NVIDIA GeForce RTX 2080 Unveil LIVE In Cologne With Battlefield 5 Demo!

The Launch of the NVIDIA GeForce GTX 1180: A Historic Moment for Computer Graphics

As Jensen Wah, founder and CEO of Gamescom, takes the stage to introduce the NVIDIA GeForce GTX 1180, the audience is met with an impressive display of technology that seems almost overwhelming. "So much technology in this room right now it's barely barely under control," Wah notes with a hint of humor. The audience is treated to a stunning visual demonstration of the GTX 1180, showcasing its capabilities and setting the stage for what promises to be an exciting presentation.

The GTX 1180 marks a significant milestone in the history of computer graphics, as it represents the culmination of years of research and development by NVIDIA's team of engineers. The device is designed to handle complex tasks that were previously unimaginable, such as simulating photorealistic images with unprecedented accuracy. To achieve this, NVIDIA has developed a proprietary technology known as multi-bounce recursive ray-tracing, which allows the GTX 1180 to render detailed, high-fidelity graphics in real-time.

To illustrate the capabilities of the GTX 1180, a researcher at NVIDIA takes the stage to explain the technical details behind its development. The process begins with the creation of a custom-built GPU, codenamed "Curry," which boasts an astonishing 8.9 billion transistors and stands as the second-largest chip ever produced by humanity. This massive processing power is harnessed to drive three brand-new processors known as SN, each designed to perform specific tasks such as physics simulations, dynamic lighting, and advanced shading techniques.

The audience is then treated to a dazzling display of graphics, showcasing the GTX 1180's ability to render complex environments with unprecedented detail. A massive tank, complete with a Churchill-era vehicle, is put on screen, and as it crashes and burns, the flames and explosions are rendered in stunning detail. The device's capabilities are further demonstrated through a series of increasingly complex scenarios, including a shot-down C-47 airplane crashing into a car, its head-on fire illuminating the surrounding environment.

Throughout the presentation, NVIDIA's engineers emphasize the importance of physically-based rendering (PBR) in achieving realistic graphics. By modeling objects in a physically accurate manner and applying PBR techniques, they are able to create environments that not only look stunning but also behave realistically. This approach is evident in the way the GTX 1180 handles destruction and deformation, as well as its ability to simulate complex lighting effects.

One of the most impressive demonstrations of the GTX 1180's capabilities comes in the form of a game engine known as "RTS," which promises to revolutionize the way games are developed. With its advanced graphics capabilities and physically-based rendering techniques, RTS is set to deliver truly immersive experiences for gamers worldwide. As Jensen Wah concludes his presentation, he remarks on the tireless efforts of NVIDIA's engineers, saying "it's amazing how you guys worked super hard but it's amazing how you guys implemented this."

The Presentation of RTS 20 Series Compared Graphics Reinvented

As the presentation comes to a close, Jensen Wah takes a moment to introduce the new game engine known as RTS 20 Series, which promises to revolutionize the gaming industry. "Graphics reinvented," reads a screen display behind him, setting the tone for what promises to be an exciting showcase of the engine's capabilities.

The presentation begins with a stunning visual demonstration of the RTS 20 Series in action, showcasing its advanced graphics capabilities and physically-based rendering techniques. The audience is treated to a breathtaking sequence of events, including the destruction of a building and a massive tank crash into a street in Rotterdam. As the visuals unfold, it becomes clear that the RTS 20 Series is capable of delivering truly immersive experiences for gamers worldwide.

Throughout the presentation, NVIDIA's engineers highlight the key features and benefits of the RTS 20 Series, including its advanced graphics capabilities, physically-based rendering techniques, and dynamic lighting effects. They also demonstrate how the engine can be used to create complex scenarios and environments, such as a battlefield scene complete with realistic destruction and deformation.

One of the most impressive aspects of the RTS 20 Series is its ability to simulate complex lighting effects in real-time. By using advanced shading techniques and physically-based rendering, the engine is able to deliver truly realistic lighting effects that add depth and immersion to the game world. This is evident in the way the engine handles dynamic lighting, such as the flickering flames of a burning vehicle or the shimmering water of a lake.

As the presentation comes to a close, Jensen Wah remarks on the potential impact of the RTS 20 Series on the gaming industry. "Battlefield," he notes, "is just one example of how this engine can be used to create truly immersive experiences for gamers worldwide." With its advanced graphics capabilities and physically-based rendering techniques, the RTS 20 Series promises to revolutionize the way games are developed and played.

