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Game Developers Conference 2012

Creating a Great Windows Store Game for Windows 8

Windows 8 delivers the opportunity for you to create engaging games that reach the broadest audience, and run across a wide range of devices. In this session, learn the essentials of the new Windows 8 game development and application environment, including the Windows Runtime, CoreWindow, DirectX 11.1, Process Lifetime Management, asynchronous execution, and C++/Cx. We will also demonstrate Visual Studio capabilities for debugging 3-D applications, managing code and basic content types like shaders, textures, and meshes in both design-time and run-time formats. Each key step will be illustrated with code from a Windows 8 SDK sample app such as MarbleMaze or Simple3DGame.

Developing Windows Store Games on the Full Range of Windows 8 Devices

Windows 8 runs on the broadest range of form factors, from super-light, low-power tablet devices to high-end gaming rigs with 3D displays. This session teaches you essential techniques for getting the most out of the GPU across the full range of form factors. This is a must-attend session for developers who want to reach the broadest possible market for their games.

Xbox LIVE on Windows Deep Dive

Xbox LIVE on Windows 8 provides a rich and robust set of APIs that enable game developers to accelerate the integration of Xbox LIVE services. This session is for developers who want to understand how we've taken advantage of the new Windows Runtime model to provide quick and easy access to Xbox LIVE services such as profile, achievements and leaderboards as well as value added scenarios, such as offline support, authentication and Windows integration. We dive into the code and design to ensure you walk away with the knowledge you need to quickly enable your Windows Store games with Xbox LIVE.

Xbox LIVE Services - Entertainment Powered by the Cloud

This talk describes how developers can create compelling entertainment experiences on any device using Xbox LIVE Services by way of our new RESTful APIs. Learn how your application can obtain secure access to our service, make HTTPS API calls from a variety of clients, as well as how to use the expansive set of Xbox LIVE services, including some new services, to keep your customers engaged with your experiences. This session provides you with a broad understanding of Xbox LIVE from a platform perspective, as well as insights into the API roadmap.

Game Data Anywhere Using Xbox LIVE Cloud Storage

With gaming capabilities spreading rapidly across devices, there is an ever-increasing need to have service-based data sharing support. With our new scalable and flexible title storage service, developers enjoy the ability to persist user and game-specific data to the Xbox LIVE cloud! Come learn how to leverage these new RESTful APIs to enable cloud-based data storage and sharing for your cross-device game titles.

Asynchronous Gaming with Xbox LIVE

Multiplayer features make a game more fun, and are the driving force behind many successful games today. Cross-device gameplay provides publishers with a unique opportunity to delight players on any device, at any time, wherever they are. But how can a game have compelling multiplayer experiences when a player may be interrupted at any time by a phone call or a business meeting? With Asynchronous Gaming! Learn how you can use Xbox LIVE Services to create the best possible end-to-end asynchronous gaming experience on a single device or across multiple devices!

Xbox LIVE Web Games

If you're not building games for the web, you're not capitalizing a captive audience. Web games are an easy way to reach millions and millions of eyeballs and integrating Xbox LIVE services keeps customers engaged and allows them to truly play anywhere at any time. Learn how your web games can be even better with Xbox LIVE Achievements, Title Managed Storage, Multiplayer Services and more!

Monetization Strategies for Windows 8 Games

Windows 8 delivers the opportunity to reach a huge worldwide audience for your games. This session shares key information and insights to help developers and producers maximize gamer engagement and game revenue. We introduce the Windows 8 Store, and discuss revenue-enhancing strategies including app trials and DLC. We discuss Xbox LIVE for Windows 8, and share insights based on real data gathered from successful Xbox LIVE titles on Xbox 360 and Windows Phone.

Visual Studio 11 for Game Developers

The upcoming version of Visual Studio brings a slew of innovations for game developers with first-class access to build DirectX games on Windows 8. Learn how it enables you to write modern, cross-platform code while unlocking ever more performance from today's hardware. Speaking of modern hardware, we demo how VS11 embraces the GPU like never before. From new integrated diagnostics support for DirectX to new language extensions for GPGPU, these demos will blow you away.

Xbox LIVE Multiplayer Gaming on Windows 8 and Other Devices

Multiplayer features make a game more fun, and are the driving force behind many successful games today. Cross-device gameplay provides publishers with a unique opportunity to delight players on any device, at any time, wherever they are. But how can a game have compelling multiplayer experiences when a player may be interrupted at any time by a phone call or a business meeting? With Asynchronous Gaming! Come learn how to build great multiplayer games for Windows 8 and other devices using Xbox LIVE Services. We cover everything from asynchronous game patterns to best practices for managing sessions, matching players and using notifications to pull players back into the game.

Building Cross-Device Xbox LIVE Games

Cross-device gameplay provides publishers with a unique opportunity to reach and delight players on any device, at any time, wherever they are. This type of gameplay experience is going to be a fundamental part of future gaming on Xbox LIVE. Come learn about the platform and experience components that Xbox LIVE is introducing as a means to help create the compelling cross-device experiences that people want to play with their friends, on the device of their choice!

"Xbox, Play" : Harnessing the Power of Speech

Speech provides the opportunity to create uniquely engaging experiences to delight your audience. Explore the new capabilities of voice recognition for Kinect, focusing on the user interfaces and types of experiences that mesh well with this technology. We present several case studies, including Mass Effect 3 from BioWare, Kinect Sports 2 from Rare Ltd. and BigPark Game Studios, and the Xbox 360 Dashboard. We discuss the benefits of evaluating and incorporating voice UI (VUI) early in the design; share our discoveries and best practices in testing and tuning speech for an optimal experience.

