Game Developers Conference 2008 | XAudio2 - Audio Building Blocks For The Future
Game audio has evolved well beyond simple wave-file playback with 3D positioning. Now, a great sounding game needs programmable DSP effects, submixing of sounds, surround processing and more. XAudio 2 is the new low-level audio API for Xbox 360 and Windows, providing these features and more through a highly efficient software mixing engine. XAudio 2 supplants DirectSound on Windows and XAudio on Xbox 360, allowing you to write code that is easily portable between Xbox 360 and Windows. This session will cover the XAudio 2 architecture and XAudio 2 features. It will also show programming examples for solutions such as occlusion and environmental modeling, how 3D is implemented and its use of data compression. | | XDK Update GDC 2008
Microsoft continues to add exciting new features and tools to the Xbox 360 XDK. Recent additions include XAudio2, XMCore, APIMon, PGOLite, and /Analyze support. This presentation provides an overview of these new features and discusses best practices for how they can be utilized to create great games. | | XNA Game Studio 2.0 for Xbox LIVE Arcade
One question resounds as more and more developers discover the productivity gains from XNA Game Studio. How do you make money from the games you create? This talk offers a sneak peek into the XNA Arcade Extensions to Game Studio 2.0 along with details of how professional developers can take advantage of XNA Game Studio to produce commercial games. | | Understanding XNA Framework Performance
This talk is for programmers who want to understand how the XNA Framework works on Xbox 360, and the implications for writing high-performance code. The talk explains when and why the framework transitions between the Xbox user and supervisor modes, and why should you care. The talk also presents best practices for writing efficient graphics and math code, how to use multiple cores to parallelize your game, and which XNA Framework APIs can be called while doing so. Finally, the talk demonstrates what tools are available for investigating performance on Xbox 360, and how Windows tools can help you understand Xbox 360 performance issues. | | The Evolving Windows Gaming Platform
The Windows platform must keep with the times, and gamers drive the bleeding edge of the technology curve. This presentation covers recent developments in the Windows platform for games with Windows Vista Service Pack 1, Direct3D 10.1, and the on-going 64-bit technology transition as well as strategies for coping with and moving beyond the long-standing 2 GB memory barrier. | | Performance Tools Update
Everybody's favorite profiler Pix has gotten even better. Hear about the new additions, including continuous capture, Dr. Pix warnings, optical drive monitoring, and more. Learn how to use Pix to investigate performance spikes, detect anomalies, and improve load times. | | Networking with the XNA Framework
Everybody's favorite profiler Pix has gotten even better. Hear about the new additions, including continuous capture, Dr. Pix warnings, optical drive monitoring, and more. Learn how to use Pix to investigate performance spikes, detect anomalies, and improve load times. | | Getting More From Multicore
Multithreaded programming doesn't seem as hard as it used to, but it's still challenging to wring the greatest amount of performance out of multiple processor cores. From experience with multiple game developers and Microsoft's internal SDK teams, we've found a set of best practices to follow, as well as some common techniques that are best avoided. We'll present tips and tricks for getting the most out of multiple processors on Windows and Xbox 360, and discuss new Microsoft technologies that can help make high-performance multicore programming a little easier. | | Games for Windows - LIVE Just the Facts
With Games for Windows - LIVE, Microsoft is extending the Xbox LIVE® gaming and entertainment network to Windows. Learn about the features and find out the basics. This presentation will help you understand what it takes to ship a basic single-player game, and also help you understand the differences between the platforms as you move a game from Xbox 360 to Windows. | | CLR Performance
This talk is for those who want to understand the inescapable performance consequences of the managed programming method: the things you cannot avoid and the things you can. Comparing and contrasting the consequences for the .NET Compact Framework and the classic .NET runtime, the talk explains the reasons for these overheads, the benefits they provide, and what practices minimize the associated costs. Additionally, we discuss some commonly occurring costs, such as boxing, that aren't inherent to all managed code, and we offer some tips for minimizing those costs. | | D3D10 - Getting from 0 to 60 Hz
Learn about performance tools and best practices for driving the DirectX 10 renderer in your game from XNA Developer Connection's experiences in the trenches. This talk identifies common issues from developing high-end graphics experiences on Windows Vista using DX10 and outlines approaches to mitigate those issues. | | Extending the Content Pipeline
