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. |
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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. |
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