Microsoft Releases PowerPoint Presentations from the Game Developrs Conference 2009

Microsoft has released their PowerPoint Presentations from this years Game Developrs Conference 2009
Get Ready for Windows 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.
Windows 7 – What Does it Mean to 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.
The Beauty of Destruction – 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.
Direct3D11Multithreaded Rendering and Compute – 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.
Direct3D11Tessellation Deep Dive – 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.
Lockless Programming – 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.
NetGroveNew Tools for Network Optimization – 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.
Out of OrderMaking In-Order Processors Play Nicely – Code that performs well on a 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. 

About blakehandler

BLAKE was a Microsoft MVP and award winning programmer with over 20+ years experience providing complete Windows and networking support for small to medium sized businesses. BLAKE is also Jazz Musician and Instructor for residential clients on the Los Angeles West Side.
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