Kinect Human Tracking - Better, Stronger, Faster

Kinect's human-tracking algorithms represented significant advances in computer vision when launched just over a year ago.  And luckily, the team didn't stop there.  Learn about the new features and quality improvements added since launch, as well as best practices for incorporating this new functionality into your Kinect title.

Innovative Solutions to Gesture Detection

Many successful and innovative games use gestures as input. These games range over a wide variety of genres, platforms and input technologies, from a touch screen of a smart phone device to a full natural motion controller input device such as Kinect. Developing high quality reliant gestures is a non-trivial time consuming engineering task. In this talk we present an innovative new technology for developing high quality reliant gesture detection using machine learning. Demos, results, implementation and optimization details is discussed. Two case studies are also presented where solutions to gestures from Kinect Sports and Kinect Sports: Season Two are discussed.

Game Developers Conference 2010

Visual C++ 2010: A Turbo Boost in Productivity

Visual Studio 2010 is a huge release for C++ developers. We have rebuilt the IDE to scale to huge source bases spanning tens of thousands of files and millions of lines of code all while providing new code-focused productivity boosts. We’ll show it in action!

Block Compression Smorgasbord

DXT style block compression has become a de facto standard for most textures in games. We will cover several topics of recent interest in this area: 1. Fast block compression. With some optimization effort, real-time block compression is feasible, on either the CPU or the GPU. Real-time compression opens up a host of possibilities for disk space reduction and dynamic texture updates.2. Normal map compression. Block compression was designed for color data but adapted for use with normal maps. The results are not always pretty. What usage patterns should be favored, or avoided, in this context?3. New block compression formats. DirectX 11 introduced two brand new formats: BC6H for HDR textures and BC7 for high quality LDR textures. We discuss how and when these formats should be employed, and how to handle the enormous search space for compression.

DirectX 11 Technology Update

Direct3D 11 is out and ready for use by your game today to exploit the latest in video hardware features as well as current generation machines. This talk brings you up to speed with the API, offers tips on how to get your renderer up and running, presents key feature overviews, and shows how to deploy your application. Attending this talk is highly recommended if you are attending other DirectX 11 presentations.

Anti-Piracy and Anti-Cheat Features of Games for Windows – LIVE

This talk provides an overview of the Games for Windows - LIVE Anti-Cheat and Anti-Hack mechanisms. Attendees will learn about these features, and how they can be leveraged to save revenue with minimal investment.

The Dark Art of Shadow Mapping

Adding shadows depth maps to a title is straightforward and simple. Making the shadows look good while staying within artistic, performance, and memory constraints can be very difficult. This talk explains how common shadow mapping artifacts occur and gives some basic guidelines that should be followed at all times. Next, the talk explains advanced techniques that benefit shadow maps, such as cascaded shadow maps, filtering, pancaking, and deferred shadows. Finally, the intricacies and caveats of combining these techniques are described. Attendees should come away understanding how to identify artifacts, which techniques will mitigate them, and at what cost.

Think DirectX 11 Tessellation! – Lots of options

Tessellation is one of the most exciting new features in D3D11. It makes real-time film quality rendering possible for games. With the availability of D3D11 hardware, there are several techniques you can use in your engine that take advantage of this feature. In this talk, we’ll walk through the D3D11 tessellation pipeline in detail, explain five different tessellation schemes, and discuss their feasibility for use in games.

The Value Proposition for Games for Windows – LIVE

This talk offers a comprehensive look at the Games for Windows - LIVE platform. Attendees will learn why it is much more than simply ”Xbox LIVE on Windows,” while answering the question “Why Games for Windows - LIVE?” for publishers.

System-wide Game Profiling with the Windows Performance Toolkit

The Windows Performance Toolkit (WPT, or xperf) is a free toolset from Microsoft that lets you see everything happening on your system in order to investigate otherwise invisible performance problems in your game. WPT can show Disk IO, registry access, GPU packets, page faults, context switches, kernel activity, and even has a sampling profiler, all integrated into one visualizer.

Life After Windows XP: Windows Vista and Windows 7

Windows XP has been a highly successful consumer OS, but the PC has changed a lot in the decade since its debut. Unless you are still developing on a Pentium MMX or AMD K6 single-core CPU with 128 MB of RAM and a 5 GB hard disk, chances are good that a newer OS will make better use of your hardware, and provide numerous other technology and development improvements to boot. Come find out what Windows 7 technology has to offer gamers and game developers, and how to make sure your existing software runs well on the new Windows.

The (3D) Sound of Success: X3DAudio and Sound Positioning

XAudio 2 and XACT both abstract their notions of 3D into a separate math library—X3DAudio. This library provides tremendous flexibility for how titles implement 3D, with support for multipoint emitters and multichannel sound sources, independent listener and emitter objects, and transparent calculations that can be utilized, replaced, or enhanced at will by the title. This talk offers a sampling of X3DAudio functionality, with demonstrations of various techniques for making soundscapes immersive and dynamic.

Building an Uber-Fast Crowd Renderer for Your Next Xbox 360 Engine

Rendering thousands of highly detailed, unique soft-skinned characters with shadows at 30 Hz on an Xbox 360 console requires a highly tuned rendering pipeline. A new type of instancing renderer that uses the GPU’s memexport feature is introduced here and compared to some other common, but less optimal, forms of crowd rendering. The renderer uses very limited CPU resources and is memory-conscious. This talk showcases an interactive, real-time demo. Some features of the crowd renderer are: Highly tuned VMX animation; Memexport, vfetch, and tfetch techniques; Entire crowd is skinned and transformed with a single draw call and exported to memory for rapid depth prepass, shadow generation and color generation passes.

