Game Optimization for Ultrabook™ Devices

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By Lee Bamber

Authored by Lee Bamber Last updated on 06/07/2017 - 12:22

Optimizing Android* Game mTricks Looting Crown on the Intel® Atom™ Platform

When you start to optimize a game, first determine where the application bottleneck is. Intel GPA can help you do this with some powerful analytic tools.If your game is CPU bound, then Intel VTune Amplifier is a helpful tool. If your game is GPU bound, then you can find more detail using Intel GPA.To fix GPU bottlenecks, you can try to find an efficient way of reducing draw calls, polygon count,...
Authored by Tai Ha (Intel) Last updated on 02/24/2017 - 11:57

Optimizing Assassin’s Creed® Rogue for Intel® HD Graphics

Assassin’s Creed* Rogue was optimized to run well on Intel® HD Graphics 4000 equipped PCs. This article describes what was done to enable the game to run at a solid 30 fps at 720p.
Authored by admin Last updated on 05/31/2017 - 16:44

Optimizing Unity* Games on Android* OS for Intel® Architecture: A Case Study

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Authored by Jackie Lee (Intel) Last updated on 02/24/2017 - 12:04

Removing CPU-GPU sync stalls in Galactic Civilizations 3

Galactic Civilizations* 3 (GC3) is a turn-based 4X strategy game developed and published by Stardock Entertainment that released on May 14th, 2015.

Authored by admin Last updated on 06/14/2017 - 08:46

Quick Reference Guide for Intel® Core™ Processor Graphics

Current Quick Reference Guide to Intel Graphics.
Authored by ROLAND H. (Intel) Last updated on 06/07/2017 - 12:24
For more complete information about compiler optimizations, see our Optimization Notice.