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"NVIDIA has been a great partner for Activision from both a technical and marketing perspective. The compatibility and reliability of NVIDIA hardware has enabled us to consistently push the envelope with award winning titles such as Call of Duty. The arrival of the new GeForce 6800 series will further open the door for any game developer looking to push the limits of their imaginations."

Dusty Welch, Vice President, Global Brand Management, Activision

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“The GeForce 6800 series delivers screaming performance on demanding games like Unreal Tournament 2004 from start to finish. NVIDIA’s newest powerhouse technology is a perfect match for any gamer who demands non-stop action and blazing fast frame-rates.”

David T. Brown, Producer for Unreal Tournament 2004, Atari

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“We expect the NVIDIA GeForce 6 architecture to become an integral part of our visual effects arsenal. Not only is it extremely fast, it allows us to take our games to the next generation of cinematic realism. The advanced shader capabilities alone opens up a whole new realm of possibilities for us.”

Steven Lux, Vice President of US Marketing, Codemasters

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"With the GeForce 6800 series, NVIDIA brings long-awaited true high dynamic range imaging to gaming. The ability to perform blending and filtering on floating-point formats (combined with enormous processing power!) really makes for a wonderful feature that we're definitely looking forward to fully exploit in our Serious Engine™."

Dean Sekulic, Programmer, Croteam

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"We have been eagerly awaiting this newest generation of graphics technology because it allows us to do things we could never do before. The GeForce 6800 series is a flexible platform that allows us to fully exploit DirectX 9.0 shader technology. We were able to achieve a very beautiful, polished game with Far Cry, but now we have the ability to push technologies like high-dynamic range, floating point blending and dynamic branching to render pixels at double the speed, and that's a particularly exciting prospect as we begin to focus on the advancement of the CryEngine for new big games!"

Cevat Yerli, CEO and President, Crytek.

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“The newest generation of NVIDIA GPUs will more than satisfy a gamer's hunger for intense, fast-paced action. For cutting-edge games like Painkiller, where fast, reliable performance is essential, NVIDIA has delivered the goods.”

Brian Gladman, Product Marketing Manager, Dreamcatcher

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"The Grafan game engine's use of high dynamic range lighting, multiple real-time shadows, and multipass rendering techniques requires a high performance graphics card. We're currently working with the GeForce 6800 Ultra GPU and using pixel shader 3.0; all we can say is 'wow'."

Herb Marselas, Co-founder and Chief Executive Officer, Emogence, LLC

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“The latest advancements in graphics hardware have made it possible for us to create a tactical military-style simulation game with believable environments. The sheer performance power of the GeForce 6800 series will allow gamers to make the detailed 3D environments of Soldner work for them, as they seamlessly move through complex and highly-detailed maps to achieve their missions.”

Greg Bauman, Senior Marketing Manager, Encore Software

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“The GeForce 6800 series is a great leap forward in PC graphics, bringing next-generation DirectX 9.0 rendering performance to new heights while continuing forward with the high-definition floating-point rendering, driver performance and stability NVIDIA is famous for. As the first GPU supporting the new pixel shader 3.0 programming model, the GeForce 6800 series enables games to use entirely new rendering approaches and obtain higher performance per-pixel lighting, shadowing, and special effects than was ever possible before.”

Tim Sweeney, Founder and President, Epic Games

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“With 16 pixel pipelines and comprehensive support of Shader Model 3.0, the GeForce 6800 offers a wide spectrum of new features at the highest level of performance. We're looking forward to combining two new capabilities—vertex texture sampling and stream frequency dividing—to pack our mesh data, thus minimizing our video memory usage. Furthermore, OpenEXR support in texture filtering and pixel blending will finally allow us to efficiently implement high dynamic range rendering, while also allowing our artists to fully express themselves in this extended domain.”

Janos Boudet, Senior Engine Programmer, Eugensystems

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"We are really impressed by NVIDIA's GeForce 6800 series. Eutechnyx current technology, as seen in the forthcoming SRS Street Racing Syndicate for Namco, has made High Dynamic Range Rendering a realistic proposition. Developer tools, such as FX Composer, will no doubt prove to be invaluable to us with their full support for the most advanced shading features of Microsoft DirectX 9.0, such as vertex shader 3.0/pixel shader 3.0. Being at the forefront of technology, NVIDIA is an ideal partner."

Brian Jobling, CEO, Eutechnyx

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“The GeForce 6800 series is actually where dreams become reality. We’ve been waiting for a hardware platform to arrive that supports pixel and vertex 3.0 shaders so we can take the Torque Shader Engine to its fullest potential and showcase technology that we’ve only imagined before.”