DirectX 11 DirectCompute–A Teraflop for Everyone - GDC 2010

At Gamefest 2008, we introduced DirectCompute as a new way to access the computational capability of the GPU that delivers even more flexibility and freedom for developers. It opens the door to operations on more general data-structures, and to new classes of algorithms as well. This talk quickly reviews the key features of DirectCompute’s compute shader, and then shows how they can save you when you really need that teraflop. We will show actual applications and demos of DirectCompute.

Game Developers Conference 2009

Analyzing Performance Shortfalls in XNA Game Studio Titles

Your XNA Game Studio game doesn’t run as well as you expected, and you have no idea why.  The first step towards fixing your title is to first understand your title: how it allocates memory, and how it uses the CPU and GPU.  This talk demonstrates several of the tools and techniques available to XNA Game Studio developers to analyze their title’s performance shortfalls.

Networking Traffic Jams and Schrodingers Cat

The XNA Framework networking API makes it easy to join a session and exchange data packets. But what exactly should you put in those packets? This talk explains how to overcome the challenges posed by limited bandwidth (if you send too much data, or fail to properly compress it, your game could end up even slower than my morning commute) and delivery latency (when packets arrive late, you must use prediction algorithms to smooth things out, creating a strange quantum world where each object has more than one state being simulated in parallel).

Performance Tools Update

The XNA Platform and Tools team has been hard at work delivering updates to PIX for both Xbox 360 and Windows. This session brings you up to speed on the new features and improvements made to this critical toolset for performance investigation and analysis of your title.

Squeezing It All In

You’ve got gigabytes of juicy game content --- now where are you going to put it all?  Preparing game content packages will soon become easier and more flexible due to new tools arriving in the XDK.  We will present the available means of preparing your data: for emulation during development and testing, for placement on optical disc, and for play from hard drive.  Through engagement with many real-world titles, we have developed a list of best practices for content management and production.  This talk will discuss how to fit data into limited disc space and how to physically arrange data for optimal user experience.

XNA Game Studio Program Overview

XNA Game Studio has come a long way from XNA Game Studio Express 1.0.  Learn about the new features in XNA Game Studio 3.0 and how to publish your game with the XNA Community Games publishing program.  We are also unveiling the XNA Game Studio XDK Extensions, a new SDK that enables Xbox LIVE Arcade and retail game development with the XNA Framework on the Xbox 360.

Windows 7 – What Does It Mean to Game Developers

The Windows 7 public Beta is out and getting a lot of technical press attention, but what exactly does it mean for game developers?  This talk will summarize the new platform features, and detail the technical differences between Windows Vista and the upcoming new release. We’ll also review some of the common issues encountered moving from Windows XP to Windows 7 for code that’s not up to speed on Windows Vista.

Direct3D11 Tessellation Deep Dive

Direct3D 11 introduces three new graphics pipeline stages designed for flexible tessellation.  This talk will summarize the design of the hull shader, tessellator, and domain shader pipeline stages, and outline their intended usage.  The second half of the talk will describe in depth and demonstrate the real-time Catmull-Clark subdivision surface approximation algorithm developed by Microsoft Research and implemented in the DirectX SDK samples.

Lockless Programming

Game Developers need to write multi-threaded code in order to make full use of today’s multi-core CPUs. In order to get maximum performance these threads must sometimes communicate without using locks. However lockless programming comes with significant challenges which must first be understood and overcome. This talk will explain the problems with locks and how lockless programming can avoid those limitations. It will then cover some of the challenges with lockless programming and how to manage them. Finally the talk will present some lockless techniques that have been successfully used in games. Concrete examples and performance measurements will be shown.

The Beauty of Destruction

C++ destructors are the most important feature of C++. The power wielded through deterministic object unwinding cannot be underestimated. Resource leaks are the bane of games, and destructors are an essential part of the solution. But destructors provide much more than simple object cleanup. This presentation will cover all aspects of C++ object destruction, ranging from destructor performance to best practices. Topics include order of destruction, implicit destructors, and details around how destructors are affected by exception handling, polymorphism, and partially constructed objects. This also covers related topics like the delete operator, STL allocator::deallocate, and shared_ptr deletors.

Faster How to Improve XNA Game Studio Title Performance

XNA Game Studio provides access to the powerful Xbox 360 console, with multiple CPUs, a complex GPU, and plenty of memory and storage space.  Despite all of this power, your title may run slower than expected.  This talk will examine several common causes of performance problems and how to address each of them.

New Xbox 360 and DirectX SDK Features

The DirectX SDK and the Xbox 360 XDK continue to evolve with each release adding new features and tools to help game developers.  This session provides an overview and demo of just some of the many additions since last year.  Attendees will gain a broad understanding of the new tools and features.

PIX and XNA Game Studio Diagnosing Performance Problems

For years, professional game developers using the DirectX and Xbox 360 Software Development Kits have enjoyed the finest purpose-built performance analysis tools ever created for game development.  The good news for game XNA Game Studio developers is that these same tools can be used to enhance their titles using Windows and the XNA Game Studio XDK Extensions.  This presentation will explore how to use PIX for Windows and PIX for Xbox 360 to profile and interpret performance issues in XNA Game Studio titles.

The Top 10 List - CPU and GPU Performance Challenges

This presentation will draw on the unique perspective of Microsoft's XNA Developer Connection (XDC) group to present an across the board survey of the performance issues even the very best Xbox 360 developers run into, how to identify those issues, and how to fix them.  Applicable primarily to Xbox 360, but translating well to high end Windows game development, this set of mini-case studies forms a next-gen post-mortem which will help developers decide where to focus optimization effort.

XNA Game Studio XDK Extensions, Certification, and You

The Holy Grail of XNA Game Studio game development is cost savings and shorter development times over that of large-budget native titles.  A significant source of development cost for small developers can come from the time and effort necessary to polish a title for certification and release.  This talk will show how the XNA Game Studio XDK Extensions reduce the time necessary to deliver a certifiable, polished title for mainstream release.

