Développement de jeu

Visualize this! Using Intel Parallel Studios in Game development

Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network.

Our guest today is Paul Lindberg, software engineer at Intel. Paul will talk to us about the features of Intel Parallel Studios and how game developers can benefit from this tool.


Visualize this! Dreamworks and Intel optimization process

Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual Computing. I am Arti Gupta, community manager for Games Development on the Intel Software Network.

Our guest today is Charles Congdon. Charles will talk to us about how Dreamworks and Intel have teamed to do optimization and re-architecture work.



Download link to a high quality MP4 video file of the show (about 150MB)

GPA 2.1 Feature Highlight: Supports all DX devices

For this week's GPA blog entry, I wanted to make sure that everyone is aware that GPA runs across all DX devices. This means that GPA supports all Intel DX devices as well as any and all non-Intel DX devices. Further, all GPA features work equally across all these platforms. This includes our shader duration metrics per draw call.

GPA 2.1 Feature Highlight: Configurable X and Y Axes in the Bar Chart

In 2.1, GPA allows you to configure both the X and Y axis to any available metric within the bar chart. This allows you to visually see the relationship between multiple per-draw call metrics at the same time. For example, you can select vertex shader duration in the X-axis and pixel shader duration in the Y-axis.


After configuring the bar chart this way, the wider the bar is - the more vertex shader heavy it is, the taller, the more pixel shader heavy it is.


See the screenshots below for a view of this feature in action...

GPA 2.1 Feature Highlight: Buffer Histograms

GPA 2.1 includes a feature to allow you to better view render targets and textures. Let's say you have a texture with a very narrow dynamic range, all values in the texture are nearly white. When you select this texture to view, by default - it looks white The GPA histogram feature allows you not only to see where the data falls in any buffer, but also to increase the dynamic range of the buffer for viewing purposes.

Visualize this! Concurrent Collections for C/C++

Hello and welcome to another episode of Visualize this! where we talk about topics relating to Visual computing. I am Arti Gupta community manager for games development at Intel Software Network

This week we had Kath Knobe (Research Scientist at Intel) and Ganesh Rao (Technical Consulting Engineer) talk about Concurrent Collections for C/C++. Kath and Ganesh went through the specifics of the product and how being domain independent this can be used by game developers doing parallel programming.

News :

Why P scales as C*V^2*f is so obvious (pt 2)

THE GORY DETAILS

 

 

Let’s continue from where we left off last time. Let’s figure out the why of the equation,

 

 

 

 


P = C * V^2 * (a * f)

 

 

 

 

To do this, we’re going to have to look at what is going on in one of the fundamental building

blocks (a CMOS inverter) of an integrated circuit (IC).

 

 

 

 

So when and how does this circuit dissipate power?

 

 

 

 

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