Develop 13-15July 2010

This is for all you game developers attending Develop2010 in Brighton, UK; taking place at the Hilton Brighton Metropole from 13th – 15th July. This year Intel experts will be speaking at the event, they will be giving talks on the following essential technical sessions. Conference Program for 2010 - Schedule At A Glance. We will have a dedicated web page Intel Software Network for all event updates, schedules including photos from the event and PPT session materials from Intel presenters. I look forward to seeing you there, either in-person or virtually online via posts & comments!

Technical sessions:
PC profiling made easy with IGPA by Leigh Davies: Tired of writing profiling code every time you work on a project while constantly battling with ever increasing data you need to track? Intel’s Graphics performance Analyzer can take the strain. And, It’s free!
IGPA 3.0 offers a range of features designed for realtime analysis of game code with minimum runtime overheads. IGPA offers 3 complementary profiling views including run time tracking of system wide performance metrics, a range of visualization and ‘what-if’ tools, visualization systems, a graphical frame analyzer, debugging tool and new for version 3.0 the ability to instrument your code for multithreading performance analysis. In this presentation we show you how IGPA, used as a profiling tool, can save you time and effort identifying performance bottlenecks on both cpu and gpu, leaving you to write the code that matters. We will also look at a few of the graphic debugging tools that can help track hard to find artifacts during a games Q&A phase saving valuable time without the need to specialist builds of the game.

Building Games for Netbooks by Dr Doug Binks: Do you keep missing the train with new mobile game platform opportunities? Millions of netbooks are waiting to run your game, and millions more are being added to the pool each year. In this session you'll learn how to optimize for CPU and GPU on x86 based netbooks to leverage the opportunity. We'll share tips and tricks for maximizing performance, battery life, connectivity, and development on this rapidly growing platform. You'll learn how to take advantage of self-publishing business opportunities offered by the major OEM providers, Dell, Samsung, Acer and Asus, and a lucky attendee will win a netbook they can use to get their game running for this exciting new game platform!

Vectors of Performance in Gaming by Steve McCalla: We’ve all heard that threading is the path to performance in gaming, but what about the other vector of performance, using SIMD?
What is SIMD and why should I care when I’m writing a game? Quite simply, SIMD stands for the ability to run an instruction stream on multiple inputs simultaneously. The hardware processes vectors of up to four elements with a single instruction, and soon the vector width will double to eight with the introduction of Intel ™ Advanced Vector Extensions.
This talk will briefly examine the history of SIMD support in Intel processors, starting with the Pentium which had no explicit vector support, Pentium with MMX which added support for integer vectors, all the way up to the current generation of Atom which supports SSE3, and Core i7 which has full support for SSE 4.2.
For more complete information about compiler optimizations, see our Optimization Notice.
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