Watch Intel's Sessions from the 2022 Game Developers Conference
From extraordinary graphics to superior game performance, Intel had you covered at this year's Game Developers Conference (GDC). Explore the best sessions that featured Intel® technologies and insider resources to help you tune for the modern PC.
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This session is divided into three main sections. First, we introduce the new DirectX* 12 Ultimate variable rate shading API, including a summary of recent titles and literature that have taken advantage of tier 1 and tier 2 variable-rate shading. Second, inspired by research literature in the field, we share details of our implementation and optimization of a content and motion-adaptive error metric as a demonstration in the DirectX 12 MiniEngine. Finally, we discuss the performance and quality trade-offs of our implementation, and share details on how to get access to our implementation.
Intel® Xe Super Sampling (XeSS)—an AI-based Upscaling for Real-Time Rendering
Hisham Chowdhury, Robert Kawiak, Rens de Boer, Gabriel Ferreira, and Lucas Xavier
Take a closer look at Intel® Xe Super Sampling (XeSS) and hear from Art by Rens and Massive Work Studio on XeSS use in their titles. See how it compares with commonly used upscaling techniques, and how it brings higher performance without compromising quality. Gain insight into the software and hardware technology behind XeSS powered by Intel® Arc™ GPUs.
This session walks you through how Intel's ray-tracing hardware architecture works and why it has been designed with a path-tracing future in mind. It explains good shaders programming practices for ray-tracing shaders. Finally, it takes a look at how to best drive bounding volume hierarchy (BVH) construction on Intel® Arc™ graphics.
Building Beautiful Worlds with Gaia Machine Learning and Intel® Distribution of OpenVINO™ Toolkit
Peter Cross and Adam Goodrich
Popular game development tools like Gaia machine learning from Procedural Worlds can be used to quickly build life-like worlds. With AI and machine-learning acceleration, these worlds can be built faster and augmented with amazing new features.
The Developer Journey: How Intel and EXOR Implemented XeSS in The Riftbreaker
Bartosz Boczula, Andrzej Czajkowski, and Pawel Lekki
Join Intel and EXOR Studios to gain insight and best practices uncovered while implementing XeSS in The Riftbreaker. Learn about the studio and the 15-year history of their Schmetterling engine, plus how it all came together in this pioneering game development collaboration.
Elevate Game Profiling on Intel® CPUs and GPUs Using Advanced Graphics Analyzers
Pamela Harrison, Eugene Krasichkov, and Stanislav Volkov
Ramp up your game profiling abilities with our new DirectX Raytracing (DXR), Hotspot Analysis, and XeSS capabilities. With Intel's new discrete GPU, Alchemist, Intel® Graphics Performance Analyzers (Intel® GPA) can now collect on the order of 1000 hardware counters, displaying your favorites on demand and automating their analysis for bottleneck detection. See how to collect and display enormous amounts of data quickly, and follow along through some use cases so that your development team can streamline optimization.
Get an overview of 12th generation Intel® Core™ processors (formerly code named Alder Lake), the differences between P-cores and E-cores, and how to leverage each of these cores to your advantage in games. We cover some of the basics, performance characteristics, thread scheduling, Intel® Thread Director, CPUID and MSR changes, and discuss some of the game subsystems that we think are particularly well suited for E-cores.
Bringing 4K Ray-Traced Visuals to the World of HITMAN 3
Leigh Davies and Alessandro Dal Corso
Learn about the efforts to support 12th generation Intel® Core™ processors and Alchemist video cards in HITMAN 3. Hear about the core ray-tracing work to bring higher quality reflection and shadows to the HITMAN world, and how the integration of XeSS improved quality and performance at high resolutions.