The Way It’s Meant to be Played Analyst Day 2004 Mark Daly – VP, Content Development EverQuest®DOOM 3 II 2004 Sonyid SoftwareOnline Entertainment Ep ic

New content drives DEMAND for new technology

Virtual Skipper 3 Digital Jesters/Nadeo Fa r Cr y ©2004 NV IDIA Cor porati on. All rights res erved. ©2004 NV IDIA Cor porati on. All rights resUbiS erved. oft EverQuest®DOOM 3 II Unreal Tournament 2004 Sonyid SoftwareOnline Entertainment Ep ic

Virtual Skipper 3 Digital Jesters/Nadeo Fa r Cr y ©2004 NV IDIA Cor porati on. All rights res erved. ©2004 NV IDIA Cor porati on. All rights resUbiS erved. oft The Way It’s Meant To Be Played Titles

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©2004 NV IDIA Cor porati on. All rights res erved. Dual focus of TWIMTBP

Development Demand Generation

©2004 NV IDIA Cor porati on. All rights res erved. NVIDIA Content Team – A World Wide Organization

Over 50 graphics experts deployed world wide Backgrounds from SGI, Alias|Wavefront, Pixar, Sony and 15 separate game companies

©2004 NV IDIA Cor porati on. All rights res erved. NVSDK – Software Development Kit

©2004 NV IDIA Cor porati on. All rights res erved. FX Composer

Everquest content courtesy of Sony Online Entertainment Inc.

©2004 NV IDIA Cor porati on. All rights res erved. NVPerfHUD – Performance Analyzer

TotalTotal••DriverDriverFrameFrame numbernumber Instrumentation: Instrumentation: raterate ofof DrawDraw PrimitivesPrimitives Batches:Batches: •Number of triangles/frame ••Current•Current••NumberTimeTime spentspent of triangles/frame inin FrameFrame •••Value•Value••ElapsedElapsedTimeTime overover spentspent timetime timetime inin inin DriverDriver thethe sessionsession ••DriverDriver waitingwaiting forfor GPUGPU (Spin)(Spin) ••GPUGPU IdleIdle PerformancePerformance CounterCounter

CurrentCurrent MemoryMemory footprint:footprint: HistogramHistogram ofof DrawDraw PrimitivesPrimitives BatchesBatches ••AGPAGP ••VideoVideo MemoryMemory

Image courtesy of FutureMark Corp. ©2004 NV IDIA Cor porati on. All rights res erved. Tools – Extending External Applications

Real Time shader integration into: DCC Apps (Maya, Max, Soft Image XSI) CAD Apps (SolidWorks, CATIA)

©2004 NV IDIA Cor porati on. All rights res erved. Developer Education

Hands-on Tutorials (Kitchens) GDC Siggraph NIVDIA University Microsoft Meltdown Iron Developer (Tokyo) GPU BBQ (Seoul) CDCE (London) NVISION (Moscow) Workstation Kitchen (Munich)

©2004 NV IDIA Cor porati on. All rights res erved. GPU Gems

“This collection of articles is particularly impressive for its depth and breadth. The book includes product-oriented case studies, previously unpublished state-of- the-art research, comprehensive tutorials, and extensive code samples and demos throughout.” Eric Haines Author of Real-Time Rendering

“GPU Gems is a cool toolbox of advanced graphics techniques. Novice programmers and graphics gurus alike will find the gems practical, intriguing, and useful.” Tim Sweeney Lead programmer of Unreal at

©2004 NV IDIA Cor porati on. All rights res erved. developer.nvidia.com The for GPU Programming

©2004 NV IDIA Cor porati on. All rights res erved. Board Seeding

Developers get first look at NV40

GDC was the NV40 Developer Launch (100 boards seeded)

Key to CSR is development on NVIDIA hardware

©2004 NV IDIA Cor porati on. All rights res erved. “NV40 …..is spectacular” John Carmack of id in his keynote at GDC commenting on experience with NV40

©2004 NV IDIA Cor porati on. All rights res erved. Ubisoft – Far Cry Demo

©2004 NV IDIA Cor porati on. All rights res erved. Epic – Demo

©2004 NV IDIA Cor porati on. All rights res erved.