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Article

Microsoft DirectX* 12 中资源绑定的性能考虑因素

Wolfgang Engel, CEO of Confetti, describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs, folowing the release of Windows* 10 and the 6th generation Intel® Core™ processor family (code-name Skylake). Microsoft DirectX* 12
作者: 管理 最后更新时间: 2016/09/28 - 15:57
博客

与 Microsoft 在 DirectX* 12 方面的合作

今天在 2015 年游戏开发人员大会上,英特尔在使用来自 Microsoft 的新 DirectX* 12 API 的英特尔硬件之上展示了一些演示。 这些演示显示英特尔可在新 API 版本发布之初即为其提供支持。

作者: Randi Rost (Intel) 最后更新时间: 2016/09/28 - 15:57
Article

小行星与 DirectX* 12:强大的性能与能耗优势

Initially shown at SIGGRAPH 2014, Intel's Asteroids code sample uses the Microsoft DirectX* 12 graphics API to render a scene of 50,000 fully dynamic and unique asteroids in 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. Get the sample here!
作者: Andrew Lauritzen (Intel) 最后更新时间: 2016/09/28 - 15:57
Article

教程:将应用迁移到 DirectX* 12 – 第 1 部分

DirectX* is a programming interface set that Microsoft* uses to control the underlying hardware and handle multi-media tasks (especially games and video) on Windows* operating system platform. DirectX* API is divided into multiple components. APIs within different components are independent and updated separately, which ensure that the games only need to use necessary functions. Each component...
作者: 管理 最后更新时间: 2016/09/28 - 15:57
Article

教程:将应用迁移到 DirectX* 12 – 第 2 部分

To get the most accurate analysis result of how the app uses Direct3D, Graphics Diagnostics can directly capture a state of a running app and immediately analyze, share, or save it for analysis in the future. Not only the developers are able to use the command-line tool dxcap.exe to enable and control capture manually, but VS also provides three different ways of frame capture to help users...
作者: 管理 最后更新时间: 2016/03/01 - 23:34
Article

英特尔® 高清显卡 DirectX* 开发人员指南(Sandy Bridge)

本文描述了主要的开发提示与技巧,旨在确保您的游戏和其它交互式 3D 图形应用能够通过英特尔处理器显卡为客户带来出色的使用体验。本文通过重点说明利用Microsoft DirectX*进行的性能分析,详细介绍了利用新一代英特尔处理器显卡、英特尔® 高清显卡以及两代英特尔® 图形媒体加速器所进行的软件开发实践。此外,该指南还利用专门的篇幅介绍了可用于优化图形应用的英特尔工具,详细阐述了利用英特尔® 图形性能分析器(英特尔® GPA)进行性能分析的情况。
作者: Ping W. (Intel) 最后更新时间: 2016/05/04 - 09:48
Article

基于英特尔® Ivy Bridge 处理器显卡的 Microsoft* DirectCompute

Microsoft* DirectCompute exposes the compute functionality of graphics hardware as a new shader type: the compute shader. DirectCompute allows you to program compute shaders on Intel® Ivy Bridge hardware. This paper describes how.
作者: Wolfgang Engel 最后更新时间: 2012/11/19 - 21:54
Article

每位游戏开发人员都应了解的 Windows 10* 特性

With UWP apps, Windows 10 ties together a wide variety of potential gaming platforms, with all platforms running variants of the same system and the apps delivered by the same store. Meanwhile, for other PC games, support provided for Steam* makes it even stronger than before. Whichever distribution works for your game, DirectX* 12 brings new life to games with significantly increased power.
作者: Brad Hill (Intel) 最后更新时间: 2016/09/28 - 15:57
Article

自适应屏幕空间环境光遮蔽

This article introduces a new implementation of the effect called adaptive screen space ambient occlusion (ASSAO), which is specially designed to scale from low-power devices and scenarios up to high-end desktops at high resolutions, all under one implementation with a uniform look, settings, and quality that is equal to the industry standard.
作者: Filip Strugar (Intel) 最后更新时间: 2016/12/15 - 19:44
Article

Freejam 通过用户友好型开发战略培养用户对 Robocraft* 的忠诚度

Using Unity and DirectX, and working in conjunction with Intel, Freejam created an online game—Robocraft—that appeals to players of all ages and works well across a wide range of computing technology. A focus on usability prompted the development team to make different decisions than they might have made if the focus were on appearance. The game was designed to work with older technology and...
作者: 管理 最后更新时间: 2016/09/28 - 15:57
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