Windows 7 – What Does It Mean to Game Developers
Speaker: Chuck Walbourn
Description: 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 Multithreaded Rendering and Compute
Speaker: Kevin Gee
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.
Direct3D11 Tessellation Deep Dive
Speaker: Matt Lee
Description: 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.
Get Ready for Windows 7
Speaker: Kyle Marsh
Description: 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.
Lockless Programming
Speaker: Bruce Dawson
Description: 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.
Out of Order: Making In-Order Processors Play Nicely
Speaker: Allan Murphy
Description: 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.
The Beauty of Destruction
Speaker: Pete Isensee
Description: 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.
NetGrove: New Tools for Network Optimization
Speaker: Tomas Vykruta
Description: 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.
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