The XNA Framework Content Pipeline allows developers to use Visual Studio to build their art into resources for use with the XNA Framework and XNA Game Studio. This talk covers how to create new importers and processors using C# to extend the functionality of the Content Pipeline as well as how to debug these importers and processors using XNA Game Studio. We go in -depth into the creation of the code for the importers and processors and do hands-on debugging of the resulting processor and importer to give the audience a clear idea of how to work with and extend the Content Pipeline. | | Advanced Debugging with Managed Code
XNA Game Studio offers a robust debugging experience that can greatly enhance a developer's ability to investigate a game as it runs. Developers of managed games have many debugging techniques at their disposal, but not all of them are self-evident. This talk covers advanced debugging techniques useful to game developers, including demonstrations of powerful IDE debugger features and other tools provided by Microsoft. |
Gamefest 2007 Slides/AudioGamefest 2007 Presentations
Individual slides/audio recordings for each Gamefest 2007 session can be found at the link in the title. Please note that some presentations are either missing the audio recording or have truncated recordings. This is due to a serious recording error. |
Gamefest 2007 VideosGamefest 2007: Keynote
Listen in as Chris Satchell, General Manager of the XNA Group at Microsoft, talks about "Taking It To The Next Level" -- moving beyond delighting the core set of customers and expanding the gaming market with new innovations. | Gamefest 2007: The Costs of Managed Code: The Avoidable and the Unavoidable
This talk is for those who want to understand the inescapable performance consequences of the managed programming method: the things you cannot avoid and the things you can. The presentation explains those few characteristics of managed code, such as array bounds checking, application domain isolation, and write barriers, that profoundly affect the code generation at a primitive level. Comparing and contrasting the consequences for the .NET Compact Framework and the classic .NET runtime, the talk explains the reasons for these overheads, the benefits they provide, and what practices minimize the associated costs. Additionally, we discuss some commonly occurring costs, such as boxing, that aren't inherent to all managed code, and we offer some tips for minimizing those costs. Speaker: Rico Mariani | Gamefest 2007: Pre-Mortem: Torpex Games' Schizoid
Considering XNA Game Studio for a new commercial game project and want to know what you might encounter down the road? This talk covers the experiences of several AAA game developers who have almost completed an XNA Framework game for Xbox LIVE Arcade. We delve into the pros and cons of using the XNA Framework and share a few engineering tricks we learned along the way. This presentation is targeted at programmers and producers interested in learning about shipping an Xbox LIVE Arcade game using XNA Game Studio. Speakers: Jamie Fristrom, Bill Dugan, Torpex Games | Gamefest 2007: What’s New in XNA Game Studio 2.0
Last December 2006, XNA Game Studio Express 1.0 brought new levels of approachability and ease in developing video games for both Windows and Xbox 360. We are taking our commitment to democratize game development further with the upcoming release of XNA Game Studio 2.0 this holiday 2007. To learn more about this major update, join this talk as we provide an early look at exciting new features and tools shown publicly for the first time. Filled with great demos and code samples, this talk dives into the enhancements to the XNA Framework, content pipeline, and developer environment, and even offers a glimpse of our community sharing plans. Speaker: Mitch Walker. | Gamefest 2007: Networking with the XNA Framework
Playing games by yourself can be fun, but it's far better when you can play with others, whether cooperatively or head-to-head. Creating multiplayer games using XNA Game Studio, however, requires networking support in the XNA Framework for both Windows and Xbox 360. And that support simply isn't there...until now! For the upcoming release of XNA Game Studio 2.0 later this holiday 2007, we will be augmenting the XNA Framework to include support for networked games. Come learn where we're taking networking in the XNA Framework, what is supported and what's not, and how you will soon be able to enable multiplayer support in your games. Speaker: Shawn Hargreaves. | Gamefest 2007: XNA Game Studio for Fun and Profit
One question resounds as more and more developers discover the productivity gains from XNA Game Studio. How do you make money from the games you create? This talk offers a sneak peek at developing an Xbox LIVE Arcade game along with details of how professional developers can take advantage of XNA Game Studio to produce commercial games. Speaker: Frank Savage. NOTE: Only the first 20 minutes of this presentation are available on this video. | Gamefest 2007: Understanding XNA Framework Performance
