I’m sure most of you have already heard a lot about Intel’s Haswell set of chipsets being publicly named the 4th Generation Core™ Processors with Intel® Iris™ and Intel® HD Graphics by now. So I’ll take a slightly different tack than the types of reviews, blogs, or coverage I’m sure most of you have all already been exposed to. I’ll talk about some actual first hand experiences that have transformed my gaming habits that typically don’t get into the spotlight.
The world’s largest game developer conference is officially over, and what a week it was! From perceptual computing to game engines to HTML5, there was a lot going on. Let’s take a look at some of the Intel®-related highlights from this busy week in San Francisco.
Intel Perceptual Computing Developer Day
Lots of great developments for game developers at the Game Developers Conference, including a wide range of brand new developer tools unveiled from Intel. This week at GDC, Intel showcased two new DirectX extensions that will give developers access to the fourth generation core code-named Haswell’s inner workings, work with HandBrake, a new version of the Perceptual Computing SDK, and a couple of new contests for developers.
Two new extensions
Adaptive Volumetric Shadow Maps use a new technique that allows a developer to generate real-time adaptively sampled shadow representations for transmittance through volumetric media. This new data structure and technique allows for generation of dynamic, self-shadowed volumetric media in realtime rendering engines using today’s DirectX 11 hardware.
This is an update to the Software Occlusion Culling sample. This update consists of new features and optimizations which have reduced the total cull time and the total frame time by a factor of 4X and 2X respectively. Below is a screen shot of the updated sample.
Here is a list of the new features / updates that are included in this version of the sample: