Привязка ресурсов в Microsoft DirectX* 12. Вопросы производительности

Автор: Вольфганг Энгель (Wolfgang Engel), директор компании Confetti

Autor Paul K. Última actualización 12/02/2016 - 03:19
Blog post

3 Questions Every Game Developer Should Ask Before they Begin Developing

In January we brought the Intel® Buzz Workshop series to Montreal for the first time.

Autor Mitchell Lum (Intel) Última actualización 03/02/2016 - 10:08

Возможности Windows 10*, о которых должны знать все разработчики игр

В Windows 10 реализован целый ряд новых и улучшенных возможностей. Кроме того, эта операционная система должна объединить широчайший диапазон игровых платформ с приложениями универсальной платформы Windows (UWP). Благодаря расширенной поддержке устройств-трансформеров можно использовать более естественные режимы взаимодействия. Поскольку все платформы работают под управлением вариантов одной и...
Autor Paul K. Última actualización 03/02/2016 - 07:52
Blog post

Have your game analyzed by the experts at GDC 2016!

Calling all Game Developers!

Autor Seth S. (Intel) Última actualización 28/01/2016 - 13:47

Sample Application for Direct3D 12 Flip Model Swap Chains

D3D12 supports only flip model swap chains. This article helps you understand the parameters in a flip model swap chain, links to an application that lets you play with these parameters, and points you to the application's sample code.
Autor David B. (Intel) Última actualización 20/01/2016 - 11:50

使用 OpenGL* ES 3.1 面向 Android* 的自适应体积阴影图

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.
Autor FILIP S. (Intel) Última actualización 10/01/2016 - 21:59

循序渐进:使用 LEGO* Minifigures Online 创建更好的游戏

Optimizing graphics for Intel® Core™ processors as well as Intel® Atom™ processors is rapidly becoming a strategic imperative for game developers. This article describes how Funcom developed LEGO* Minifigures Online (LMO)to provide exceptional graphical experiences and improved battery life on both platforms.
Autor Landyn Pethrus (Intel) Última actualización 10/01/2016 - 21:49

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Autor MARC F. (Intel) Última actualización 06/01/2016 - 12:38

Announcing Intel® Graphics Performance Analyzers Version 2015 R4

Intel® Graphics Performance Analyzers (Intel® GPA) Release 2015 R4 includes the latest toolset featuring support for - DirectX* 9, 10, 10.1, 11.0/11.1/11.2 workloads on Windows* - OpenGL* ES 1.X/2.X/3.0/3.1/3.2 workloads on Android - OpenGL* 3.2, 3.3, 4.0, 4.1 Core Profile workloads on Ubuntu*
Autor Liudmila Mantrova (Intel) Última actualización 28/12/2015 - 14:02

Intel® Graphics Performance Analyzers: Which Tools Are Available on My Platform?

Intel® Graphics Performance Analyzers (Intel® GPA) are the premier tools for optimizing games on Microsoft Windows* OS. Intel® GPA also supports the analysis of games on Intel phones and tablets running the Google* Android*, and OpenGL* desktop applications on Ubuntu OS. This article describes the different platforms for the product, and how to download the product.
Autor Neal Pierman (Intel) Última actualización 28/12/2015 - 14:00
Para obtener información más completa sobre las optimizaciones del compilador, consulte nuestro Aviso de optimización.