Direct3D11 Multithreaded Rendering and Compute

The Direct3D API is evolving to improve scalability and reduce the constraints of the current processing model. This enables developers to take full advantage of multiple CPU cores and also facilitates new GPU usage scenarios. This talk will discuss the changes made to the Direct3D11 API that enable resource management and rendering work to be submitted across multiple CPU threads. Direct3D 11 also introduces the Compute Shader as a new way to access the huge power of GPUs for brute force processing. It opens the door to use of more general data-structures and new classes of algorithms than GPUs have been able to deliver previously. 

Get Ready for Windows 7

The Windows® 7 operating system is the essential platform for developers. Windows 7 empowers developers to deliver creative solutions that are connected, high-fidelity, and provide a highly intuitive user experience. Most importantly, developer platform fundamentals such as security, performance, and compatibility are top priorities in Window 7. This presentation introduces Windows 7 and summarizes the key developer advances such as The New Taskbar and Shell Experience, Federated Search, Multi-touch Support, and Sensors and Location.

Out of Order: Making In-Order Processors Play Nicely

Code that performs well on PC does not always perform well on the in-order processors in modern consoles. Adapting code to suit in-order processors is tricky, and requires care and attention. This session illustrated the strategies you can employ to get great performance on in-order CPUs, including tackling load-hit-stores, L2 miss, branch mispredicts and expensive instructions.

NetGrove: New Tools for Network Optimization

NetGrove is one of the newest and most potent tools in the network programmer’s arsenal. Topics covered include bandwidth compression techniques, appropriate packet and topology choices, common pitfalls based on technical reviews of real titles, expected best practices for the console and latest consumer bandwidth trends. The talk will provide demonstrations of a number of NetGrove’s features that build on the packet sniffing capabilities of NetMon 3.1 as well as provide easy-to-adopt techniques for tuning games to typical bandwidths and latencies.

Gamefest 2008

Gamefest 2008 Presentations

Individual slides/audio recordings for most Gamefest 2008 sessions can be found at the link in the title. Some sessions have no audio or were omitted by request of presenters. Enjoy!

Game Developers Conference 2008

XAudio2 - Audio Building Blocks For The Future

Game audio has evolved well beyond simple wave-file playback with 3D positioning. Now, a great sounding game needs programmable DSP effects, submixing of sounds, surround processing and more. XAudio 2 is the new low-level audio API for Xbox 360 and Windows, providing these features and more through a highly efficient software mixing engine. XAudio 2 supplants DirectSound on Windows and XAudio on Xbox 360, allowing you to write code that is easily portable between Xbox 360 and Windows. This session will cover the XAudio 2 architecture and XAudio 2 features. It will also show programming examples for solutions such as occlusion and environmental modeling, how 3D is implemented and its use of data compression.

XDK Update GDC 2008

Microsoft continues to add exciting new features and tools to the Xbox 360 XDK. Recent additions include XAudio2, XMCore, APIMon, PGOLite, and /Analyze support. This presentation provides an overview of these new features and discusses best practices for how they can be utilized to create great games.

XNA Game Studio 2.0 for Xbox LIVE Arcade

One question resounds as more and more developers discover the productivity gains from XNA Game Studio. How do you make money from the games you create? This talk offers a sneak peek into the XNA Arcade Extensions to Game Studio 2.0 along with details of how professional developers can take advantage of XNA Game Studio to produce commercial games.

Understanding XNA Framework Performance

This talk is for programmers who want to understand how the XNA Framework works on Xbox 360, and the implications for writing high-performance code. The talk explains when and why the framework transitions between the Xbox user and supervisor modes, and why should you care. The talk also presents best practices for writing efficient graphics and math code, how to use multiple cores to parallelize your game, and which XNA Framework APIs can be called while doing so. Finally, the talk demonstrates what tools are available for investigating performance on Xbox 360, and how Windows tools can help you understand Xbox 360 performance issues.

The Evolving Windows Gaming Platform

The Windows platform must keep with the times, and gamers drive the bleeding edge of the technology curve. This presentation covers recent developments in the Windows platform for games with Windows Vista Service Pack 1, Direct3D 10.1, and the on-going 64-bit technology transition as well as strategies for coping with and moving beyond the long-standing 2 GB memory
barrier.

Performance Tools Update

Everybody's favorite profiler Pix has gotten even better. Hear about the new additions, including continuous capture, Dr. Pix warnings, optical drive monitoring, and more. Learn how to use Pix to investigate performance spikes, detect anomalies, and improve load times.

Networking with the XNA Framework

Everybody's favorite profiler Pix has gotten even better. Hear about the new additions, including continuous capture, Dr. Pix warnings, optical drive monitoring, and more. Learn how to use Pix to investigate performance spikes, detect anomalies, and improve load times.

Getting More From Multicore

Multithreaded programming doesn't seem as hard as it used to, but it's still challenging to wring the greatest amount of performance out of multiple processor cores. From experience with multiple game developers and Microsoft's internal SDK teams, we've found a set of best practices to
follow, as well as some common techniques that are best avoided. We'll present tips and tricks for getting the most out of multiple processors on Windows and Xbox 360, and discuss new Microsoft technologies that can help make high-performance multicore programming a little easier.

Games for Windows - LIVE Just the Facts

With Games for Windows - LIVE, Microsoft is extending the Xbox LIVE® gaming and entertainment network to Windows. Learn about the features and find out the basics. This presentation will help you understand what it takes to ship a basic single-player game, and also help you understand the differences between the platforms as you move a game from Xbox 360 to Windows.

