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Session Title |
Speaker(s) |
Description |
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Matt Tullis and Dan Sperry, Dolby Laboratories
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Game audio is more important and complex than ever before. A top-selling title increasingly relies on cinematic, high-quality sound. In this session, learn tips and techniques to make your Xbox 360 game sound better. The session will deal with bass management and downmix considerations for the Xbox 360, then move on to mixing techniques for your game audio engine. We also discuss the mixing environment and lessons learned from Dolby's Game Studio Program on acoustics, reflections, and the LFE channel. |
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Sebastian Lange |
This talk takes an introductory look at audio tools and libraries on Microsoft platforms, with an eye towards new and upcoming features and future strategies in the Xbox 360 and DirectX software development kits. Topics include audio-relevant gaming libraries for audio playback, mixing, 3D positioning, signal processing, music integration, cut scene/video playback, voice chat, and other areas relating to audio, on both Xbox 360 and Windows. |
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Duncan McKay and Dugan Porter |
XAudio 2 is Microsoft’s new cross-platform low-level audio library for Xbox 360 and Windows (XP and Vista), featuring true API and feature parity on both platforms, as well as a host of sophisticated routing, digital signal processing, and mixing features. In this introductory talk, we present an overview of the audio pipeline design of XAudio 2, introduce XAudio 2’s basic voice and engine objects, and discuss core audio implementation scenarios and best practices. |
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Learn to Speak XAudio 2 Like a Pro: Translating from DirectSound and XAudio |
Duncan McKay and Dugan Porter |
Not interested in building a new audio engine implementation from scratch? XAudio 2 offers straightforward porting methods from previous-generation Microsoft audio engines, with measurable functional and performance gains along the way. DirectSound users will find significant improvements and enhancements over the “old” ways of Windows game audio. XAudio users will find many similarities but also advances based on user feedback. Bringing together these previously foreign tongues into XAudio 2 allows for true native cross-platform audio development. This talk covers the most common techniques and best practices for moving from these older interfaces to XAudio 2, with discussions of the similarities and differences to anticipate. |
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Duncan McKay and Dugan Porter |
XAudio 2 does much more than just mix and route a game’s sound effects and music. In this talk, we explore some of its more advanced features, including digital signal processing routing, running multi-rate audio graphs, utilizing per-voice filtering, and getting the most out of XAudio 2 performance. |
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Scott Morgan |
The Microsoft Cross-Platform Audio Creation Tool (XACT) offers a compelling combination of low-level solutions for asset bundling and compression and high-level audio constructs for creating dynamic and non-repetitive sound effects and music. Following a brief overview of concepts and objects of XACT, we focus on new engine and authoring tool features that take advantage of XAudio 2 to more effectively marshal the strengths of audio programmers and content creators. Topics include filtering, xWMA, digital signal processing, content-driven 3D implementation, and dynamic sound control via runtime parameter controls (RPCs). |
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Scott Selfon
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A host of audio compression schemes are available on Microsoft platforms to allow titles to balance the needs of quality, storage, and bandwidth. This talk offers an introduction to xWMA, XAudio 2’s new software compression format, as well as discussing its similarities to and differences from XMA, the native hardware format of Xbox 360. Also covered will be ADPCM on Windows, compressed music file playback via the Xbox 360 Music Player (XMP) library, and voice compression via XHV. |
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Duncan McKay |
Real-time digital signal processing is the next frontier for game audio implementations, and custom per-title effects allow for dynamic sound manipulation that’s unique to your title. In this talk, learn how xAPOs are built as dynamic and discoverable entities of XACT and your own custom engine tools. We also discuss the DSP effects already offered “in the box” that you can chain together, tear apart, and otherwise modify to create new and exotic effects. |
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The Sound Design of Fable 2: How We Scaled to Beat the Clock
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Kristofor Mellroth, MGS; Guy Whitmore, MGS; Kristen Quebe, MGS; Jeffrey Linsenbigler, MGS; Ken Kato, MGS and Shannon Potter, Soundelux DMG
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Fable 2 is the sequel to the hit game Fable, by Lionhead Studios. In this talk, we discuss how we tried to raise the bar with a very compressed schedule. Topics include team structure, demonstrations of the game, tools demonstration, and techniques used to accomplish a rich and deep sound design. |
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Everybody’s a Critic: Understanding and Implementing Audio Content Reviews |
Scott Selfon |
Microsoft’s XNA Developer Connection (XDC) team offers “Audio Content Review” services for titles in any stage of production, from pre-production to post-mortem. This talk covers the processes and methodologies used to create these reviews, with particular focus on the most typically highlighted boilerplate challenges encountered by titles. Topics covered span the gamut from reference levels and dynamic range to interactivity of sound effects, dialogue, and score; from loading screens and audio menus to cinematic/in-game transitions. Come learn some of the low impact/high return recommendations that top Xbox 360 and Windows titles have utilized to add final polish to their implementations. |
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Sound Design for The Simpsons Game
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Paul Gorman, Dave Swenson, and J White; Electronic Arts |
In this talk, we discuss the project’s unwieldy scope, the challenges of shipping on six simultaneous platforms, and how the title utilized the Xbox system resources in contrast to other platforms. We also present an overview of our physics and procedural data pipeline. From The Simpsons Game: the only game that gives you 5G achievement for pressing the START button. |
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PANEL: Tools of the Trade: Audio Middleware Solutions |
Andrew Scott, Firelight Technologies; Thomas Miley, CRI; John Byrd, Gigantic Software and Geneviève Laberge, AudioKinetic |
A rich variety of middleware offerings in the audio space allows you to concentrate not only on making great audio but on using audio to create innovative gameplay. Join us for a panel discussion and open Q&A with representatives from companies focused on audio signal processing, speech processing and recognition, audio mixing, production pipelines, and interactive dynamic audio implementations. We plan to talk about hot topics in the industry today, future game audio industry directions, and establishing best practices for audio middleware integration with other game engines. We also encourage you to visit our middleware providers’ Gamefest Expo Booths throughout the conference to discuss your title’s specific needs and detailed solutions. |
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Session Title |
Speaker(s) |
Description |
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Scott Austin |
LIVE and Arcade offer many tools and services that developers can use to make their games even more appealing. This session gives examples of some of the many innovations in Arcade games. Also, considering that the most important tool in selling a game on Arcade is the trial, this session presents best practices for how to design a trial experience that optimizes conversion. |
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Bill Reiss, Blue Rose Systems; Joel Neubeck, Terralever; and Tim Heuer |
Come learn how two developers used Microsoft Silverlight to create popular casual games. Each developer will dive into their experience and discuss key takeaways that will help you in developing games with Silverlight.
