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Optimizing Game Architectures with Intel® Threading Building Blocks

This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.
Authored by Last updated on 08/01/2019 - 09:30
Blog post

My wife bought an Ultrabook – and LOVES it!

Right now we have 4 PC laptops in our house; 5 if you count the iPad 2 being a ‘personal computing’ device.

Authored by Last updated on 05/09/2019 - 22:30
Blog post

How do you Skyrim? Get the most bang for your gaming buck!

This blog could apply to any PC game; however, I’m going to use Skyrim by way of illustration since they’ve done a fantastic job of supporting the Gamepad and or the Mouse & Keyboard; unlike so

Authored by Last updated on 05/09/2019 - 21:50
Article

Optimizing Puzzle Touch (Casual Game)

by Erica J Mceachern and Manuj R Sabharwal

Authored by Last updated on 03/27/2019 - 09:47
Blog post

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Authored by Last updated on 01/16/2019 - 10:14
Article

Cars, Boats and Planes: Optimizing Sonic & All-Stars Racing Transformed for Ultrabook™ PCs with Touch and Sensors

by Brad Hill and Leigh Davies.

Authored by Last updated on 12/20/2018 - 09:48
Blog post

Adaptive Volumetric Shadow Maps

How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
Authored by Matthew Fife (Intel) Last updated on 07/06/2019 - 20:30
Blog post

Let's Render Some Foliage

This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
Authored by Last updated on 05/03/2019 - 14:19
Blog post

Foliage Patch - Organizing Our Data

This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
Authored by Last updated on 05/03/2019 - 14:50
Article

Game Optimization for Ultrabook™ Devices

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By Lee Bamber

Authored by Lee Bamber (Blackbelt) Last updated on 12/20/2018 - 09:48