This talk is for programmers who want to understand how the XNA Framework works on Xbox 360, and the implications for writing high-performance code. The talk explains when and why the framework transitions between the Xbox user and supervisor modes, and why should you care. The talk also presents best practices for writing efficient graphics and math code, how to use multiple cores to parallelize your game, and which XNA Framework APIs can be called reentrantly while doing so. Finally, the talk demonstrates what tools are available for investigating performance on Xbox 360, and how Windows tools can help you understand Xbox 360 performance issues. Speaker: Shawn Hargreaves. |
SIGGGRAPH 2007Introduction to Direct3D 10
This download contains the slides, in PDF format, of the full-day course "Introduction to Direct3D 10" from SIGGRAPH 2007. This course provides a detailed overview of the new API, technologies, and techniques required for developing Direct3D 10 applications. |
| Gamefest Unplugged (Europe) 2007D3D10 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. | 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. |
Game Developers Conference 2007The Future of DirectX
Even though the DirectX 10 API and hardware have just shipped, graphics technology continues to advance. This talk outlines the next steps, beginning with the improvements in DirectX 10.1 targeting increased flexibility and image quality. We'll cover technologies currently under investigation for future releases including tessellating subdivision surfaces, generating compressed textures, and continuing improvements in CPU/GPU interoperation. This is a great opportunity to see where your most needed new features are on the list! | 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. | Developing 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. | 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! | 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. | XNA Game Studio Express
Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio Express, hobbyist and casual game developers can see their visions come to light in a matter of minutes instead of months. Come see XNA Game Studio Express in action and learn how to take full advantage of this powerful framework and its associated development tools. This session will also provide a first look at some of the new features the XNA Game Studio team is working on. | XNA Game Studio Express: Deep Dive
This presentation offers an in-depth look into the recently released XNA Game Studio Express with emphasis on the XNA Framework and its technical capabilities. We will explore the potential for prototyping and creating Xbox LIVE Arcade titles in the professional game development arena. This talk will feature demonstrations of the capabilities of Game Studio Express and the XNA Framework on both Windows and Xbox 360. | 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. | Advanced Performance Tuning with PIX for Windows
Although real-time graphics techniques are quickly advancing towards realism, the main issues many developers face is still performance. PIX for Windows is a powerful tool you can use to squeeze the most performance out of your game. Learn about the new and powerful additions to PIX for Windows including GPU timing information, shader debugging, and Direct3D 10 support. See the system as a whole and learn how to pinpoint bottlenecks in game engine performance. | The Future of Audio on Windows and Xbox 360
As the audio landscape evolves, Microsoft remains committed to a range of audio solutions for programmers and composers that effectively target platforms such as Windows and Xbox 360. Come hear what the future holds for audio APIs and tools from Microsoft. We'll discuss audio on Vista, future APIs, and how audio developers and content creators should be thinking about audio engine design and content authoring in the years ahead. | XACT Audio Hands-On Workshop
The Microsoft Cross-Platform Audio Creation Tool (XACT) is an audio implementation platform that is available for use on Xbox 360, Windows, and XNA Game Studio Express titles. The XACT authoring tool enables composers and sound designers to create dynamic, non-repetitive sound effects and more easily take advantage of sophisticated, real-time effects processing. The XACT engine provides optimized bundling and multi-streaming interfaces for programmers, as well as the ability to interactively perform and monitor audio playback programmatically. XACT supports real-time in-game auditioning, editing, mixing, and monitoring of audio content, allowing for rapid content prototyping with minimal programming resources. In this hands-on session we'll go over the basics and some more advanced techniques using XACT to create, edit, and play back content. There will be tasks for both programmers and content creators to explore while familiarizing themselves with this audio engine and creation tool. | LIVE on Windows Essentials
