With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle potential performance bottlenecks and issues with concurrency, engineers can future-proof their code to seamlessly handle additional cores as they are added to consumer systems.
Large scale dynamic reconstruction is a foundational technology along with positional tracking to enable high end VR and AR experiences. It is possible to achieve dynamic reconstruction at high resolutions with the right optimizations and partitioning on Intel CPU and graphics platforms. Collision avoidance and virtual object placement are two lead use cases of large scale dynamic reconstruction
In Unreal Engine* 4.19, Intel® software engineers worked with Unreal* to add support for Intel VTune Amplifier instrumentation and tracing technology (ITT) markers. This guide shows the user how to take advantage of the new integration to generate annotated traces of Unreal Engine 4 (UE4) inside the Intel VTune Amplifier 2018 UI.
This paper discusses and compares aspects of the implementation of a particle system using CPUs and GPUs supported by a Vulkan-based renderer example. The Vulkan* API is a collaborative effort by the industry to meet current demands of computer graphics. It is a new approach that emphasizes hiding the CPU bottleneck through parallelism, allowing much more flexibility in application structure....
Intel® Black Belt Software Developers, Intel® Software Innovators, & Intel® Student Ambassadors: March 2018
Intel® Developers and Innovators were bus
Most games weren’t optimized for the CPU, which can leave a lot of PC performance sitting idle. Intel’s work with Unreal Engine 4 seeks to unlock the potential of games as soon as developers work in the engine, to fully take advantage of all the extra CPU computing power that a PC platform provides.