CLR Performance

This talk is for those who want to understand the inescapable performance consequences of the managed programming method: the things you cannot avoid and the things you can. Comparing and contrasting the consequences for the .NET Compact Framework and the classic .NET runtime, the talk explains the reasons for these overheads, the benefits they provide, and what practices
minimize the associated costs. Additionally, we discuss some commonly occurring costs, such as boxing, that aren't inherent to all managed code, and we offer some tips for minimizing those costs.

D3D10 - Getting from 0 to 60 Hz

Learn about performance tools and best practices for driving the DirectX 10 renderer in your game from XNA Developer Connection's experiences in the trenches. This talk identifies common issues from developing high-end graphics experiences on Windows Vista using DX10 and outlines approaches to mitigate those issues.

Extending the Content Pipeline

The XNA Framework Content Pipeline allows developers to use Visual Studio to build their art into resources for use with the XNA Framework and XNA Game Studio. This talk covers how to create new importers and processors using C# to extend the functionality of the Content Pipeline as well as how to debug these importers and processors using XNA Game Studio. We go in
-depth into the creation of the code for the importers and processors and do hands-on debugging of the resulting processor and importer to give the audience a clear idea of how to work with and extend the Content Pipeline.

Advanced Debugging with Managed Code

XNA Game Studio offers a robust debugging experience that can greatly enhance a developer's ability to investigate a game as it runs. Developers of managed games have many debugging techniques at their disposal, but not all of them are self-evident. This talk covers advanced debugging techniques useful to game developers, including demonstrations of powerful IDE debugger features and other tools provided by Microsoft.

Gamefest Unplugged (Europe) 2007

D3D10 Unleashed: New Features and Effects

Direct3D 10 has arrived in Windows Vista! Get up-to-speed on the latest graphics hardware and software infrastructure in Windows. Learn about the breadth of new Direct3D 10 features - everything from geometry shaders to resource views - and how to leverage those features for cutting-edge visual effects in your next Windows title. Attending this introductory talk is a great way to prepare yourself for the more advanced Direct3D 10 content presented later in the conference.

Seven Ways to Skin a Mesh - Character Skinning Revisted for Modern GPUs

Character skinning is a technique that is commonly used in games, and is commonly expensive as well. Modern GPUs have new features and different performance characteristics than GPUs of a few years ago, and old assumptions are wearing thin. With the advent of shader model 3.0, Xbox 360, and Direct3D 10, it's time to revisit character skinning and rebuild this technique for better performance on the hardware of today and tomorrow. Many skinning methods and optimizations will be presented, including details on the memory export features of Xbox 360.

Under The Hood - Revving Up Shader Performance

So you've got a fast GPU, but your shaders are still lagging in the quarter-mile? Running inefficient shaders with lots of stalls can be like running the hardware at half speed. Between ALU count, GPR usage, control flow, fetch latency, and other speed bumps, tracking down performance-limiting bottlenecks can be more elusive than ever. This talk shows how to run diagnostics on your shaders and use HLSL annotations and platform-specific tricks to get your engine running on all cylinders.

Rapid-Fire Material Systems with Direct3D 10

Direct3D 10 is designed from the ground up to empower you to blast way more unique objects, materials, and realistic clutter into your scene. Discover opportunities to get the best small batch performance and exploit the leap forward in shader programmability in shader model 4.0 to achieve a new level of visual diversity. Learn how to design massively-scalable Direct3D 10 material systems on the new platform. This talk will also examine how to leverage major advancements of the new Direct3D 10 Effects system to efficiently manage the building blocks of a material: shader code, device state, and material data. Grab the reins of DirectX 10 hardware and software to cram as much variety as possible into every frame!

Getting Past 30 Hertz

Enabling high-performance games requires an arsenal of tools and techniques. This presentation will demonstrate the practical use of CPU and GPU performance analysis tools on both Xbox 360 and Windows. You'll come away armed with the knowledge needed to make your titles truly blow everyone away. Particular attention will be paid to the most recent additions to PIX on both platforms, such as the new sampling profiler and trace analysis. We'll also cover general techniques gleaned from practical experience in the field.

HDR The Bungie Way

Adopting a linear high dynamic range (HDR) lighting model introduces a number of challenges to your rendering pipeline that must be overcome if you want to integrate high-performing HDR into your title. It pays to understand which challenges are important and why. Learn the "Bungie way" to balance range, precision, and performance in your render targets, calibrate color-spaces for consistent colors, and make effective use of auto-exposure, post-process effects, and tone-curves. Full analysis and pretty pictures included!

Sublime C++ For Games

As game programmers, we aspire to create C++ code that is straightforward yet efficient, simple yet complete. Meeting the lofty goal of sublime C++ is a difficult but worthy effort. This wide-ranging presentation covers techniques that will put you on the path to C++ nirvana. Topics include efficient STL, fast cross-platform vector math, 64-bit programming, pointer aliasing, and other common performance issues. Expect illumination, inspiration, and maybe some controversy, too!

Making Great Games for Windows Vista

With the launch of Windows Vista, millions of your customers are already playing games on this innovative new operating system. There are many things you should be aware of to ensure they have a satisfying experience. This talk covers important Windows Vista concepts and features as they relate to games, and then discusses the top issues affecting titles on Vista. Topics include dealing with User Account Control and other security features, Game Explorer integration, common re-distribution and installation mistakes, changes to the DirectX runtime, 64-bit desktop computing, the new display driver model and many other features that can make your game stand out on Vista.

XDK Redux: New Features and Tools for Xbox 360 Developers

Over the past year, many exciting enhancements and features have been integrated into the Xbox 360 Development Kit (XDK). New features range from file event monitoring, host migration support and reliable UDP to game disc caching, compression APIs and video capture. This presentation will highlight a number of these features, provide demos and share thoughts on how to effectively integrate them into your next Xbox 360 title or development process.

