| Three New NVIDIA Tools Help Developers Quickly Debug And Speed Up Video Games NVIDIA Corporation: Benjamin Berraondo FOR IMMEDIATE RELEASE: Three New NVIDIA Tools Help Developers Quickly Debug And Speed Up Video Games PerfHUD 6, FX Composer 2.5, and Shader Debugger Help Simplify Game Development SANTA CLARA, CA—JULY 17, 2008—Today’s top video games use complex programming and rendering techniques that can take months to create and tune in order to get the image quality and silky-smooth frame rates that gamers demand. Thousands of developers worldwide including members of Blizzard Entertainment, Crytek, Epic Games, and Rockstar Games rely on NVIDIA development tools to create console and PC video games. Today, NVIDIA has expanded its award-winning development suite with three new tools that vastly speed up this development process, keeping projects on track and costs under control. The new tools which are available now include:
“These new tools reinforce our deep and longstanding commitment to help game developers fulfill their vision,” said Tony Tamasi, vice president of technical marketing for NVIDIA. “Creating a state-of-the-art video game is an incredibly challenging task technologically, which is why we invest heavily in creating powerful, easy-to-use video game optimisation and debugging tools for creating console and PC games.” More Details on the New Tools PerfHUD 6 is a new and improved version of NVIDIA’s graphics debugging and performance analysis tool for DirectX 9 and 10 applications. PerfHUD (www.perfhud.com ) is widely used by the world’s leading game developers to debug and optimise their games. This new version includes comprehensive support for optimising games for multiple GPUs using NVIDIA SLI® technology, powerful new texture visualisation and override capabilities, an API call list, dependency views, and much more. In a recent survey, more than 300 PerfHUD 5 users reported an average speedup of 37% after using PerfHUD to tune their applications. “Spore relies on a host of graphical systems that support a complex and evolving universe. NVIDIA PerfHUD provides a unique and essential tool for in-game performance analysis,” said Alec Miller, Graphics Engineer at Maxis. “The ability to overlay live GPU timings and state helps us rapidly diagnose, fix, and then verify optimisations. As a result, we can simulate rich worlds alongside interactive gameplay. I highly recommend PerfHUD because it is so simple to integrate and to use.” FX Composer 2.5 is an integrated development environment for fast creation of real-time visual effects. FX Composer 2.5 (www.fxcomposer.com ) can be used to create shaders for HLSL, CgFX, and COLLADA FX Cg in DirectX and OpenGL. This new release features an improved user interface, DirectX 10 Support, ShaderPerf with GeForce® 8 and 9 Series support, visual models and styles, and particle systems. As longer, more complex shaders become pervasive, debugging shaders has become more of a challenge for developers. To assist developers with this task, NVIDIA introduces the brand-new NVIDIA Shader Debugger™, a plug-in for FX Composer 2.5 that enables developers to inspect their code while seeing shader variables applied in real time on their geometry. The Shader Debugger (www.shaderdebugger.com ) can be used to debug HLSL, CgFX, and COLLADA FX Cg shaders in both DirectX and OpenGL. The NVIDIA Shader Debugger is the first product in the NVIDIA Professional Developer Tools lineup. These are new tools directed at professional developers who need more industrial-strength capabilities and support. For example, the NVIDIA Shader Debugger will run on leading GPUs from all vendors. NVIDIA encourages developers to visit its developer web site (http://developer.nvidia.com ) and its developer tools forums (http://developer.nvidia.com/forums ). About NVIDIA Certainstatements in this press release including, but not limited to, statements asto: the features, performance, uses, capabilities and impact of PerfHUD 6.0, FXComposer 2.5, NVIDIA Shader Debugger, NVIDIA SLI technology, and the NVIDIAProfessional Tools lineup; use of more complex shaders; and pricing andavailability of NVIDIA tools are forward-looking statements that are subject torisks and uncertainties that could cause results to be materially differentthan expectations. Important factors that could cause actual results to differmaterially include: changes in the development of video games; changing demandsof developers; software defects; the impact of technological development andcompetition; changes in customer preferences and demands; unanticipated lose ofperformance as well as other factors detailed from time to time in the reportsNVIDIA files with the Securities and Exchange Commission including its Form10-Q for the period ended April 27, 2008. Copies of reports filed with the SECare posted on our website and are available from NVIDIA without charge. Theseforward-looking statements are not guarantees of future performance and speakonly as of the date hereof, and, except as required by law, NVIDIA disclaimsany obligation to update these forward-looking statements to reflect futureevents or circumstances. Note to editors: If you are interested in viewing additional information on NVIDIA, please visit the NVIDIA Press Room at www.nvidia.co.uk/page/press_room.html ### Copyright® 2008 NVIDIA Corporation. All rights reserved. All company and/or product names may be trade names, trademarks and/or registered trademarks of the respective owners with which they are associated. Features, pricing, availability, and specifications are subject to change without notice. Note to editors: If you are interested in viewing additional information on NVIDIA, please visit the NVIDIA Press Room at http://www.nvidia.co.uk/page/press_room.html |