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Inno3D Announces New iChill GeForce RTX-20 Series

INNO3D, a leading manufacturer of awesome high-end graphics hardware components and various innovations enriching your life, introduces a new family of INNO3D graphics cards based on the NVIDIA GeForce RTX 2080 Ti, RTX 2080 and RTX 2070 GPUs. The new generation of gaming cards will exist of a range of TWIN X2 products, a series of JET editions and the Brutal iCHILL BLACK editions.

The new NVIDIA GeForce RTX GPUs have reinvented graphics and set a new bar for performance. Powered by the new NVIDIA Turing GPU architecture and the revolutionary NVIDIA RTX platform, the new graphics cards bring together real-time ray tracing, artificial intelligence, and programmable shading. This is not only a whole new way to experience games-this is the ultimate PC gaming experience.

MSI Unveils its GeForce RTX Series

As the leading brand in True Gaming hardware, MSI has sold over 8 million graphics cards in the last year alone. Today we are extremely proud to share with you our take on NVIDIA's exciting new GeForce RTX 20 series GPUs.

The new NVIDIA GeForce RTX GPUs have reinvented graphics and set a new bar for performance. Powered by the new NVIDIA Turing GPU architecture and the revolutionary NVIDIA RTX platform, the new graphics cards bring together real-time ray tracing, artificial intelligence, and programmable shading. This is not only a whole new way to experience games-this is the ultimate PC gaming experience.
The new GPUs were unveiled at a special NVIDIA two-day event called the "GeForce Gaming Celebration" which kicked off tonight at the Palladium in Cologne, Germany ahead of Gamescom 2018.

NVIDIA Announces Financial Results for Second Quarter Fiscal 2019

NVIDIA today reported revenue for the second quarter ended July 29, 2018, of $3.12 billion, up 40 percent from $2.23 billion a year earlier, and down 3 percent from $3.21 billion in the previous quarter.

GAAP earnings per diluted share for the quarter were $1.76, up 91 percent from $0.92 a year ago and down 11 percent from $1.98 in the previous quarter. Non-GAAP earnings per diluted share were $1.94, up 92 percent from $1.01 a year earlier and down 5 percent from $2.05 in the previous quarter.

"Growth across every platform - AI, Gaming, Professional Visualization, self-driving cars - drove another great quarter," said Jensen Huang, founder and CEO of NVIDIA. "Fueling our growth is the widening gap between demand for computing across every industry and the limits reached by traditional computing. Developers are jumping on the GPU-accelerated computing model that we pioneered for the boost they need.

NVIDIA Announces Financial Results for First Quarter Fiscal 2019

NVIDIA today reported record revenue for the first quarter ended April 29, 2018, of $3.21 billion, up 66 percent from $1.94 billion a year earlier, and up 10 percent from $2.91 billion in the previous quarter.

GAAP earnings per diluted share for the quarter were a record $1.98, up 151 percent from $0.79 a year ago and up 11 percent from $1.78 in the previous quarter. Non-GAAP earnings per diluted share were $2.05, also a record, up 141 percent from $0.85 a year earlier and up 19 percent from $1.72 in the previous quarter.

"We had a strong quarter with growth across every platform," said Jensen Huang, founder and chief executive officer of NVIDIA. "Our datacenter business achieved another record and gaming remained strong.

NVIDIA Adapting RTX Ray-tracing to Vulkan API

NVIDIA made big moves to bring a semblance of real-time ray-tracing to the masses, with the new RTX technology, as part of its efforts to replace rasterized rendering, which has dominated 3D graphics for the past three decades. Microsoft has come out with its own extension to DirectX 12, with the new DXR API. NVIDIA is now reportedly working with the Khronos Group to bring RTX to Vulkan.

A new Vulkan extension titled "VK_NV_raytracing" surfaced in tech-documents accessed by Phoronix, which is the company's contribution to a multi-vendor standard for ray-tracing, being developed by the Khronos Group. This extension could expose several NVIDIA RTX features and presets to Vulkan. It also has similar code-structures to DXR, to minimize duplication of effort, or skill-building. NVIDIA will detail its adaptation of RTX to Vulkan further at GTC.

NVIDIA Releases GeForce 397.31 WHQL Drivers

NVIDIA today releases GeForce 397.31 WHQL drivers. The drivers see NVIDIA discontinue regular support for 32-bit versions of Windows. It also sheds support for GPUs based on NVIDIA "Fermi" GPU architecture (GeForce 400 series and 500 series). The drivers also add first official support for NVIDIA RTX real-time ray-tracing technology. To use it, you'll need a GPU based on NVIDIA's next-generation "Volta" architecture (such as the $3,000 TITAN V), the latest major version of Windows 10, and Microsoft DXR developer package. The drivers also add support for Vulkan 1.1 API. Besides the above three, GeForce 397.31 WHQL is game-ready for "BattleTech" and "FrostPunk." Grab it from the link below.
DOWNLOAD: NVIDIA GeForce 397.31 WHQL

Microsoft Releases DirectX Raytracing - NVIDIA Volta-based RTX Adds Real-Time Capability

Microsoft today announced an extension to its DirectX 12 API with DirectX Raytracing, which provides components designed to make real-time ray-tracing easier to implement, and uses Compute Shaders under the hood, for wide graphics card compatibility. NVIDIA feels that their "Volta" graphics architecture, has enough computational power on tap, to make real-time ray-tracing available to the masses. The company has hence collaborated with Microsoft to develop the NVIDIA RTX technology, as an interoperative part of the DirectX Raytracing (DXR) API, along with a few turnkey effects, which will be made available through the company's next-generation GameWorks SDK program, under GameWorks Ray Tracing, as a ray-tracing denoiser module for the API.

Real-time ray-tracing has for long been regarded as a silver-bullet to get lifelike lighting, reflections, and shadows right. Ray-tracing is already big in the real-estate industry, for showcasing photorealistic interactive renderings of property under development, but has stayed away from gaming, that tends to be more intense, with larger scenes, more objects, and rapid camera movements. Movies with big production budgets use pre-rendered ray-tracing farms to render each frame. Movies have, hence, used ray-traced visual-effects for years now, since it's not interactive content, and its studios are willing to spend vast amounts of time and money to painstakingly render each frame using hundreds of rays per pixel.
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