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Nvidia CEO Jensen Huang named one of Time's most influential people

 2 years ago
source link: https://venturebeat.com/2021/09/15/nvidia-ceo-jensen-huang-named-one-of-times-most-influential-people/
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Nvidia CEO Jensen Huang named one of Time’s most influential people

Jensen Huang is getting the Robert N. Noyce Award.
Jensen Huang is getting the Robert N. Noyce Award.
Image Credit: Nvidia
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Nvidia CEO Jensen Huang has built Nvidia into the most valuable chip company in the U.S. It’s a pioneer in both graphics and artificial intelligence technology. And now the awards are catching up with him, as he was named one of Time magazine’s top 100 most influential people.

On November 18, he will also receive the chip industry’s highest honor, the Robert N. Noyce Award. These recognitions for Huang — as well as others who made Time’s list (Tesla founder Elon Musk and Apple CEO Tim Cook) — show how important the technologies that his company has built have become to the world.

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“Artificial intelligence is transforming our world,” wrote computer scientist Andrew Ng in the story on Huang. “The software that enables computers to do things that once required human perception and judgment depends largely on hardware made possible by Jensen Huang.”

Nvidia CEO Jensen Huang is one of Time's 100 most influential people for 2021.

Above: Nvidia CEO Jensen Huang is one of Time’s 100 most influential people for 2021.

Image Credit: Time

Huang founded Nvidia in 1993 and has served as CEO since its inception. (Huang showed me a demo of the company’s graphics chip and its “Windows accelerator” application. That was when I was at the San Jose Mercury News in 1995, and it was Huang’s first interview with the press).

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The rapid innovations in 3D hardware for gaming were a big part of why it became the world’s largest entertainment industry. More recently, Nvidia tapped the parallel processing it used for its graphics processing units (GPUs) to do non-graphics compute tasks. That turned into a huge application in AI, where Nvidia’s chips are becoming the brains of computers, robots, and self-driving cars.

In the over 25 years since the company’s first chip, scene complexity in computer graphics has increased around 500 million times, Huang said. Moore’s Law, which predicts chip performance will double every couple of years, would have increased only 100,000 times in the same period if unaided by better chip design.

That relentless innovation has paid off. Nvidia is now worth $555 billion on the stock market and employs 20,000 people. Much of that growth came as Nvidia saw huge success in AI.

“Huang’s gamble paid off largely because he is among the world’s most technically savvy CEOs,” wrote Ng. “He’s also a compassionate steward of his employees and a generous supporter of education in science and technology. With still emerging AI technologies creating an insatiable hunger for more computation, Huang’s team is well-positioned to keep driving technological advances for decades to come.”

On to the metaverse

Jensen Huang is CEO of Nvidia. He gave a virtual keynote at the recent GTC event.

Above: Jensen Huang is CEO of Nvidia. He gave a virtual keynote at the recent GTC event.

Image Credit: Nvidia

Huang is also a fan of the intersection between science fiction and technology and has recently been talking more about the metaverse, the universe of virtual worlds that are all interconnected, like in novels such as Snow Crash and Ready Player One.

Huang is a recipient of the IEEE Founder’s Medal; the Dr. Morris Chang Exemplary Leadership Award; and honorary doctorate degrees from Taiwan’s National Chiao Tung University, National Taiwan University, and Oregon State University. In 2019, Harvard Business Review ranked him No. 1 on its list of the world’s 100 best-performing CEOs over the lifetime of their tenure. In 2017, he was named Fortune‘s Businessperson of the Year.

Prior to founding Nvidia, Huang worked at LSI Logic and Advanced Micro Devices. He holds a BSEE degree from Oregon State University and an MSEE degree from Stanford University.

Jensen Huang in his early years as an engineer.

Above: Jensen Huang in his early years as an engineer.

Image Credit: Nvidia/CIE

He also recently received a distinguished lifetime achievement award by the Asian American Engineer of the Year from the Chinese Institute of Engineers (CIE) group. Huang pointed out he was “destined to be an engineer,” as his father was an engineer in Taiwan. His brothers were engineers, and his wife, Lori, whom he met as a sophomore at Oregon State University, is also an engineer.

In his acceptance speech for the CIE award, Huang made a rare comment beyond Nvidia’s business matters, noting the scourge of recent anti-Asian violence: “Racism is one flywheel we must stop.”

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How to scale your indie: The Bit Fry game studio growth story

Katie Cole, PerforceAugust 23, 2021 06:20 AM
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Presented by Perforce


Founded in 2013, Bit Fry’s mission was to deliver a high-quality arcade experience straight to your smartphone. They wanted to bring back the look and feel of time-tested favorites like Blades of Steel, NBA Jam, NFL Blitz, and more.

