Rider + any AI agent you want — Claude Code, Junie CLI, AI Assistant, you name it. No cloud. No tokens leaving the building. One cable. Let’s chat at the booth! #GameDev
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
We've got a great lineup of sessions today at #GDC2026. From the latest in path-tracing to new playtesting workflows, come join us to learn and connect with experts.
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NVIDIAGameDev@NVIDIAGameDev·
Live from #GDC2026 📸 If you're attending the conference, make sure to stop by our booth (#1426) to check out demos, hardware, and more.
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NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
Last year, we introduced RTX Mega Geometry, which brings unprecedented geometric detail to path-traced worlds. By compressing geometry into clusters, it handles massive scenes and updates them up to 100x faster than previous methods. At #GDC2026, we showcased a new foliage system coming to RTX Mega Geometry that aims to tackle the demanding compute and memory requirements found in large-scale natural environments. Watch the full breakdown 👇
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