Jay Moore, Evangelist, Garage Games

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"From the game developer's point of view, we've always struggled to try to tell our stories and create our characters within the limitations of hardware. We're excited by the promise of the GeForce 6800 series of graphics hardware as it will allow us to make our worlds more believable. When we worked on Halo, we were one of the first DirectX 9.0 games to take advantage of the latest generation graphics cards, and it was pretty interesting to start actually programming pixel shaders on the PC. With this new generation we're really getting things down and not only are we faster and better, but we're now perfecting and mastering the technology."

Randy Pitchford, President and CEO, Gearbox

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“The vertex stream instancing enabled by the GeForce 6800 series is a killer feature that allows our SpeedTree technology to drive forests of unprecedented depth and density. Coupled with raw performance, we fully expect our customers’ games to boast far richer and more immersive environments.”

Chris King, President, IDV, Inc.

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"The GeForce 6800 series is proof of NVIDIA's commitment to providing developers with the tools and hardware we need to hone our craft. Intensity is a hallmark of the Call of Duty franchise, and having a hardware platform that allows us to take the immersion to the next level, with cinematic quality visuals at amazing framerates, is extremely exciting."

Vince Zampella, Chief Creative Officer, Infinity Ward

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"These new GeForce 6800's are scary fast; it runs Thief: Deadly Shadows at 1600x1200 with AA and all the detail settings cranked all the way up faster than anything we have tested on. I can't wait to get these in our development boxes as we are starting work on our next rendering technology. Having FP16 buffers fully supported as a texture format is awesome and 3.0 shader support gives us the ideal platform to develop on today for our next titles. Actually I can't wait to get one in my computer!"

Tim Little, Director of Technology, Ion Storm, LP

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"NVIDIA's tremendous expertise in high-performance 3D graphics continues to be a competitive advantage to us as the online world of Second Life grows. As NVIDIA advances their technology and increases the flexibility of their programmable GPUs, it increases our ability to offer Second Life's residents the features they need to create their dreams."

Cory Onrejka, Vice President of Product Development, Linden Lab

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"What most excites me about the GeForce 6 architecture is the Vertex Stream Frequency Divider and Pixel Shader 3.0 support. The combination will give us the ability to create richer game environments and complex special effects. At last we will be able to do realistic gas and fluid simulations in real-time!"

Tim Ramsay, Senior Graphics Programmer, LucasArts

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“The ability to create complex, movie-quality effects in a real-time game environment has been an appealing proposition, but there has never been a consumer hardware platform out there to support it until now. NVIDIA’s GeForce 6 architecture changes the playing field and sets new standards for image clarity and quality through floating point capabilities in shading, filtering, texturing, and blending.”

Kevin Stephens, Director of Technology, Monolith

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“In the old days of game development, you used to have to work around graphics cards; today, the graphics cards work for you. With today’s shader technology we have the ability to give Lineage II and City of Heroes a realistic, polished touch without having to sacrifice performance. NVIDIA understands the game developers quest to push the limits and consistently delivers the caliber of hardware that allows us to meet our goals.”

Brian Clayton, Producer, NCSoft

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“It’s clear that NVIDIA has done it again with the GeForce 6800 series. Not only is it wicked fast for Joint Operations: Typhoon Rising, but it provides us with a forward-looking platform for creating next-generation games today. The ability to create and deploy pixel and vertex 3.0 shaders will allow us to reach new levels of realism that weren’t possible before.”

Mark Davis, Chief Scientist, Novalogic

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"We have been absolutely blown away by NVIDIA's GeForce 6800 and its amazing set of features. From unparalleled support for the OpenGL Shading Language to full-fledged 64-bit floating point color texturing and blending, they're all there opening the door to unprecedented levels of quality and performance. A highly demanding game like Dark and Light is sure to take advantage of every one of them. Thanks NVIDIA for putting so much power in our hands!"

Laurent Paret, Vice President of Business Development and Co-Founder, NP Cube

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"I think that NVIDIA's GeForce 6800 is a brilliant card. Because it implements Microsoft DirectX 9.0 features at full speed and quality, it is going to dramatically increase overall performance of today's DirectX 9.0 games, including Painkiller. In particular, it has enough power headroom to do many full scene post-processing effects at very high resolutions with extremely high quality thanks to 64-bit floating point color texture filtering and blending, and shading in 32-bit floating point precision. I am also very happy with the introduction of vertex stream frequency – a wonderful tool that improves batching and allows us to unleash the GeForce 6800's astonishing vertex and pixel throughput."

Klaudiusz Zych, Technology Programmer, People Can Fly

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“I can’t wait to get my hands on some GeForce 6800 hardware with its full support for floating point textures and pixel and vertex shader branching!”

