Deep(ish) Dive on Oculus Quest Optimization - Reboot RED 2019 / GameOn 2019 (Oculus)

October 30, 2019

Traditional PC VR developers are likely familiar with the rendering process on discrete GPUs, but mobile SoCs are a different beast. What’s a tile-based renderer? Why do I need to avoid grab passes? How did I get here? Come learn the answers to all these questions and find out how to accomplish very similar visuals when porting your project to Oculus Quest.​

GDC 2018: Scaling CPU Experiences: Maximizing the Unity Job System on All Levels of Hardware

January 01, 2020

Co-Presented by Mike Geig - Global Content Evangelist @ Unity Technologies

Low, medium, and high. Standard fare for GPU settings, but why not CPU? Today the power of the CPU on your end user's machines can vary wildly. Typically, developers will define their CPU min-spec, implement the simulation and gameplay systems using that performance target, and call it a day. This leaves the many potentially available cores built-in to modern mainstream CPUs sitting idle on the sideline. With the new C# job system available in Unity, it's easy to leverage these free resources to make your game stand out from the crowd. In this talk, we'll show you how to leverage this powerful new Unity feature to scale the work done in your scripts based on your end user's hardware capability… dynamically!

GDC 2018: Maximize Your Audience: Getting Space Pirate Trainer to Perform on Intel Integrated Graphics

January 01, 2020

Co-Presented with Dirk Van Welden (I-Illusions) & Seth Schneider (Intel)

Typically, VR titles need to target a solid 90fps with a minimum spec containing a pretty decent discrete graphics card. This is a tall order considering the frame budget for this is around 11.1 ms per frame and you need to render the entire scene twice (once for each eye). What happens when the new min-spec for the Windows Mixed Reality mainstream becomes Intel Integrated Graphics? After you cower in fear and tell yourself it's impossible, you get to work. Come see how we achieved 60 FPS on a surface book with the hit VR game Space Pirate Trainer using the revitalized Intel Graphics Performance Analyzers (Intel GPA) toolkit. Increase the available market of your VR game by targeting the widest range of hardware!

Unite Austin 2017: How To Scale CPU Systems Dynamically

January 01, 2020

Low, medium, and high: Standard fare for GPU settings, but why not CPU? Today the power of the CPU on end users' machines can vary wildly. Typically, developers will define their CPU min-spec, implement the simulation and gameplay systems using that performance target, and call it a day. This leaves the many potentially available cores built-in to modern mainstream CPUs sitting idle on the sideline. In this talk, Intel shares which systems in Unity are CPU scalable. Learn how to easily determine the power of the CPU in your scripts when enabling and configuring those systems. Giving your players the best experience possible on all levels of hardware is the ultimate goal, and now it's easier than ever.

Buzz Workshop Portland 2017: Human Behavior in VR Panel

January 01, 2020

A panel discussion on what aspects of human behavior need to be considered when designing and developing a VR experience, featuring:

Cristiano Ferreira (Intel)
Laura E. Hall (LauraEHall.com)
Jessica Outlaw (The Extended Mind)
Paul Reynolds (Torch)

Recorded at the Intel Buzz Workshop for Game Developers in Portland, OR on August 19, 2017, in cooperation with Rose City Games and PIGSquad.

GDC 2017: Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek™: Bridge Crew (Presented by Intel)

January 01, 2020

To get the most immersive experience in VR, it's crucial to take full advantage of all available resources. Many games and experiences these days put a huge emphasis on GPU work and let the many cores built-in to modern mainstream CPUs sit idle on the sideline. In this talk, we'll explore how Ubisoft's Red Storm studio and Intel partnered to push immersion as far as possible in Star Trek™: Bridge Crew and show you how to do the same in your game!

Unite Los Angeles 2016: Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek™: Bridge Crew

January 01, 2020

Many games and experiences these days put a huge emphasis on GPU work and let the many cores built-in to modern mainstream CPUs sit idle on the sideline. This talk explores how Ubisoft's Red Storm studio and Intel partnered to push immersion as far as possible in Star Trek™: Bridge Crew using Unity to take advantage of these available resources. Learn how you can achieve stunning visuals with minimal performance impact on the GPU in your own games!