Xbox 360 CPU Performance Update

Improving game performance on a fixed platform requires both great tools and techniques. The Xbox 360 CPU performance tools are continuing to improve, but you have to know how to use them and what to do with the results. This talk covers the latest CPU performance tools, gives recommendations for how to apply the results of those tools, showcases new information on making the compiler generate efficient code, and provides assembly language optimization advice for those times when every clock cycle is critical.

Games for Windows - LIVE Essentials

Games for Windows LIVE brings a new generation of online gaming to Windows. Join us to hear about how LIVE can provide you with the technology to fully enable your games for multiplayer gaming and extensive community. The LIVE platform provides you with identity, achievements, automatic patching, extensive matchmaking, cross-platform connectivity, voice communications, anti-cheat technology, NAT traversal and more. This talk, intended for developers, will cover the features, requirements, best practices and differences from the Xbox version. Also included will be a sneak peak of new and upcoming LIVE features and some cool demos!

Multi-Core Memory Coherence - The Hidden Perils of Sharing Data

Creating threads is straightforward, but communicating between threads in an efficient and reliable manner can be very tricky. This talk covers synchronization techniques such as critical sections, spin-loops, and lockless programming, as well as pitfalls such as false sharing. The talk introduces high-level techniques and explains their low-level consequences -- including the complexities of out-of-order reads and writes.

Making Great Games for Windows Vista (Producer Deck)

With the launch of Windows Vista, millions of your customers are already playing games on this innovative new operating system. There are many things you should be aware of to ensure they have a satisfying experience. This talk covers important Windows Vista concepts and features as they relate to games, and then discusses the top issues affecting titles on Vista. Topics include dealing with User Account Control, installation and Game Explorer integration, graphics issues, and many other features that can make your game stand out on Vista.

Xbox LIVE on Windows and 360: Are Your Games Dead or LIVE?

LIVE on Windows and Xbox presents unmatched online opportunities for game developers. Session invitations, ubiquitous voice, and achievements are just a few of the features that continue to revolutionize the industry. But what else lies within the LIVE toolbox? What opportunities for gaming innovation await your creativity and passion? How can LIVE features help drive sales of your game and increase player retention? How can you integrate the most robust online feature set onto multiple platforms with minimal code? Whether you're creating single-player or multi-player titles for Xbox 360 or Windows, and whether you are new to LIVE or in the know, this talk will help you get the most out of LIVE.

Audible Authority - Understanding Microsoft Audio Programming Interfaces

The consistency of fully programmable software-based audio is here today on Windows and Xbox 360. This presentation will cover the XAudio programming interfaces for Xbox 360, as well as how DirectSound on Windows Vista and XP can be harnessed to provide consistent high fidelity audio experiences. The Microsoft Cross-Platform Authoring Tool (XACT) also now exposes more power and visibility to the game programmer, which will be discussed here, along with future plans to leverage XAudio on Windows platforms as an optimized, cross-platform low-level audio engine.

Tools, Glorious Tools - An Overview of Microsoft Audio Tools, Libraries and Utilities

From creating non-repetitive sound effects and interactive scores to XMA compression and media center music playback, audio offerings in the XDK and GDK provide functionality to help make getting audio up and running easier and more streamlined than ever. Here we cover the ins and outs of the Xbox 360, XNA Game Studio Express, and Windows audio offerings, including the Xbox Music Player service, the X3DAudio positioning library, XMA and other compression technologies, an introduction to the Microsoft Cross-Platform Authoring Tool (XACT), and real-time DSP effects.

Critical Audio Analysis-Audio Content Reviews and Beyond

Among many others services, the Microsoft Game Technology Group offers audio content reviews to interested titles in development. In this lecture, we will discuss the techniques and measurements utilized to help provide technical and creative advice, as well as the general review methodology utilized to isolate the most commonly seen challenges and successes. Examples will be offered to discuss and illustrate how titles are succeeding in raising their audio quality to the next level.

XACT Rebooted - New Features in the Microsoft Cross-Platform Audio Creation Tool

A newly redesigned and optimized property-editing window is just one of many innovations coming soon to the Microsoft Cross-Platform Audio Creation Tool (XACT), the high-level audio authoring tool and engine for Windows, Xbox 360, and XNA Game Studio Express. This presentation covers extensions made to XACT's programmability in response to developer requests, as well as other upcoming feature work focused on continuing to refine the programming-content creation pipeline.

SIGGRAPH 2007

Introduction to Direct3D 10

This download contains the slides, in PDF format, of the full-day course "Introduction to Direct3D 10" from SIGGRAPH 2007. This course provides a detailed overview of the new API, technologies, and techniques required for developing Direct3D 10 applications.

Game Developers Conference 2007

The Future of DirectX

Even though the DirectX 10 API and hardware have just shipped, graphics technology continues to advance. This talk outlines the next steps, beginning with the improvements in DirectX 10.1 targeting increased flexibility and image quality. We'll cover technologies currently under investigation for future releases including tessellating subdivision surfaces, generating compressed textures, and continuing improvements in CPU/GPU interoperation. This is a great opportunity to see where your most needed new features are on the list!

Getting Past 30 Hertz

Enabling high-performance games requires an arsenal of tools and techniques. This presentation will demonstrate the practical use of CPU and GPU performance analysis tools on both Xbox 360 and Windows. You'll come away armed with the knowledge needed to make your titles truly blow everyone away. Particular attention will be paid to the most recent additions to PIX on both platforms, such as the new sampling profiler and trace analysis. We'll also cover general techniques gleaned from practical experience in the field.

