Blog post

Gaming Piracy - Separating Fact from Fiction

I’m sure most of us have all seen and heard the news recently that’s flared up again on Gaming Piracy and DRM issues.   I’d like to address what I feel is one of the most misunderstood, and taken o

Authored by Last updated on 05/28/2018 - 18:28
Blog post

Did you see the preview of Codemasters’ GRID2 running on Intel 4th Gen Core?

Let’s go back in time for a little perspective.

Authored by Mitchell L. (Intel) Last updated on 06/23/2019 - 19:11
Blog post

How Intel's Haswell Disrupts the PC Ecosystem for the Better!

 

Authored by Last updated on 03/10/2019 - 22:08
Blog post

Intel® Graphics Virtualization Update

Traditional business models, built on graphics and visualization usages such as workstation remoting, VDI, DaaS, transcoding, media streaming, and on-line gaming, are beginning to draw open s

Authored by Last updated on 07/04/2019 - 19:24
Article

Forward Clustered Shading

 

 

Authored by Last updated on 05/03/2019 - 13:39
Blog post

Game On!

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

The Console Markets Dirty Little Secret

I'm always baffled by double standards; and with what's occurred in the Console industry over the past few years has been no exception. 

Authored by Last updated on 05/28/2018 - 18:28
Article

Intel Resources for Game Developers

Intel® HD Graphics and Intel® Iris™ and Iris™ Pro Graphics parts are some of the most commonly used graphics solutions in PCs worldwide. By following the advice on these pages and using the tools we provide, you'll ensure that your game is able to be enjoyed by millions of gamers. We want you to be successful
Authored by Last updated on 07/06/2019 - 20:30
Blog post

NEW Graphics Driver 15.36.19.4170 posted for Haswell and Broadwell.

See the Release Notes for additional details.

The 15.36.19.4170 has been posted to Intel Download Center at the following direct links to the drivers:

Authored by Coppock, Michael J (Intel) Last updated on 05/03/2019 - 13:29
Article

Adaptive Volumetric Shadow Maps for Android* Using OpenGL* ES 3.1

As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
Authored by Filip Strugar (Intel) Last updated on 05/03/2019 - 14:40