LIVE on Windows 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! | 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. | Building High Performance Games using Visual C++ 2005
Visual C++ 2005 introduces a powerful new set of optimization techniques and code generation models. This presentation will discuss the many options available in Visual C++ for streamlining your game code, including link-time code generation, profile guided optimization (PGO), floating-point optimization, and other compiler and linker flags that will help you squeeze the most out of your target hardware. In addition, we'll discuss the Visual Studio profiler and other tools available to help pinpoint game bottlenecks and get you on track to performance nirvana. |
Archived PresentationsGamefest 2006: Graphics Track
- Introduction to Direct3D 10: Coming to a PC Near You
- Using Direct3D 10: Getting the Most from Your Direct3D 10 Engine
- Effects 10: Driving the New Effects System
- Exploiting Direct3D 10: Advanced Techniques Using Direct3D 10
- Advanced Lighting and More from Microsoft Research
- Xbox 360 Direct3D and GPU Performance Update
- HLSL Shader Compiler Update for Xbox 360 and Windows
- Under the Hood: Revving Up Shader Performance
- Seven Ways to Skin a Mesh: Character Skinning Revisited for Modern GPUs
- HDR the Bungie Way
- Cross-Platform Graphics Engine Development
| Gamefest 2006: Windows and Xbox 360 System Programming Track
- Designing Multi-Core Games: How to Walk and Chew Bubblegum at the Same Time
- Multi-Core Memory Coherence: The Hidden Perils of Sharing Data
- Sublime C++ for Games
- Games as Malware: Why Security is Your Problem Too
- Hardening the Box: The Xbox 360 and Windows Vista Security Models
- Supercharging I/O: Hard Disk, DVD, and Memory Unit
- Memory Management Internals: Allocation Strategies for High Performance
- Power Debugging: Nasty Bugs and How to Find Them
- Taming the CLR: How To Write Really Fast Managed Code
- Windows Performance Topics for Games
- Xbox 360 CPU Performance Update
- Developing Games for Windows and Xbox 360: Stories from the Trenches
| Gamefest 2006: Developer Tools: XNA and Visual Studio Track
- Working Smarter and Building Faster with Visual C++ 2005
- Managing Content Builds with XNA Build
- An Introduction to Agile Development
- Creating Games with the XNA Framework
- A Closer Look at the XNA Framework Content Pipeline
- Managing Content Builds with XNA Build
| Gamefest 2006: Visual Arts Track
- Dynamic Animation in Next-Generation Games
- Exporting SOFTIMAGE|FACE ROBOT into a Real-Time Engine
- Procedural Texturing Using ProFX: 2K Textures in 2KB
- How'd They Do That? Graphics Samples Explained
- Creating Captivating Visual Content for DirectX 10
- Shaders and Shader Tools for Artists
- Pushing the Pipeline: Creating a Next-Generation Art Pipeline in Less Than Six Months
- Photorealistic Lighting Solutions for Next- Generation Games using Turtle 3
- Strategies for Coping with the Demand of High Def Art
| Gamefest 2006: Cross-Platform Xbox Live Track
- Live Anywhere: Bringing the Live Experience to Windows
- Session Enhancements: Host Migration, Improved TrueSkill™ and More
- The New Xbox Live Server Platform: Opening up the Network
- Community Extensions: Further Options to Customize Your Game's User Experience
- Achievements and Stats: Adding to the “Just Five More Minutes” Factor
| Gamefest 2006: Casual Games Track
- Developing Games for Xbox Live Arcade
- Developing Web-Based Games for MSN Games
- Preparing Casual Games for Windows Vista
- Developing Casual Games for MSN Messenger
- Future Platforms and Opportunities for Casual Games
| Gamefest 2006: Audio Track
- Full Service Audio: A Comprehensive Guide to Tools, Libraries, and Services for Audio on Xbox 360 and Windows Vista
- The Fundamentals of Audio Rendering on Xbox 360 and Windows Vista
- XMA Implementation and Aesthetics (Or, How I Learned to Stop Worrying and Love the Compression)
- Using the Top Rear Left-of-Center Low Frequency Speaker: How Multi-channel Audio Works on Xbox 360 and Windows Vista
- Distributed Composing: Managing Audio Collaboration and Cross-Platform Deployment for XACT Projects
- An Analytical Study of Audio Implementations for Existing Windows and Xbox 360 Titles
| Gamefest 2006: Game Middleware Track
- Adding Camera-Based Gesture and Face Tracking to Games
- Making Your Game Sound More Cinematic
- Extensible .NET Tools for Game Development - Guidelines and Lessons Learned
- An Overview of Voice Recognition Implementation
- Meshing AGEIA and Granny
- Combining Different Middleware Solutions to Create a Customized Platform
- The Convergence of AI, Physics and Animation
- The Dos and Absolutely-Do-Nots of XLSP: A Middleware Perspective
- Advanced Tools and Techniques for Shipping Your Game On-Time
- Creating a DirectX 10 Shader Authoring Sandbox Using SOFTIMAGE|XSI
- The State of the (Audio) Nation: A Conversation with Leading Audio Content Middleware Solutions
| Gamefest 2006: Producer and Business Development Track
- Games for Windows Vista: Nail the Essentials, Showcase the Innovations
- Marketplace: Future of Digital Distribution
- Making your Windows Titles Come ALIVE Anywhere!