Over the next six years, Bit Fry evolved into a gaming franchise. After their hit game Ultimate Rivals: The Rink launched in 2019 on Apple Arcade service, they embarked on their follow up game, Ultimate Rivals: The Court, which recently launched July 2021.

With teams constructing over 137 characters and counting, Bit Fry needed a way to scale their development pipeline on a tight timeline. On their journey, there were able to increase velocity, secure everything, and unify their teams as they transitioned to an on-premises solution.

Conquer challenges to accelerate and scale

When Bit Fry started working on their next game, teams were struggling to get the files and feedback they needed. Sync times were long. Builds took forever. The team was desperate for a solution. Initially, they looked at moving to Git.

But Git couldn’t handle their large files and binary assets. It also lacked integrated workflows to support animators, designers, and artists. Instead of moving to Git, Bit Fry needed to optimize their environment and scale.

Chris Kuffert, engineering director at Bit Fry explains, “I’m very glad we didn’t switch to Git at the end of it. The biggest reason was I don’t know how effectively it could handle locking of files.”

File locking, exclusive checkouts, and support for creatives were critical to iterate and test more. Without these features, they could easily overwrite files and binaries, which could lead to a time-consuming mess.

To resolve these issues, Bit Fry required a tool that could support how they work and meet the performance demands required for a growing studio. With quicker access, they could test more, and produce a better game.

Moving to on-premises was the first step. Then they could build out their pipelines. Perforce Helix Core version control provided the features teams needed. And by moving to their own servers, they could optimize for performance, dramatically shortening build times.

“We’re now at a point where we not only have five consistent builds running, but also the opportunity for all our engineers to run a subset of builds on shelved code. That has increased our velocity immensely,” according to Kuffert.

Sync times went from three hours to 10 minutes. Developers could check in code and artists could upload their assets without delay. Keeping teams moving increased innovation, without pushing their release date.

Because all of Bit Fry’s digital assets were stored and in one central depot, they could also enhance team collaboration.

Cross-team collaboration

Before, Bit Fry’s teams were collaborating, but not inside their tools. Builds required artists to contribute, but it would take up all the available bandwidth, slowing everyone else down. To avoid this, designers rarely pushed changes. This would impact developers, causing delays. Assets and code were left sitting outside of the server.

Setting up their architecture on-premises, Bit Fry removed barriers for their teams. Coders and creatives could push changes and files frequently. Bit Fry immediately noticed a change. Their depot grew exponentially, bumping up to 3 TB.

As people connected remotely, they were still able to get what they needed, fast. Teams could grab assets from other areas to repurpose. Central storage eliminated searching through emails and hard drives, promoting asset reuse and increasingly velocity.

Mark Strelow, director of animation, noticed his teams were able to easily get what they needed. “Our art directory contains all our animation assets. If someone’s working on a Maya file, they’ll do it straight in Perforce. And it’s ready for anyone else to grab.”

His animation team experienced improvements as well. Versioning was simple and faster. SJ Belen, animator at Bit Fry explains, “I don’t need to know how all this stuff works. It’s super simple. I can check out a file, get the latest files, and check them back in.”

Securely version everything

Security is a critical issue for game development companies, especially as they grow. Bit Fry recognized the need to balance access and security. They set up their environment to protect down to the individual file level. With Bit Fry’s source code and secrets safe, outsourced contributors could get access to only what they needed.

Keeping assets secure means protecting and efficiently storing all subsequent versions. Teams need to look back in time to know when, where, and how something evolved. Maintaining chain of custody over digital assets ensured the final game quality was high.

According to Art Director Sean O’Toole, “Perforce keeps things organized and retains our entire history.” This is a huge win for development teams and designers alike.

For Belen, “The iterative submission style allowed you to go back in and find an old version in the depot that someone worked on before, even if the current one maybe doesn’t work.” No matter the file, being able to secure and locate kept Bit Fry moving.

Support when and where you need it

When Bit Fry needed to migrate, they were in the middle of a release. “Our contract was expiring with our hosted solution, so we had to switch by the end of the month. But we also had to submit a delivery by the end of that month, and nothing was going to budge,” said technical director Alexander Brooks.

Perforce team members were vital to ensuring teams had no downtime as they moved to an on-premises solution. The shift happened mid-work week, with absolutely no disruption.

All assets were migrated with no data loss, no loss of logs, and no delays to development. Brooks gave his seal of approval, “There cannot be an hour of downtime and there wasn’t. We were good to go.”

How to build your dream team

This is only the start for Bit Fry. As they grew, they discovered, “If you spend the time and effort learning how to do it or set it up yourself, you’re setting your company up for more success and more flexibility,” said Brooks.

Want to see Bit Fry in action? Check out Ultimate Rivals: The Court. If you want to learn more about how Bit Fry made it work, join our webinar.

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Katie Cole is Game Dev Evangelist at Perforce.


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