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CPU Performance Optimization & Differentiation for VR Applications Using Unreal Engine* 4

Published on December 1, 2017

This paper covers the CPU performance analysis and debugging instructions, thread structure, optimization methods, and tools on UE4. It also covers how to make full use of idle computing resources of the CPU core to enhance performance of VR content, and provide corresponding performance of audio...

Hardware-Accelerated Video Decode in Unity*

This tutorial teachs you how to merge the hardware decode path within Unity* software. The main components within this solution are the creation of an external video texture mapped to Unity software, the creation of the media player, and the calls exposed to Unity software.

Character Animation: Skeletons and Inverse Kinematics

Published on November 21, 2017

This paper introduces some basic and intermediate principles for using skeletons with both Inverse Kinematics and a top-down rotation system to move animated characters called Forward Kinematics. Along the way, it may answer some of your burning questions. When you’re done reading, hopefully you’ll...

An Introduction to Neural Networks With an Application to Games

Published on November 19, 2017

Speech recognition, handwriting recognition, face recognition: just a few of the many tasks that we as humans are able to quickly solve but which present an ever increasing challenge to computer programs. The biological structure of the human brain forms a massive parallel network of simple...

Boss Key’s Lawbreakers: The Return of Cliff Bleszinski

Published on November 18, 2017

building a company from scratch, convincing a team to uproot lives and families and move from around the country to Raleigh, NC, and designing a new game in a crowded marketplace, was all in the gaming public's overbearing interest.

Portland Virtual Reality Meetup October 23, 2017

Last updated: November 16, 2017Video length: 18 min

Brent Insko, Intel Lead Software Architect in Virtual Reality Center of Excellence, presented talk on OpenXR* and the future of AR/VR/MR gaming.

Highlights of Portland Virtual Reality Meetup October 23, 2017

Last updated: November 16, 2017Video length: 1 min

Brent Insko, Intel Lead Software Architect in Virtual Reality Center of Excellence, presented talk on OpenXR* and the future of AR/VR/MR gaming.

VR Developer Tutorial: Testing and Profiling the Premium VR Game

Optimization is one method you can use to experience a high-quality game if the hardware is not yet fully capable of achieving the high performance required for an immersive VR experience. Finding the bottlenecks during game optimization requires a comprehensive use of various tools and methods...

The Most Useful Day an Indie Dev Can Spend in Your Community

Published on November 15, 2017

One programmer’s roadblock is another’s solvable challenge; one designer’s integration problem is another’s proven success. The camaraderie among this cadre of committed professionals has been a source of its emergence as a powerhouse source of creativity.

Video Exclusive: Telltale Games…Storytelling Superstars

Published on November 15, 2017

For Telltale Games, what started with a poker game evolved to be one of the most storied game developers working today.

Indie Devs Have Friends

Published on November 14, 2017

The original article is published by Intel Game Dev on VentureBeat*: Indie devs have friends. Get more game dev news and related topics from Intel on VentureBeat. As every game developer knows, making games is hard enough. Now factor in navigating the ecosystem of the video game business,...

What Is The Best Way to Game on a Road Trip? GamesBeat Decides

Published on November 13, 2017

We are talking road-trip games on the GamesBeat Decides podcast this week. PC gaming editor Jeffrey Grubb and reviews editor Mike Minotti talk through their memories of playing video games on America’s highways, at Disney World, and that one Shoney’s in Central Ohio.

Video exclusive: Supergiant Games… Tree-Hit Combo

Published on November 12, 2017

Supergiant Games burst onto the indie scene with the award winning Bastion, backed by an amazing story of a handful of developers crammed into one house, chasing the game-making dream.

Hob And The Art of Runic Games

Published on November 11, 2017

The original article is published by Intel Game Dev on VentureBeat*: Hob and the art of Runic Games. Get more game dev news and related topics from Intel on VentureBeat. Defining a visual style and language can be as important to a game as its main character, levels, and challenges. The...

VR Content Developer Guide

Published on August 2, 2017, updated November 9, 2017

This general guidelines give developer some aids when designing their VR application, and help them understand how to get optimal performance. This guide is based on our performance characterization effort across several VR workloads, common bottlenecks and issues. It provides solutions on BW...