Greg Hjelstrom, Lead 3D Engineer, Petroglyph

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“We’ve been flabbergasted by GeForce 6800’s sheer power delivered by 16 pixel pipelines at incredible speed. Its unsurpassed fill rate and shader performance is of tremendous value to all game developers. In particular, its ability to render z-only pixels twice as fast is essential to engines like ours that run a pure z-pass before rendering any textured objects. It is also packed with breakthrough features: The Shader Model 3.0, especially vertex shader 3.0 with its free branching and ability to lookup textures, will undoubtedly help creating more flexible and efficient effects.”

Kurt Pelzer, Senior Software Engineer, Piranha Bytes

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“Just by running the samples from the Nvidia Developer SDK 7.0 on an GeForce 6800 Ultra, it's easy to see the immense power and graphical possibilities of this next-generation-today graphics card. With pixel shader 3.0, Pitbull Syndicate will be able to render the most incredible, ultra-realistic, graphics possible on a PC today. Utilizing high-dynamic range, floating point blending and filtering, and per-pixel two-sided lighting, amongst other things, we'll be putting our games two steps ahead of our competitors.”

Bob Troughton, PC Rendering Lead, Pitbull Syndicate

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"NVIDIA have stepped it up a few more gears with the GeForce 6 series. Vertex and pixel shader 3.0, with dynamic branching is exactly what developers have been longing for since the inception of shaders on the PC. This combined with the fully orthogonal FP16 feature set, will make next generation PC graphics engines something to behold."

Mark Robinson, Senior PC Programmer, Rockstar San Diego

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“We’ve made a serious commitment to NVIDIA, and they to us, as the graphics platform of choice for EverQuest II. Our 3D artists and technologists rely on the feature set and programmability of NVIDIA GPUs to keep our online world running smoothly and looking spectacular. The introduction of the GeForce 6800 series presents a particularly exciting proposition for us, as it unlocks a ton of new features that our artists have been asking for. With this new technology, the beautiful worlds of EverQuest II will be a level beyond every other massively multiplayer game available.”

John Smedley, President, Sony Online Entertainment

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“Due to the fact that the Nividia GeForce 6800 Ultra runs our latest tech flawlessy right out of the box, we are absolutely delighted with both the level of performance and the rock-solid drivers, ensuring developers, publishers, and most importantly customers, benefit to the max without any hassle whatsoever. The staggering range of new features, allied with the incredible perfomance levels, means that we can really look to push the boundaries on our future titles. It's difficult to believe that PC performance is going to get any better than this in the immediate future, it really is a stunning piece of kit.”

Martyn Brown, Creative Director, Team17 Software Limited

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“With the GeForce 6800 NVIDIA is raising the bar by delivering tons of stunning and highly useful features. Totally orthogonal support for 64-bit floating point color across the entire pipeline – including texture filtering and frame buffer blending - makes GeForce 6800 the perfect graphics hardware for high dynamic range rendering which is at the basis of our next-generation game engine. We’re also delighted to see that static branching in pixel shaders comes nearly for free: Not only does it drastically simplify writing shaders for increasingly sophisticated dynamic lighting, but it also allows for more efficient batching which directly translates into better overall performance. At last, you can also be sure that we'll put to good use vertex shader model 3.0 and its texture lookup support to cook up some very cool effects!”

Jakub Klarowicz, Senior Engine Programmer, Techland

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"NVIDIA's GeForce 6800 series is the most powerful graphics hardware I've ever seen. Its performance and capabilities will help us reach new levels of image quality. With its highly parallel architecture processing pixels at full 32-bit floating point precision, we'll be able to push material composition and multiple rendering target effects for the first time without worrying about artifacts. Furthermore, longer shaders will give more freedom to our graphic designers, and texture sampling within the vertex shaders will usher in a host of new GPU-accelerated effects including flocking, soft body physics, particle systems and other advanced animation."

Julien Merceron, Chief Technology Officer, Ubisoft

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“We have a very clear goal for the Xubl game engine—render 80,000 polygons per frame without a hitch in performance. With NVIDIA’s GeForce 6800 series, not only are we able to do just that, but we’re also able to push out unique and stylized effects on a high-performance hardware platform that supports advanced rendering techniques like normal mapping, high dynamic range lighting and complex 3.0 shaders. The flexibility and performance of the GeForce 6800 series will allow us to bring the intensely life-like 3D scenes of Hollow to life and deliver a breakthrough gaming experience that is unlike anything else out there.”

Bostjan Troha, CEO, Zootfly

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“The feature set of the GeForce 6800 series is truly astounding. Just when I thought graphics hardware couldn't possibly evolve at a faster pace, NVIDIA once again exceeds my wildest expectations by delivering a GPU with a design that is remarkably ahead of its time.”

Eric Lengyel, Author, Mathematics of 3D Programming and The OpenGL Extensions Guide

 



 
 
 
 
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