Intel Software TV
Intel Game Performance Work Shop - Lab 3 - Profile and Tune Parallel Code Part 4
Intel game performance experts presented an interactive day long session about optimizing a threaded PC game. During the session they used the latest Intel performance tools, including the popular Intel Graphics Performance Analyzer. Follow along
Expand Description Collapse DescriptionIntel game performance experts presented an interactive day long session about optimizing a threaded PC game. During the session they used the
latest Intel performance tools, including the popular Intel Graphics Performance Analyzer. Follow along in this video series to learn what attendees at GDC 2010 learned in the session! By the end of the series you'll have all the knowledge you need to optimize your own game.
You can download the course materiel for this session at www.intel.com/software/gdc
Presenters
Paul Lindberg, Senior Software Engineer, paul.lindberg@intel.com
Paul works on game performance, to help game companies ship kick-ass computer games. He has been designing
and writing software since 1986, and has been a speaker at several past GDCs and other industry events.
Brad Werth, Senior Software Engineer, bradley.j.werth@intel.com
Brad's focus is on developing and optimizing game features that take maximum advantage of the PC platform.
Brad has spoken at GDC and Austin GDC about effective methods for threading game architectures.
Orion Granatir, Senior Software Engineer, orion.r.granatir@intel.com
Orion Granatir is a senior engineer with Intel’s Visual Computing Software Division. Prior to joining Intel in 2007,
Orion worked on several PlayStation 3 titles as a senior programmer with Insomniac Games. His most recent pub-
lished titles are Resistance: Fall of Man, and Ratchet and Clank Future: Tools of Destruction.
| Date | Series | Author |
|---|---|---|
| August 25, 2011 |
Efficient Scaling in a Task Based Game Engine
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| August 25, 2011 |
Cowboy Hat Demo
|
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| August 24, 2011 | GDCE 2010: |
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