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Location: Room 2024, West Hall
Date: Wednesday, March 21
Time: 9:30am - 10:30am
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!
Format: Sponsored Session
Vault Recording: Not Recorded
Audience Level: All
Giving players the best experience possible on all levels of hardware is the ultimate goal. However, with the quickly increasing number of cores built-in to modern mainstream CPUs, challenges inherent in developing gaming engines leaves many potentially available cores sitting idle on the sideline. In this talk, Intel will to share their experience and lessons in building their multicore scalable game engine of Conquer's Blade, an AAA game of ancient warfare from Netease/BoomingGames. They will detail how they multithread the game engine, especially the rendering system which is typically the No.1 CPU bottleneck in modern games, to squeeze out performance scalability. And with the resulted performance headroom, how to implement the perceptible visual differentiation for maximizing the gaming experience on different CPU platforms was introduced as well.
Attendees will gain insight into practical methods of building multicore scalable game engine for performance and appearance. The talk will cover a range of techniques that they can apply to their own game engine and practices to maximize the gaming experience on different levels of CPUs.
The talk is aimed at those interested in scaling game performance and visual effects with the increasing number of CPU cores. Familiarity with game engine development is preferred, but the talk will provide information that can be applied by those at any level of experience.