Sandy Bridge

Have your cake and eat it too

This English idiomatic proverb or figure of speech dating back to 1546 is used to describe situations where “you can’t have it both ways.” Considering that this blog is posted on a website which, barring a few exceptions, has a preponderance of content relating to programming and computers. So where does this idiomatic proverb fit in with typical content found on this website?

 A few days ago (October 12, 2011) a post was made by Andy to the Threading on Intel® Parallel Architectures forum titled:

Tuning Guides and Performance Analysis Papers

Intel® VTune™ Amplifier XE Tuning Guides

Our tuning guides explain how to identify common software performance issues using VTune Amplifier XE, and give suggestions for optimization.

  • Linux*
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  • C#
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  • Java*
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  • Intel® VTune™ Amplifier
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  • software
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  • Dynamic Resolution Rendering Sample Now Live

    The Dynamic Resolution Rendering sample, first shown at the Games Developers Conference 2011 in San Francisco, has now gone live in time for games developers attending my Develop UK 2011 talk to check it out. This sample demonstrates a technique for balancing rendering quality and performance through altering the resolution at runtime.

    Download the sample here, and read more about it in this article.

    Dynamic Resolution Rendering at the Develop Conference in Brighton, UK

    I'll be speaking about Dynamic Resolution Rendering at the Develop Conference in Brighton, UK. If you're able to come, the talk will be at 16:00 on Thursday. I'll be giving a live demo of the technique during the talk, which always adds an element of fun if only because of the inevitable risks involved!

    MLAA: Efficiently Moving Antialiasing from the GPU to the CPU

    Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (multisample antialiasing) is the standard technique in use today. A new technique developed by Intel Labs called MLAA addresses the limitations of MSAA.
  • Développeurs
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  • Intel® Threading Building Blocks
  • Sandy Bridge
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  • Dynamic Resolution Rendering Article

    The resolution selection screen has been a defining aspects of PC gaming. In this whitepaper and accompanying sample code, we argue that developers can dynamically vary the resolution of their rendering instead of having a static resolution selection.
  • Développeurs
  • Développement de jeu
  • Sandy Bridge
  • Développement de jeu
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  • What we’ve been doing to make performance analysis easier on Intel® Microarchitecture Codename Sandy Bridge

    New Intel® Microarchitecture Codename Sandy Bridge support and tuning guide!
    We’ve been listening to your feedback on software tuning. Specifically, we’ve been working to make it even easier for developers to analyze software performance on Intel® Microarchitecture Codename Sandy Bridge.

    Sandy Bridge brings 3D to Baseline Home Theatre PCs

    The Sandy Bridge platform is the last major piece of the puzzle for 3D on the home-theatre PC. It’s taken a while to get to this point, and there are some hurdles remaining, but it’s nice to have the groundwork done. HDMI 1.4 3D support is now available to pretty much anyone regardless of their form factor or brand preferences.

    Performance Presentation: Concepts Behind Parallel Computing and Extended CPU Instructions

    As you may have already read in a previous post called Personal Review of Intel Under-NDA Sandy-Bridge Event I held the last session in an Intel-Under-NDA event. The presentation was called Performance and covered the different aspects of parallel computing and also the new Sandy Bridge AVX Instructions.

    Visualize this! Game Samples from Intel

    Welcome to Visualize this! the show where we talk about game development. My guest is Phil Taylor senior software engineer at Intel

    Download Link - High Quality MP4 Video File (Large)

    Community News:
    1. Fluid Simulation Part 9 is now available - this is the last part of the very popular whitepaper series
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