It’s a Kind of Magic…

Published on November 9, 2017

The original article is published by Intel Game Dev on VentureBeat*: It’s a kind of magic…. Get more game dev news and related topics from Intel on VentureBeat. "We started off not knowing exactly what kind of game we wanted to make," says Patric Mondou, Creative Director at Borealys Games. He’s...

Video Exclusive: Other Ocean…a Classic Approach

Published on November 7, 2017

The original article is published by Intel Game Dev on VentureBeat*: Video exclusive: Other Ocean…a classic approach. Get more game dev news and related topics from Intel on VentureBeat. From Digital Eclipse through Foundation Nine to Other Ocean and the re-acquisition of the Digital Eclipse...

Get Ready, Get Noticed, and Get Big with the Intel® Game Dev Program

Last updated: October 31, 2017

Learn all about the Intel game dev program by visiting the Intel® Developer Zone

Primordian’s weird and alien world was created by a World of Warcraft art lead

Published on October 31, 2017

Primordian is the result of that; a VR FPS set on an alien world at the center of the universe. It’s very much a world of two halves, as one side is constantly shrouded in darkness, while the other enjoys infinite daylight. This has given rise to two distinct cultures who typically keep to their...

People Can Fly v3.0

Published on October 30, 2017

Knowing your core skillset and making waves with innovations in that space is a smart way to keep focused and establish your brand identity. For People Can Fly, that identity was formulated back in 2005 when the studio legally came into being, though the original personnel had been working on the...

Sharing VR Through Green Screen Mixed Reality Video

Virtual Reality (VR) is an amazing experience. However, it’s also a solo experience that can be hard to describe to anyone yet to don a headset and make the leap into that virtual world. As VR continues to expand its horizons in games, art, and a whole string of commercial applications from real...

Ultimate Epic Battle Simulator (UEBS): More Than Penguins vs. The Santa Army

Published on October 28, 2017

Weaver working solo means just that. The contract work and development of Ultimate Epic Battle Simulator (UEBS) is all his own. The limited studio footprint meant that his prediction of a VR game supporting a solo goal was accurate. “I created a game called The Last Sniper VR, he says, “and that...

En Masse: Shifting and sharing with the times

Published on October 27, 2017

After a founding in South Korea, and opening West in 2009, En Masse has introduced and expanded the online action-RPG Tera with impressive fortitude and longevity. Emerging at a time when games from South Korea and elsewhere were still trying to find a foothold in the western market, En Masse...

Indie games + press + peers = MIX

Published on October 26, 2017

Of any professional fraternity, the bond between indie game developers is fierce. Whether sharing stories, suggestions, and solutions at meet-ups or simply offering moral support, help is easy to find. But where time-taxed indie devs can struggle is in the nuances of the business: promoting,...

Unreal* Engine 4 Optimization Tutorial, Part 4

The part 4 of this tutorial is on Optimization Viewmodes which include Light Complexity, Lightmap Density, Stationary Light Overlap, Shader Complexity, (& Quads), Quad Overdraw and LOD Coloration

Open book: Fractured Space developed in broad daylight

Published on October 24, 2017

CEO of Edge Case Games, the studio behind Fractured Space, light-heartedly introduced how this large-scale, space-based capital ship combat game took shape

Midair takes flight

Published on October 24, 2017

The original article is published by Intel Game Dev on VentureBeat*: Midair takes flight. Get more game dev news and related topics from Intel on VentureBeat. “You don’t get 20 volunteers because they’re doing the same thing, you get 20 volunteers because they’re doing things that are important...

Social Media Can Be an Indie’s Best Friend

Published on October 23, 2017

The gameplay is all defined by numbers, and you're constantly going back and forth between tweaking those numbers and then adjusting things like how high platforms can be in your levels, playing through with them, seeing how it feels, and then going back through that process again

‘Upgrade Your Rig’ Weekly Giveaway: Assassin’s Creed & more

Published on October 23, 2017

Assassin’s Creed Origins is is more compelling and complex than ever, but there’s still plenty of leaping from great heights, great feat of acrobatic grace, and stabbing.You can get your hot little hands on it when it comes out on October 27, and shell out the cash – or you can enter to win your...

We will SMITE thee

Published on October 22, 2017

Paladins opens the studio’s style to a broader audience through its gameplay focus and art style. Sure, you can kick off a new game—in this case, Paladins, which is still in testing with supporters and Intel is providing the smoothest route for gamers to get involved, allowing lower-end PC gamers...

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