Developing Great Games for Windows Vista

With the launch of Windows Vista, millions of your customers are already playing games on this innovative new operating system. There are many things you should be aware of to ensure they have a satisfying experience. This talk covers important Windows Vista concepts and features as they relate to games, and then discusses the top issues affecting titles on Vista. Topics include dealing with User Account Control and other security features, Game Explorer integration, common re-distribution and installation mistakes, changes to the DirectX runtime, 64-bit desktop computing, the new display driver model and many other features that can make your game stand out on Vista.

Rapid-Fire Material Systems with Direct3D 10

Direct3D 10 is designed from the ground up to empower you to blast way more unique objects, materials, and realistic clutter into your scene. Discover opportunities to get the best small batch performance and exploit the leap forward in shader programmability in shader model 4.0 to achieve a new level of visual diversity. Learn how to design massively-scalable Direct3D 10 material systems on the new platform. This talk will also examine how to leverage major advancements of the new Direct3D 10 Effects system to efficiently manage the building blocks of a material: shader code, device state, and material data. Grab the reins of DirectX 10 hardware and software to cram as much variety as possible into every frame!

D3D10 Unleashed: New Features and Effects

Direct3D 10 has arrived in Windows Vista! Get up-to-speed on the latest graphics hardware and software infrastructure in Windows. Learn about the breadth of new Direct3D 10 features - everything from geometry shaders to resource views - and how to leverage those features for cutting-edge visual effects in your next Windows title. Attending this introductory talk is a great way to prepare yourself for the more advanced Direct3D 10 content presented later in the conference.

XNA Game Studio Express

Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio Express, hobbyist and casual game developers can see their visions come to light in a matter of minutes instead of months. Come see XNA Game Studio Express in action and learn how to take full advantage of this powerful framework and its associated development tools. This session will also provide a first look at some of the new features the XNA Game Studio team is working on.

XNA Game Studio Express: Deep Dive

This presentation offers an in-depth look into the recently released XNA Game Studio Express with emphasis on the XNA Framework and its technical capabilities. We will explore the potential for prototyping and creating Xbox LIVE Arcade titles in the professional game development arena. This talk will feature demonstrations of the capabilities of Game Studio Express and the XNA Framework on both Windows and Xbox 360.

XDK Redux: New Features and Tools for Xbox 360 Developers

Over the past year, many exciting enhancements and features have been integrated into the Xbox 360 Development Kit (XDK). New features range from file event monitoring, host migration support and reliable UDP to game disc caching, compression APIs and video capture. This presentation will highlight a number of these features, provide demos and share thoughts on how to effectively integrate them into your next Xbox 360 title or development process.

Advanced Performance Tuning with PIX for Windows

Although real-time graphics techniques are quickly advancing towards realism, the main issues many developers face is still performance. PIX for Windows is a powerful tool you can use to squeeze the most performance out of your game. Learn about the new and powerful additions to PIX for Windows including GPU timing information, shader debugging, and Direct3D 10 support. See the system as a whole and learn how to pinpoint bottlenecks in game engine performance.

The Future of Audio on Windows and Xbox 360

As the audio landscape evolves, Microsoft remains committed to a range of audio solutions for programmers and composers that effectively target platforms such as Windows and Xbox 360. Come hear what the future holds for audio APIs and tools from Microsoft. We'll discuss audio on Vista, future APIs, and how audio developers and content creators should be thinking about audio engine design and content authoring in the years ahead.

XACT Audio Hands-On Workshop

The Microsoft Cross-Platform Audio Creation Tool (XACT) is an audio implementation platform that is available for use on Xbox 360, Windows, and XNA Game Studio Express titles. The XACT authoring tool enables composers and sound designers to create dynamic, non-repetitive sound effects and more easily take advantage of sophisticated, real-time effects processing. The XACT engine provides optimized bundling and multi-streaming interfaces for programmers, as well as the ability to interactively perform and monitor audio playback programmatically. XACT supports real-time in-game auditioning, editing, mixing, and monitoring of audio content, allowing for rapid content prototyping with minimal programming resources. In this hands-on session we'll go over the basics and some more advanced techniques using XACT to create, edit, and play back content. There will be tasks for both programmers and content creators to explore while familiarizing themselves with this audio engine and creation tool.

LIVE on Windows Essentials

LIVE on Windows brings a new generation of online gaming to Windows. Join us to hear about how LIVE can provide you with the technology to fully enable your games for multiplayer gaming and extensive community. The LIVE platform provides you with identity, achievements, automatic patching, extensive matchmaking, cross-platform connectivity, voice communications, anti-cheat technology, NAT traversal and more. This talk, intended for developers, will cover the features, requirements, best practices and differences from the Xbox version. Also included will be a sneak peak of new and upcoming LIVE features and some cool demos!

Xbox LIVE on Windows and 360: Are Your Games Dead or LIVE?

LIVE on Windows and Xbox presents unmatched online opportunities for game developers. Session invitations, ubiquitous voice, and achievements are just a few of the features that continue to revolutionize the industry. But what else lies within the LIVE toolbox? What opportunities for gaming innovation await your creativity and passion? How can LIVE features help drive sales of your game and increase player retention? How can you integrate the most robust online feature set onto multiple platforms with minimal code? Whether you're creating single-player or multi-player titles for Xbox 360 or Windows, and whether you are new to LIVE or in the know, this talk will help you get the most out of LIVE.

Building High Performance Games using Visual C++ 2005

Visual C++ 2005 introduces a powerful new set of optimization techniques and code generation models. This presentation will discuss the many options available in Visual C++ for streamlining your game code, including link-time code generation, profile guided optimization (PGO), floating-point optimization, and other compiler and linker flags that will help you squeeze the most out of your target hardware. In addition, we'll discuss the Visual Studio profiler and other tools available to help pinpoint game bottlenecks and get you on track to performance nirvana.