- Expanding Your Audience Through Accessibility
- Rise Above: Improving Your Game's Chances for Success by Focusing on What Players Want
| Gamefest 2006: Quality Assurance and Certification Track
- Introduction to Windows Error Reporting as a Service
- Games for Windows Vista Compatibility: The Essentials
- Microsoft Games Testing Organization: Testing Evolved
| Meltdown 2005 Click on this link to download the slide decks from Meltdown 2005 | Paper: The Direct3D 10 System (SIGGraph 2006) This paper, to be presented at SIGGraph 2006, discusses the Direct3D 10 system architecure. It covers the structural modifications made to the Direct3D 10 API, as well as the rationale behind the design choices. (If you experience viewing difficulties, right-click this link and choose Save Target As.) | GDC 2006: XNA Overview XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session, narrated by Brian Keller, will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds. | GDC 2006: XNA Build March 2006 CTP Tutorials These updated tutorials can be used with the March 2006 Community Technology Preview of XNA Build. | GDC 2006: XNA Studio: Advanced Features of the XNA Build System XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. Frank Savage shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements – whether you create a pipeline from scratch or adapt an existing one. | GDC 2006: Next-Generation Graphics Programming on Xbox 360 (Audio track not available) This Powerpoint deck presents an overview of the unique graphics hardware architecture of Xbox 360 and the advantages that Xbox 360 brings to real time CG. It also shows the similarities and difference between DirectX programming for Windows and Xbox 360, with specific attention spent on Xbox 360-specific topics like programmable tessellation and managing EDRAM. | GDC 2006: Xbox Live on Xbox 360 Best Practices (Audio-tracked) Every Xbox 360 game is also an Xbox Live game and therefore a social experience. David Shaw discusses the highlights and the shortcomings of the Xbox 360 games and features, including Achievements, TrueSkill, Social Matchmaking, and Gamer Profiles. He identifies the best and the not-so-best practices. This presentation is intended for game designers and game developers interested in creating compelling social game experiences. | GDC 2006: Introduction to Direct3D 10 PowerPoint deck-only of the above presentation | GDC 2006: Getting Ready for Microsoft Windows Vista (Audio-tracked) Windows Vista is the biggest Microsoft investment in Windows gaming since the introduction of DirectX, creating huge opportunities for games to get great visibility, integrate with the larger system, and take advantage of new technologies. Chuck Walbourn will help you make sure your upcoming title is 100% compatible with both the new gaming and security features of Windows Vista, as well as current Windows XP gaming rigs. | GDC 2006: Getting Ready for Microsoft Windows Vista PowerPoint deck-only of the above presentation | GDC 2006: Coding for Multiple Cores (Audio-tracked) Processors on PCs and consoles are going multi-core. If your game is single-threaded then you will be wasting half or more of the CPU performance.Bruce Dawson and Chuck Walbourn discuss techniques for splitting up a game’s workload into threads, and samples of how to effectively code this. Examples will be drawn from real-life experience on PC and Xbox 360. | GDC 2006: Coding for Multiple Cores PowerPoint deck-only of the above presentation | GDC 2006: Cross-Platform Development Best Practices for Xbox 360 and Windows (Audio track not available) Maximize your development and production efforts across Xbox 360 and Windows, this session describes best practice approaches for cross platform development. The talk details developing both game code (touching on areas where APIs exist) and game content (shaders, geometry, texture formats etc.) which target both platforms. Matt Lee and Kev Gee will also highlight areas where developers need to focus their efforts to ensure they are showcasing the strengths of each platform in the most efficient manner. (Audio track not available) | Meltdown 2005 Presentations Get up to date with the latest presentations from Meltdown 2005. All presentations given at the Windows, Graphics, Visual Studio, and Business/Publisher tracks are available for immediate download. | Mike Burrows demonstrates PIX Watch Mike Burrows as he gives an impromptu demonstration to the Channel 9 team of the Performance Investigator for DirectX (PIX) at Meltdown 2005. This tool is used with Direct3D applications, allowing you gather and fully analyze Direct3D calls on a frame-by-frame basis. | DirectX Developer Day and HLSL Workshop Presentations at GDC 2005
| DirectX Developer Day and HLSL Workshop Presentations at GDC 2004
| Microsoft HLSL Workshop at SIGGRAPH 2004
| Microsoft Presentations at Meltdown 2004
| Microsoft Presentations at Meltdown 2003
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