Xperf can be a powerful profiling tool, making otherwise invisible performance problems easy to find. There are, however, numerous challenges in using it effectively. This talk will explain the techniques used at Valve to record and analyze Xperf traces, with case studies showing some of the performance problems found in Valve games. Attendees will learn to integrate Xperf into their profiling life cycle in order to discover the secrets of their own Windows games.
Working on a bleeding-edge PC title releasing in 2013 or beyond? By 2013, the average PC will have four cores, and systems will ship with six cores or more. Get the most out of the latest hardware, and scale efficiently between two and six (or more) CPU cores by using Tasking. Tasking decouples algorithmic parallelism from implementation, allowing your technology to scale to N cores. Together we will explore the parallelization of rendering, animation logic, and MLAA post-processing, investigating the implementation and performance pitfalls we encounter along the way.
Many urban myths surround game lighting technology: baking lighting into textures is slow, high-quality real-time radiosity is not affordable, most lighting research is not practical for games, hardware is not yet fast enough for complex lighting, etc. This talk challenges these myths, showing that considerable, unexploited potential still exists on current consoles. An argument is made for why the static/real-time divide no longer is relevant, and how rethinking the way lighting is generated can provide higher quality, more iterative lighting. Examples are provided for what alternative lighting pipelines are possible today with existing techniques, and what considerations should be made to prepare for the next generation.
There’s more to texture resources than just a file an artist creates in Photoshop. This talk will cover DirectX 11 and Xbox 360 block compression, the modern DDS file format, and the latest tools for processing textures for Windows and Xbox 360 games.
Shadow mapping is a well-known technique for rendering shadows in 3D scenes. For highly complex scenes, however, shadow map creation can consume a big portion of the rendering budget. A naive solution to this problem would use occlusion culling from the light source to reduce the amount of rendered shadow casters. In this talk, we describe a method for solving this problem by using knowledge of visibility from the main view for culling shadow casters. First, we use occlusion culling for the camera view to identify visible shadow receivers. Second, when rendering into the shadow map, we use only those shadow casters that cast shadows on visible shadow receivers. All other shadow casters are culled, leading to significant improvements in the total frame rendering time.
For Crysis 2, the R&D team at Crytek created the third iteration of CryENGINE. This lecture will cover various topics related to Crytek’s latest engine iteration. The lecturer will provide an overview of the rendering pipeline, and the successful transition to a multiplatform friendly deferred lighting approach; how gamma-correct HDR rendering and its multiplatform details have been handled, with a focus on performance and quality. Other topics include deferred lighting techniques such as efficiently handling skin-rendering, and overcoming alpha-blending problems for hair/fur rendering for current-generation hardware; water-rendering and dynamic interaction; batched HDR post-processing; and how AA was handled. The lecture will include multiplatform comparisons on final image quality, optimization strategies, and performance analysis insights. It will also unveil the DX11 implementation of certain features.
关闭DX的多线程标记，通过抽象渲染的Command Buffer来达到多线程更新Command Buffer单线程提交是我一直想在新引擎中尝试的基础架构。有结果之后又是一篇博客的内容了。
In this talk, we discuss the use of precompiled command buffers (PCBs) on Xbox 360. We explain what PCBs are, and when to use them. We also explain the interaction of the D3D shadow state with PCBs, including how the inheritance and persist flags work. Learn about important points of PCB memory management, and get a walkthrough of the different ways of managing render state with PCBs.
An old developer joke goes: “Q: How do you keep your publisher happy? A: Always render the words ’60 fps’ somewhere on the screen.” If frame rate is so important, why do we need an on-screen monitor to tell us what it is? Surprisingly, “sluggish” or “chugging” performance doesn’t always correlate with dropped frames. Why is it, for instance, that 24 fps movies can play smoothly on your TV, but 24 fps games cannot? Most titles must occasionally exceed their processing budget. How should they react? Drop frames, tear, add extra latency? Maybe all three? We present strategies for making the best of a bad situation.
Whether 3D is the next big thing or not, developers and designers now have the opportunity to use this tool to support their game story. It is up to them to make it efficient, relevant, of quality, and immersive. With the support of frame packing coming to Xbox 360, let’s learn from games and movies that have shown the way.
Join us in the Functional Certification presentation while we examine the two major types of Functional testing. We will cover the most common failing FTC issues, and then learn about how we catch the most common non-FTC issues with our test planning process. We will cover topics like passing/failing scenarios, FAQs, the Optional Final/Final testing process and what is involved. Our Functional lead also will take you on a deep dive into our top 10 game-failing issues. You will have the opportunity to view some of the all new Xbox 360 Functional Certification training videos. Most importantly, we will give you an insight into how you can use all this information and more with any future submission planned for Certificati
A mandate for the reboot of Mortal Kombat onto Xbox 360 and PS3 was to significantly update the visualization of blood and gore in the game, along with the image quality in general. The requirement to maintain a solid 60 Hz during gameplay put significant limitations on possible approaches. This talk will focus on the game’s gore system, which is quite extensive and had to allow for an unbounded amount of blood to be displayed. We had to support the damaging and dismemberment of characters, as well as the rendering of their internal musculature and skeletons. Additionally, the game had to support blood interacting with the environment, characters, and their dismembered limbs in a consistent way. Methods and optimizations employed to get this all practically working and extremely fast will be described in detail.
Understanding of how Kinect works and what it does well is key to making great games that use the hardware and software to the fullest. Join us for an all-inclusive discussion about how the Kinect sensor, skeletal tracking, Identity, and speech recognition work together to create the magic behind Kinect.
User-generated content (UGC) is everywhere! This talk highlights some of the trends in UGC, as well as policies and best practices for implementing safe UGC features and functions. The basis for the presentation will be a newly updated UGC policy document that covers traditional UGC, as well as photo, video, and voice using the Kinect sensor.
Controller-free gaming affects menu design and in-game controls more than any other part of the game. This is new ground for most developers, and an art—the Xbox team has seen examples of success from across the spectrum. In this talk, we will explore some example paradigms from released games and elsewhere, and describe what we need to see during the concept approval and UI review stages before your title can ship. This information is valuable to Producers and Designers wanting to understand—and to improve upon—current best practices in the crucial area of player feedback.
We will explore an approach to navigating an open environment with Kinect. Using a walking-in-place paradigm, the system transforms the player’s movement into natural looking locomotion on their avatar. Various techniques for detecting and analyzing rhythmic motion are covered, including power calculation, zero-crossing detection, auto-correlation, and Fourier analysis (FFT and DFT).