Gamefest 2007

Gamefest 2007 Presentations

Individual slides/audio recordings for each Gamefest 2007 session can be found at the link in the title. Please note that some presentations are either missing the audio recording or have truncated recordings. This is due to a serious recording error.

Gamefest 2006

Gamefest 2006: Graphics Track
  • Introduction to Direct3D 10: Coming to a PC Near You
  • Using Direct3D 10: Getting the Most from Your Direct3D 10 Engine
  • Effects 10: Driving the New Effects System
  • Exploiting Direct3D 10: Advanced Techniques Using Direct3D 10
  • Advanced Lighting and More from Microsoft Research
  • Xbox 360 Direct3D and GPU Performance Update
  • HLSL Shader Compiler Update for Xbox 360 and Windows
  • Under the Hood: Revving Up Shader Performance
  • Seven Ways to Skin a Mesh: Character Skinning Revisited for Modern GPUs
  • HDR the Bungie Way
  • Cross-Platform Graphics Engine Development
Gamefest 2006: Windows and Xbox 360 System Programming Track
  • Designing Multi-Core Games: How to Walk and Chew Bubblegum at the Same Time
  • Multi-Core Memory Coherence: The Hidden Perils of Sharing Data
  • Sublime C++ for Games
  • Games as Malware: Why Security is Your Problem Too
  • Hardening the Box: The Xbox 360 and Windows Vista Security Models
  • Supercharging I/O: Hard Disk, DVD, and Memory Unit
  • Memory Management Internals: Allocation Strategies for High Performance
  • Power Debugging: Nasty Bugs and How to Find Them
  • Taming the CLR: How To Write Really Fast Managed Code
  • Windows Performance Topics for Games
  • Xbox 360 CPU Performance Update
  • Developing Games for Windows and Xbox 360: Stories from the Trenches
Gamefest 2006: Developer Tools: XNA and Visual Studio Track
  • Working Smarter and Building Faster with Visual C++ 2005
  • Managing Content Builds with XNA Build
  • An Introduction to Agile Development
  • Creating Games with the XNA Framework
  • A Closer Look at the XNA Framework Content Pipeline
  • Managing Content Builds with XNA Build
Gamefest 2006: Visual Arts Track
  • Dynamic Animation in Next-Generation Games
  • Exporting SOFTIMAGE|FACE ROBOT into a Real-Time Engine
  • Procedural Texturing Using ProFX: 2K Textures in 2KB
  • How'd They Do That? Graphics Samples Explained
  • Creating Captivating Visual Content for DirectX 10
  • Shaders and Shader Tools for Artists
  • Pushing the Pipeline: Creating a Next-Generation Art Pipeline in Less Than Six Months
  • Photorealistic Lighting Solutions for Next- Generation Games using Turtle 3
  • Strategies for Coping with the Demand of High Def Art
Gamefest 2006: Cross-Platform Xbox Live Track
  • Live Anywhere: Bringing the Live Experience to Windows
  • Session Enhancements: Host Migration, Improved TrueSkill™ and More
  • The New Xbox Live Server Platform: Opening up the Network
  • Community Extensions: Further Options to Customize Your Game's User Experience
  • Achievements and Stats: Adding to the “Just Five More Minutes” Factor
Gamefest 2006: Casual Games Track
  • Developing Games for Xbox Live Arcade
  • Developing Web-Based Games for MSN Games
  • Preparing Casual Games for Windows Vista
  • Developing Casual Games for MSN Messenger
  • Future Platforms and Opportunities for Casual Games
Gamefest 2006: Audio Track
  • Full Service Audio: A Comprehensive Guide to Tools, Libraries, and Services for Audio on Xbox 360 and Windows Vista
  • The Fundamentals of Audio Rendering on Xbox 360 and Windows Vista
  • XMA Implementation and Aesthetics (Or, How I Learned to Stop Worrying and Love the Compression)
  • Using the Top Rear Left-of-Center Low Frequency Speaker: How Multi-channel Audio Works on Xbox 360 and Windows Vista
  • Distributed Composing: Managing Audio Collaboration and Cross-Platform Deployment for XACT Projects
  • An Analytical Study of Audio Implementations for Existing Windows and Xbox 360 Titles
Gamefest 2006: Game Middleware Track
  • Adding Camera-Based Gesture and Face Tracking to Games
  • Making Your Game Sound More Cinematic
  • Extensible .NET Tools for Game Development - Guidelines and Lessons Learned
  • An Overview of Voice Recognition Implementation
  • Meshing AGEIA and Granny
  • Combining Different Middleware Solutions to Create a Customized Platform
  • The Convergence of AI, Physics and Animation
  • The Dos and Absolutely-Do-Nots of XLSP: A Middleware Perspective
  • Advanced Tools and Techniques for Shipping Your Game On-Time
  • Creating a DirectX 10 Shader Authoring Sandbox Using SOFTIMAGE|XSI
  • The State of the (Audio) Nation: A Conversation with Leading Audio Content Middleware Solutions
Gamefest 2006: Producer and Business Development Track
  • Games for Windows Vista: Nail the Essentials, Showcase the Innovations
  • Marketplace: Future of Digital Distribution
  • Making your Windows Titles Come ALIVE Anywhere!
  • Expanding Your Audience Through Accessibility
  • Rise Above: Improving Your Game's Chances for Success by Focusing on What Players Want
Gamefest 2006: Quality Assurance and Certification Track
  • Introduction to Windows Error Reporting as a Service
  • Games for Windows Vista Compatibility: The Essentials
  • Microsoft Games Testing Organization: Testing Evolved

SIGGRAPH 2006

Paper: The Direct3D 10 System (SIGGraph 2006)
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