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NVIDIA DLSS Comes To Void Crew, Towers of Aghasba, and War Thunder

More than 600 games and applications feature RTX technologies, and each week new games integrating NVIDIA DLSS, NVIDIA Reflex and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players. This week, Void Crew has officially launched with support for DLSS Super Resolution. Towers of Aghasba is available now with DLSS Super Resolution. And War Thunder has added new hardware-accelerated ray-traced effects that take full advantage of GeForce RTX Ray Tracing Cores.

Void Crew Out Now With DLSS Super Resolution
Hutlihut Games and Focus Entertainment's Void Crew is a co-op roguelite for 1-4 players, where you and your friends join the ranks of METEM's chosen clone warriors, embarking on a Pilgrimage into the unknown. As a crew, you'll take on the role of Pilot, Gunner, Engineer, or Scavenger to face the threats lurking deep in METEM's domain. Your mission? Stand against the mysterious HOLLOW, an alien force like no other, to restore order - and try not to panic! Void Crew has just exited Early Access, adding a ton of new content, along with new technical features. Now, GeForce RTX gamers can accelerate performance using DLSS Super Resolution, to make their space adventures even better.

Active Matter Announced for 2025 Launch

Gaijin Entertainment and Matter Team are happy to announce Active Matter, a new mind-bending tactical hardcore shooter set in a fractured multiverse. The game will be available for purchase on PC (at Steam and Gaijin.Net stores), PlayStation 5 and Xbox Series X|S in 2025. The exact price and release date will be announced later. The Closed Beta Test of Active Matter is planned for 2024 at Gaijin.Net, and players are welcome to sign up at the game's official website to make sure they do not miss this opportunity.

Active Matter players control operators stuck in a time loop, returning, time and again, to the same point after each death. They choose a loadout and enter quantum-unstable zones, rich in active matter - a substance capable of warping and ripping the very fabric of space and time. Rivals from other timelines, physics-breaking anomalies that change gravitational force and ethereal beings stand in the way. Players harvest active matter, collect the loot and extract to a safe area before the whole zone ceases to exist with everything inside it.

NVIDIA Brings DLSS Support To Four New Games

Artificial intelligence is revolutionizing gaming - from in-game physics and animation simulation, to real-time rendering and AI-assisted broadcasting features. And NVIDIA is at the forefront of this field, bringing gamers, scientists and creators incredible advancements. With Deep Learning Super Sampling (DLSS), NVIDIA set out to redefine real-time rendering through AI-based super resolution - rendering fewer pixels, then using AI to construct sharp, higher resolution images, giving gamers previously unheard-of performance gains.

Powered by dedicated AI processors on GeForce RTX GPUs called Tensor Cores, DLSS has accelerated performance in more than 25 games to date, boosting frame rates significantly, ensuring GeForce RTX gamers receive high-performance gameplay at the highest resolutions and detail settings, and when using immersive ray-traced effects. And now, NVIDIA has delivered four new DLSS titles for gamers to enjoy.

Games With NVIDIA RTX, Part 3: Gaijin Studios' Enlisted, Assetto Corsa Competizione, Atomic Heart

Gaijin Studios also went on stage with their Enlisted game to showcase their particular implementation of NVIDIA's RTX - the first we've seen that was based not on Direct X 12, but on Vulkan. The highlights pointed out stuck with RTX's strengths, naturally, but particularly, with the ease with which the global illumination system was implemented. Essentially, the fact that Enlisted features massive, dynamic maps with up to 64 square kilometers, destructible environments and indoors and outdoors lighting conditions means that pre-baked illumination solutions just wouldn't cut it in any way - there were just too many variables to consider. RTX implemented via Vulkan was, for the studio, and as they put it, the tool they never knew they couldn't live without.
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