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Performance, Methods, and Practices of DirectX* 11 Multithreaded Rendering

Rendering is usually the main performance bottleneck of PC games on the CPU; multithreaded rendering is an effective way to eliminate the bottleneck...

Game Dev Tech Generic

SPIR-V to ISPC: Convert GPU Compute to the CPU

To help address this opportunity while also utilizing the single instruction, multiple data (SIMD) vector units built into modern CPU cores, we have...

C#JobSystem unity

Code Sample: New Unity* Entity Component, C# Job System, and Burst Compiler

Published on June 1, 2018

The new C# job system and entity component system from Unity* don’t just allow you to easily leverage previously unused CPU resources, they will also...

woman in a virtual environment

How to Build a Custom Audio Editor with Unreal Engine* for Sound Spatialization in VR

Published on June 1, 2018

Unreal Engine* from Epic Games has a powerful virtual reality (VR) editor option, but something they did not include is the ability to edit and place...

starship in space

Get Started with the Unity* Entity Component System (ECS), C# Job System, and Burst Compiler

Published on May 31, 2018

The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also...

woman in a virtual environment

Code Sample: Custom Audio Editor Tool with Unreal Engine* for Sound Spatialization in VR

Published on May 30, 2018

This Code Sample show you step-by-step on building a useful tool for VR devs using Unreal Engine that leverages the power of intel CPU’s. Unreal...

Optimizing VR Hit Game Space Pirate Trainer* to Perform on Intel® Integrated Graphics

By Cristiano Ferreira (@cristianohh), Dirk Van Welden (@quarkcannon), and Seth...

Merging Masked Occlusion Culling Hierarchical Buffers for Faster Rendering

The article and code sample are an addition to the preceding work by Andersson et al. that addresses many of these problem cases by splitting a scene...

Grayscale in game output

Code Sample: Merging Masked Occlusion Culling Hierarchical Buffers

Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering...

Spearhead Games*: From Leaving AAA to Making a Time-Traveling Columbo

Published on May 24, 2018

Like a lot of the indie studios that have cropped up over the last few years, Spearhead Games*' founders, Atul Mehra and Malik Boukhira, were...

Why Survival Sim Frostpunk* is Eerily Relevant

Published on May 21, 2018

The idea for Frostpunk actually predates This War of Mine's development. Originally, 11 Bit Studios made a prototype for a city simulation game...

CardLife*'s Liberating World is a Game Inside a Cardboard Creation Tool

Published on May 17, 2018

With Robocraft*, its game of battling robots, Freejam* made its love for user-generated content known. With its latest game, the studio is going back...

Downpour Interactive* Is Bringing Military Sims to VR with Onward*

Published on May 16, 2018

While there's no dearth of VR (virtual reality) shooters out there, military simulation games enthusiasts searching for a VR version of Arma* or...

Dauntless*: Making a Different Kind of Monster Hunting Game

Published on May 11, 2018

A compelling multiplayer game is a great way of bringing those large communities together. That's how the idea for Dauntless, and its free-to-play...

CPU Capability Detect using Unreal Engine* 4.19

To take advantage of the additional computing power on high-end CPUs, Intel has developed a plugin that gives detailed CPU metrics and SynthBenchmark...

Stellaris 2.0*: Rebuilding the Galaxy

Published on May 9, 2018

The Imminent 2.0* update is one of the most ambitious the studio has worked on, and one that the team has been developing on the side as far back as...

Unreal Engine* 4/Intel® VTune™ Amplifier Usage Guide

In Unreal Engine* 4.19, Intel® software engineers worked with Unreal* to add support for Intel VTune Amplifier instrumentation and tracing technology...

Cute Cats and Spaceships: How Stardrop's Creator Conquered Burnout

Published on May 2, 2018

Stardrop is a first-person sci-fi adventure game that follows Aryn Vance, a salvage and rescue operator who strips down abandoned spaceships for...

Icons: Combat Arena* Aims to Usher in a New Era of Platform Fighters

Published on May 2, 2018

Gathering community feedback so early in the development process has always been a part of the developers' plans. Those responses help them identify...

Challenges and Tradeoffs on the Road to AR

Anyone involved in virtual reality over the course of the past few years, whether as a developer of VR, as a user of VR, or simply tracking the...

Explore Unity Technologies ML-Agents* Exclusively on Intel® Architecture

This article demonstrates how to: perform a TensorFlow* CMake build, train and run the ML-Agents on Windows*, and create a simple Amazon Web Services...

code sample

Code Sample: An Approach to Parallel Processing with Unreal Engine*

Published on April 26, 2018

In this example, a flock was defined as a school of fish. For each member, the algorithm needs to worry about cohesion, alignment and separation....

game development

Architecture Agnostic Spin-Wait Loops

To fully utilize the power of today's multicore processors, game developers are using more advanced tasking systems which distribute the work across...

game development

Code Sample: Parallel Techniques in Modeling Particle Systems Using Vulkan* API

Published on April 23, 2018

This code sample and accompanying article (see References below) discuss and compare aspects of the implementation of a particle system using CPU and...

An-Approach-to-Parallel-Processing-with-Unity

Code Sample: An Approach to Parallel Processing with Unity*

Published on April 10, 2018

This code and accompanying article (see References below) cover development of a flocking algorithm, which is then demonstrated as schools of fish...

Star Trek spaceship Aegis in space

Star Trek*: Bridge Crew and VR's New Frontiers

Published on April 9, 2018By EddieC

Star Trek: Bridge Crew is a successful VR game because it adheres to known best practices for a great VR experience, as captured in the Intel VR...

Evasion From Archiact at GDC 2018

Last updated: April 6, 2018

Ian Bragg discusses the new VT title Evasion with Chris Ansell from Archiact! Evasion is an intense sci-fi shooter that will raise the bar for environmental destruction and explosive real-time FX in VR. Taking full advantage of the Intel® Core™ i7 processor, Evasion is poised to deliver stunning cinematic visuals and genre-defining gameplay.

parallel particle processing

Code Sample: Parallel Processing with Direct3D* 12

Published on April 4, 2018

The idea behind this project was to provide a demonstration of parallel processing in gaming with Direct3D 12. It expands upon the results from the...

Final Star Dynasties splash art

Digital Painting: A Fast-Paced Process

In concept art, the shorter the time between an abstract idea and a concrete visual, the better. This applies to any industry where concept art is...

New Features in Intel® Graphics Performance Analyzers

Last updated: April 4, 2018Video length: 2 min

Ian Bragg and Seth Schneider talk about some of the new features you can find in the latest release of Intel® Graphics Performance Analyzers (Intel® GPA).

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