Sandy Bridge Samples Suite


Sandy Bridge Code Samples and Articles

Find content to speed up your game development on 2nd Gen Intel® Core Processor family (codenamed Sandy Bridge).

SNB_DevGuide_xsmall.jpgIntel® Integrated Graphics Performance Developer's Guide for Intel® HD Graphics on the Sandy Bridge microarchitecture is a document that provides development hints and tips to ensure that your customers will have a great experience playing your games and running other interactive 3D graphics applications on Intel Processor Graphics. This document details software development practices using the latest generation of Intel processor graphics, Intel® HD Graphics, as well as two previous generations of the Intel® Graphics Media Accelerator with a focus on performance analysis using Microsoft DirectX*.
ShadowExplorer_xsmall.jpgShadow Explorer Shadow Explorer is a sample application, with source code, that allows developers to work with several shadowing techniques, examine the performance versus quality tradeoffs of each one, and discover which is best suited for their game. In this first version of Shadow Explorer, we include four algorithms for evaluation: simple shadow maps, percentage closer shadow maps, variance shadow maps and exponential variance shadow maps.
cloth_xsmall.jpgAVX Cloth is a tech sample that demonstrates use of 8 wide floating point SIMD processing with 256 bit AVX. The sample has many active cloth pieces simulating as it showcases a SOA implementation of an iterative position projection (distance constraint based) solver.
OnloadedShadows_xsmall.jpgOnloaded Shadows is a technique by which shadow maps can be calculated asynchronously on the CPU. By using cascades, the shadow map for objects near the camera are calculated every frame on the GPU, but the shadow maps for objects in the second cascade and beyond are calculated less often on the CPU. This allows for better work balancing across the CPU and GPU.
GPUDetect_xsmall.jpgGPU Detect is a short sample demonstrates a way to detect the primary graphics hardware present in a system, and to initialize a game’s default fidelity presets based on the found graphics device using a simple API. The code and accompanying data is meant to be used as a guideline, and should be adapted to the game’s specific needs.
SampleTweaker_xsmall.jpgSample Tweakeris a paper that shows how we successfully optimized an existing graphics demo, named Ocean Fog, for our latest processors with Intel® Integrated Graphics. We achieved a 4x boost in performance (40 FPS to 160 FPS) with very little to no fidelity loss by applying techniques such as reducing texture sizes and lowering precision. These optimization techniques are not revolutionary by any means, but knowing when to apply them can be a bit more involved. To help us identify where we might be able to optimize, we used Intel’s graphics profiler, called Intel® Graphics Performance Analyzers or Intel® GPA for short.

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For more complete information about compiler optimizations, see our Optimization Notice.