VRX 2016: Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek: Bridge Crew™

January 01, 2020

To get the most immersive experience in VR, it’s crucial to take full advantage of all available resources. Many games and experiences these days put a huge emphasis on GPU work and let the many cores built-in to modern mainstream CPUs sit idle on the sideline. Luckily for us, Unity has plenty of powerful features on hand that take advantage of these available resources, providing stunning visuals with minimal performance impact on the GPU. In this talk, we’ll explore how Ubisoft’s Red Storm studio and Intel partnered to push immersion as far as possible in Star Trek: Bridge Crew™ and show you how to do the same in your game!

Unite Tokyo 2016 - Using Intel Hardware Metrics to make your Unity title faster, faster

January 01, 2020

In this session we will demonstrate how easy it is to take advantage of available hardware metrics and free tools to find that sweet low hanging optimization fruit. Metrics provided by hardware counters have always been a loyal friend to the software developer, but without having to obtain and analyze the underlying Unity engine source code, how do we trace information derived from counter data to the actual hotspot in our game?  At first this process of tracing back optimization indicators to the Unity editor and script code can feel daunting and ambiguous, but fear not - this presentation will show how to do just that.

GDC 2016: Using Intel Hardware Metrics to make your Unity title faster, faster

January 01, 2020

In this session we will demonstrate how easy it is to take advantage of available hardware metrics and free tools to find that sweet low hanging optimization fruit. Metrics provided by hardware counters have always been a loyal friend to the software developer, but without having to obtain and analyze the underlying Unity engine source code, how do we trace information derived from counter data to the actual hotspot in our game?  At first this process of tracing back optimization indicators to the Unity editor and script code can feel daunting and ambiguous, but fear not - this presentation will show how to do just that.

GDC 2015: Play Faster and Longer: How Square Enix Montréal Maximized Android Performance and Battery Life with Hitman GO

January 03, 2023

It's important for developers to deliver the best possible performance and power efficiency for their Android games. With the addition of native x86 Android support in Unity, Square Enix Montréal was able to take advantage of the new feature with their popular title "Hitman GO"; one of the first games published with x86 Android native support developed with Unity. In this session we will discuss how Hitman GO's "design by constraints" philosophy allowed the developers to deliver a polished and high-end experience to mobile devices. We will then walk the audience through adding x86 support to a previously ARM only project. Finally, we will show how to use Intel's Graphics Performance Analyzer tool set to provide the best possible user experience, ensuring that users on the top tablet silicon achieve the highest power and performance. Developers will come out of this presentation with new insights about the Android ecosystem and tools/techniques to optimize their apps to provide a better experience on all levels of hardware to reach as many end users as possible.

Unite Brazil 2014: Big Android: Best Performance On The Most Devices

February 23, 2023

Presentation discussed the state of Android in the market, Intel and Unity's partnership to enable Android x86 support, and a live demonstration of some of Intel's graphic's profiling tools (Graphics Performance Analyzer).

Casual Connect 2014: OpenGL® ES 3.0 and Beyond: How To Deliver Desktop Graphics on Mobile Platforms (Video In Description)

January 01, 2020

See how the latest release of OpenGL® ES brings the power of desktop graphics to the mobile development space. Android devices are shipping with powerful graphics hardware. Many of these devices share the same capabilities as desktop PC systems. We'll give an overview of the latest features of OpenGL® ES 3.0 and OpenGL® ES 3.1 and demonstrate the power of these features with illustrative examples giving developers the tools for delivering the most powerful mobile graphics experience possible.

TDC 2014: Big Android: Best Performance On The Most Devices

May 28, 2023

Presentation discussed the state of Android in the market, Intel and Unity's partnership to enable Android x86 support, and a live demonstration of some of Intel's graphic's profiling tools (Graphics Performance Analyzer).

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