Microsoft DirectX*

The Console Markets Dirty Little Secret

I'm always baffled by double standards; and with what's occurred in the Console industry over the past few years has been no exception. 

Typically I'd make a comparison between the Console and PC gaming markets but this time around will forego that to keep this topic a bit more focused and succinct. So what am I referring to?  In short: there's been a pretty devastating vacuum left by Nintendo amongst the big 3 Console Mfg's over the past few years with their release of the WiiU.  Yet... we hear little to nothing about the 'Death of Console Gaming'.  So why is this?

Direct3D 12 Overview Part 8: CPU Parallelism

In Part 7 we discussed Dynamic Heaps, and how they help better enable CPU parallelism. Now it is time to bring it all together and show how all of D3D 12’s exciting new features can create a truly multi-threaded game on PC, for that all important “Console API efficiency and performance”.  D3D 12 allows for several parallel tasks. Command Lists and Bundles allow for parallel command generation and execution. Bundles allow for oft repeated commands to be recorded and run in multiple command lists several times in a frame or across multiple frames.

Game On!

At Intel, we're always excited to be supporting our videogame developers. This summer, we had the opportunity to bring two of our popular #BuzzWorkshop series to San Francisco and Seattle where the best and brightest videogame developers with industry influencers met to address the challenges and opportunities in gaming. Each day-long workshop was packed with technical sessions, industry panels, networking sessions and a developer showcase.

Desenvolvendo Jogos 3D para Windows* 8 com C++ e Microsoft DirectX*

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Por Bruno Sonnino

O desenvolvimento de jogos é um tópico sempre quente: todos gostam de jogar jogos, e eles estão entre os mais vendidos em qualquer lista. Mas, quando você fala em desenvolver um bom jogo, performance sempre é um requisito. Ninguém gosta de jogar jogos com paradas ou falhas, mesmo nos dispositivos mais baratos.

  • Desenvolvedores
  • Microsoft Windows* 8.x
  • Windows*
  • C/C++
  • Principiante
  • Microsoft DirectX*
  • Bruno Sonnino
  • DirectX
  • soccer game
  • Phong effect
  • touch
  • sensor
  • Desenvolvimento de jogos
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  • Design e experiência do usuário
  • Direct3D 12 Overview Part 6: Command Lists

    Through Bundles, the PSO, Descriptor Heaps & Tables we have seen how D3D 12 improves CPU efficiency and gives more control to developers. The PSO and descriptor model allow for bundles, which in turn are used for common and repeated commands. A simpler “closer to the metal” approach that reduces overhead and allows more efficient use of CPUs for “Console API efficiency and performance”.

    Direct3D 12 Overview Part 5: Bundles

    We have finished covering the new Render Context in D3D 12. We have seen how D3D 12 gives control back to the game, getting it ‘closer to the metal’. Our last discussion covered Descriptor Heaps and Tables, how they replace bind points and create a more effecting render command pipeline. Yet there is more D3D 12 does to remove or streamline API churn. There is more overhead in the API lowering performance, and more ways to efficiently use the CPU. What about command sequences? How many repeated sequences are there and how can that be made more efficient?


    SIGGRAPH 2014: DirectX 12 on Intel

    This week at SIGGRAPH 2014 Intel is showing a technology demo using Microsoft's upcoming DirectX 12 API that highlights the strong relationship between performance and power.

    In the demo we render a scene of 50,000 fully dynamic and unique asteroids in one of two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX 12 APIs at the tap of a button. We are showing the demo in our SIGGRAPH booth running live on a Microsoft Surface Pro 3 tablet with an Intel® 4th Generation Core™ processor.

    Direct3D 12 Overview Part 4: Heaps and Tables

    In Part 3 we discussed new efficiencies for Resource Bindings in D3D 12. How resource hazards, lifetime and memory management tracking has been simplified. We are not done discussing the changes to resource binding however. There is one more important change to talk about. At the end of which we will finally see what the new D3D 12 render context looks like. Taking us closer to the “Console API efficiency and performance” goal we talked about in part 1.

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