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DX, D3D & OpenGL Low Level API Sessions by NV, AMD, Intel, MS at GDC 2014
http://www.redgamingtech.com for more gaming news, reviews & tech
http://www.facebook.com/redgamingtech - Follow us on Facebook!
DirectX: Evolving Microsoft's Graphics Platform
Presented by: Microsoft; Anuj Gosalia, Development Manager, Windows Graphics
For nearly 20 years, DirectX has been the platform used by game developers to create the fastest, most visually impressive games on the planet.
However, you asked us to do more. You asked us to bring you even closer to the metal and to do so on an unparalleled assortment of hardware. You also asked us for better tools so that you can squeeze every last drop of performance out of your PC, tablet, phone and console.
Come learn our plans to deliver.
Direct3D Futures
Presented by: Microsoft; Max McMullen, Development Lead, Windows Graphics
Come learn how future changes to Direct3D will enable next generation games to run faster than ever before!
In this session we will discuss future improvements in Direct3D that will allow developers an unprecedented level of hardware control and reduced CPU rendering overhead across a broad ecosystem of hardware.
If you use cutting-edge 3D graphics in your games, middleware, or engines and want to efficiently build rich and immersive visuals, you don't want to miss this talk.
Approaching Zero Driver Overhead in OpenGL
Presented By: NVIDIA; Cass Everitt, OpenGL Engineer, NVIDIA; Tim Foley, Advanced Rendering Technology Team Lead, Intel; John McDonald, Senior Software Engineer, NVIDIA; Graham Sellers, Senior Manager and Software Architect, AMD
Driver overhead has been a frustrating reality for game developers for the entire life of the PC game industry. On desktop systems, driver overhead can decrease frame rate, while on mobile devices driver overhead is more insidious--robbing both battery life and frame rate. In this unprecedented sponsored session, Graham Sellers (AMD), Tim Foley (Intel), Cass Everitt (NVIDIA) and John McDonald (NVIDIA) will present high-level concepts available in today's OpenGL implementations that radically reduce driver overhead--by up to 10x or more. The techniques presented will apply to all major vendors and are suitable for use across multiple platforms. Additionally, they will demonstrate practical demos of the techniques in action in an extensible, open source comparison framework.
http://techreport.com/news/26090/mantle-no-more-gdc-sessions-point-to-the-next-directx
Royalty Free Music - www.audiomicro.com/royalty-free-music
Видео DX, D3D & OpenGL Low Level API Sessions by NV, AMD, Intel, MS at GDC 2014 канала RedGamingTech
http://www.facebook.com/redgamingtech - Follow us on Facebook!
DirectX: Evolving Microsoft's Graphics Platform
Presented by: Microsoft; Anuj Gosalia, Development Manager, Windows Graphics
For nearly 20 years, DirectX has been the platform used by game developers to create the fastest, most visually impressive games on the planet.
However, you asked us to do more. You asked us to bring you even closer to the metal and to do so on an unparalleled assortment of hardware. You also asked us for better tools so that you can squeeze every last drop of performance out of your PC, tablet, phone and console.
Come learn our plans to deliver.
Direct3D Futures
Presented by: Microsoft; Max McMullen, Development Lead, Windows Graphics
Come learn how future changes to Direct3D will enable next generation games to run faster than ever before!
In this session we will discuss future improvements in Direct3D that will allow developers an unprecedented level of hardware control and reduced CPU rendering overhead across a broad ecosystem of hardware.
If you use cutting-edge 3D graphics in your games, middleware, or engines and want to efficiently build rich and immersive visuals, you don't want to miss this talk.
Approaching Zero Driver Overhead in OpenGL
Presented By: NVIDIA; Cass Everitt, OpenGL Engineer, NVIDIA; Tim Foley, Advanced Rendering Technology Team Lead, Intel; John McDonald, Senior Software Engineer, NVIDIA; Graham Sellers, Senior Manager and Software Architect, AMD
Driver overhead has been a frustrating reality for game developers for the entire life of the PC game industry. On desktop systems, driver overhead can decrease frame rate, while on mobile devices driver overhead is more insidious--robbing both battery life and frame rate. In this unprecedented sponsored session, Graham Sellers (AMD), Tim Foley (Intel), Cass Everitt (NVIDIA) and John McDonald (NVIDIA) will present high-level concepts available in today's OpenGL implementations that radically reduce driver overhead--by up to 10x or more. The techniques presented will apply to all major vendors and are suitable for use across multiple platforms. Additionally, they will demonstrate practical demos of the techniques in action in an extensible, open source comparison framework.
http://techreport.com/news/26090/mantle-no-more-gdc-sessions-point-to-the-next-directx
Royalty Free Music - www.audiomicro.com/royalty-free-music
Видео DX, D3D & OpenGL Low Level API Sessions by NV, AMD, Intel, MS at GDC 2014 канала RedGamingTech
OpenGl opengl 4.3 Low level low level api AMD mantle mantle application programming interface dx11 dx11.2 amd mantle technology bf4 cpu gpu compute microsoft directx 11 linux linux gaming Opengl 4.4 Draw calls glide amd jaguar gcn graphic core next nvidia intel geforce hardware physx nvidia physx graphics card pc gaming pc gdc gdc 2014 GDC api developer games development direct3d rendering 3d graphics tiled resources
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27 февраля 2014 г. 5:51:28
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