"WEBVTTKind: captionsLanguage: enplease welcome video founder and CEO Jensen wah lucinda Gamescom well first of all great job guys there is so much technology in this room right now it's barely barely under control okay so you guys going to have pre-show welcome to the launch of the g-force gtx 1180 I have never seen anything that weak this much the good news is you're going to be surprised we didn't do it on purpose but everything on the web every speck is wrong you're going to be surprised it's going to be a great show this is a historic moment this is a historic moment for computer graphics for as long as there have been computer graphics has been the dream of computer scientists to generate with computers photorealistic images when you look at this what we considered a holy grail of computer graphics you see some effects that today are simply impossible to create first of all light is coming in from the window there's bounces around inside the jell-o gelatin and then replaced and refracts at that gal called subsurface carriage all of those little tiny effects are really really hard to do and the good news is in 1979 they compared sites of the aterna with it now a researcher at Nvidia described an algorithm that was both powerful and elegant he called it multi bounce recursive ray-tracing by starting from your eye instead of from a light source where light is admitted because the basket or the light doesn't reach your eyes so there's no reason to trace them he traced light backwards it were straight racing through the eye through the pixel through every single pixel on the screen absolutely easy payments of 1995 370z payments while throwing the first game for free so compound the telephone number is right below you 188 979 to 0 8 0 and good luck without it's beautiful so that's just completely liquid-cooled is silent doesn't make a peep and it doesn't real-time ray tracing the very first time for $60,000 well turns out what we're looking at just now was not running on there was writing on this little thing this little bad guy this is called curry we've been working on hurry now for almost 10 years eight point nine billion transistors this GPU this chip is the second largest chip that world has ever made the only other large chip is called the be 100 which powers supercomputers all over the world it has three brand-new processors the SN is completely brand new has the ability to do independent floating point and interviewer operations and recent events such as shades of color sometimes you're using energy operations to calculate addresses so that you could run your shader program to do things like self service Canada and that's more and more special effects are to happen in the SN address calculation part of the logic become a 1080p on the fastest GPU in the world today 1080i does 1.21 you guys you guys got no nobody ever saw that yup 1.21 jigowatts jiggle okay and so so we do 10 kick your race per second which is 10 times at Natt I it does raise a really cool I'm Christian I'm a director for any group of dice and next we have given us Media Video Editor we need to show you our implementation our vision our take of darknets campaign and we're going to show up in our new brand new in 2005 NSA will take a look at our brand new multiply map Rotterdam it's a really dense and cool cinema we start hearing a very soon interview of the soldiers eye and we're going to search something that you've never really been able to do before so with dice our close to the media and dance of the past year to the definite points are we are now I would still prefer a problem for it to be here and show it off to all of you so you're not selling it to you take it away yeah so what you're seeing there firing off screen being reflected in the characters I now if you guys know this is not possible with sweets makes reflection might jealous because the fire is not on the screen so now we turn around and we see the environment we can see that the tank muzzle flash not only reflects in the eye reflecting the entire environment and the Train windows there and within the tank itself moving here the big challenges of its are result of complex surfaces like this it's not with our tips on which we set off an explosion behind the tank here next to the car reflecting afternoon in the park look at the reflections off the ground guys it just it just yeah they can see wow it just happens with SSR if it's in this green space you still get some of their reflections upon the carpet due to the nature of his asar it disappears as it goes away but because races it just works you just get the expected result how you think you see it so the next thing we have to show you is the big scary crocodile tank the Churchill and if we make that one shoot it's flying over across the senior then you will again you see that reflecting upon the surface and on the soldiers palliative it out so now we look down at the ground with our tips on you'll see the plane will see the soldiers moving see everything and now the veteran art takes off to lose everything lose all the detail on the content of what's happening in the scene but with our tips on just getting much or who he's an image bit understanding what's happening around you so why do I got to pay particularly much attention to in battlefield it's just the weapons yeah accuracy making sure it's likely the smallest detail is correct you can see even there the flames reflecting properly in the wood this done here and then the windows in the back not that turned our takes off again you lose all this detail so Jonas what you guys have done is all of your guns all of the objects are modelled physically exact is physically based and so so the gun has Boyd which is confused as a duck duck trick material you have metal which is reflective and the metal has some structure in it my construction is so there's some roughness in it and so without doing anything at all because it's physically based we should've prayed into that scene in intersted intersects with the triangle on that piece of metal on the site and it figures out I need to point generate another reflection wave break and it traces its way to the flame which is coming by and when it comes back accumulates on those surfaces shades are perfectly all by itself ladies and gentlemen but ray-tracing works for Moria so up here we've got two c-47 airplanes that have been shot down they're crashing with their head on fire so now we go over to the car here to help to see the flame reflecting in the car and I stay over there if we keep moving forward and then look down on this reflective car right here you'll still be able to see the plane back here we can see the plane reflecting in the car that takes off I love it reflection will come when the angle is just right this is the perfect mirror looks favorable so here is a good example on transparent surfaces with for Nayland DB are entering the more of an angle you're at the stronger the reflection gets and now with what we had before on these ones with just cube maps which they are also static but with great way to get a lot more detail to see the entire environment and of course as I said it that they also do maps they are also static so say that you were to destroy this building here make it tank unit with ray tracing on you'll be able to see provides a balanced destruction system within the window moving dynamically and now bring it up or tips I mean it works on the entire scene so what if word she would often be one rocky here and zoom out get a good view of the entire street of rotterdam and then take a look at the windows all the places that you would expect to reflect and i will turn off the time again and we just wait patiently but if you wanted to hit the ground and it's amazing which guys get so fast I don't you guys work super hard but it's amazing how you guys implemented this let's show it to you the detours RTS 20 series compared graphics reinvented\n"