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Mike Snow and Tim Heuer |
This session will include a complete walkthrough on how to build a game with Silverlight 2 using Visual Studio 2008. Topics include creating your game UI, integrating media, setting up your game loop logic, animation, web services and multiplayer networking. |
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Nick Berry
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Have you ever wondered what happens to the popularity of a casual web game over its life? How quickly does its population rise? How long and bright does it shine? At what rate does it fade? What is the effect of badges, or promotions or the release of deluxe download versions? How does the Super Bowl™, Fourth of July, or Christmas affect the number of people playing your game? Do more people play your game on weekdays or weekends? Do they play at lunchtime or latenight? How has the industry changed in the last ten years? Come learn more about the life cycle of casual games and how it impacts you as a developer. |
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Rocco Crea |
Two of Microsoft’s most widely deployed gaming platforms, MSN Games and Windows LIVE Messenger, both offer APIs for deploying Flash-based or custom ActiveX control–based game titles. This session gives an overview of both APIs as well as the development environment and tools for each. |
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Nick Berry |
Privacy is of concern for everyone. We’re all paranoid about identity theft or some dubious application that might track what we do online. Are customers concerned about your applications? Come and learn about the vocabulary of the privacy profession: Just what is Personally Identifiable information; should this be default opt-in or out? What are the laws concerning privacy? The talk includes a presentation about the principles of Fair Information Privacy Practice. Are you confident that your applications are correctly balancing the need for privacy, whilst allowing you to target users appropriately? |
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Session Title |
Speaker(s) |
Description |
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Xbox 360 Compiler and PgoLite Update
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Bruce Dawson |
The Xbox 360 compiler has changed dramatically in the last year, which changes the rules for how to write efficient Xbox 360 code. Many of the improvements automatically make your code faster, but others require you to change your code in order to reap the benefits. PgoLite has also improved and should be used differently, to get even better results. This talk summarizes the past year's developments, and gives simple rules for how to get maximum benefit from the changes. |
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SAL, Security, Settings, and the Safe-CRT: Writing Robust Code Made Easy |
Bruce Dawson |
Writing robust code is always difficult, especially when hackers actively look for ways to crash or exploit your game. Using SAL annotations and the compiler's /analyze feature make it easier to find potential problems in your code. Also, proper use of the secure CRT makes fixing many of the problems easier, and choosing the right compiler and linker switches can substantially mitigate the problems of bugs that don't get fixed. See how a machine gets pwned, and how these techniques prevent it. This talk covers Windows and Xbox 360, VC++ 2005 and VC++ 2008. |
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Mark Roberts |
The Visual Studio Debugger provides a slew of features that make the task of debugging both easier and more efficient. We walk through some powerful new features as well as time-saving tips and tricks. We also dive into post-mortem debugging, which has become increasingly popular as the VS 2008 debugger provides a familiar and powerful environment to diagnose user mode exceptions and hangs from the comfort of your own IDE. Come join us as we crack open the toolbox and highlight these features with lots of hands-on demos. |
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A Glimpse into the Future of Visual Studio |
Boris Jabes |
As the size and complexity of games continue to grow, the tools used to build games have not kept pace. Many C++ applications easily exceed 20 MLOC, which makes navigating, understanding, and updating these systems difficult. In addition, making use of many cores efficiently is a growing concern for all developers. The Visual C++ team believes that tool innovations can help address this situation. This session discusses features we’re building for future releases that will significantly improve the productivity of developing large-scale, native, and parallel applications. |
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Pete Isensee |
C++ allows game developers to wring awesome performance from gaming platforms while also providing language abstractions that make it possible to deliver incredibly rich titles. But there is a cost to be paid, and the cost is high. In order to give implementers maximum flexibility, many areas of the C++ language are purposefully unspecified. Developers can unwittingly rely on unspecified or undefined behavior, because compilers are not obliged to report those errors (nor can they report errors in many cases). Come learn how to navigate the deadly waters of undefined behavior. |
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TR1 for C++ Game Developers: shared_ptr, function, and random |
Stephan T. Lavavej
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The TR1 extensions to the C++ Standard Library can make your code significantly more robust and expressive, especially if it already uses the STL. However, because TR1 is a set of diverse libraries instead of an all-encompassing framework, at first they can seem like a dozen chunks of alien technology that suddenly fell from the sky. This talk covers the libraries in TR1 that are most relevant to game developers: reference-counted smart pointers, polymorphic function wrappers, and pseudorandom number generators and distributions. |
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Session Title |
Speaker(s) |
Description |
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Herb Sutter |
A memory model defines a contract between the programmer and the execution environment that trades off programmability, has stronger guarantees for programmers vs. performance, and greater flexibility for reordering program memory operations. The “execution environment” includes everything from the compiler and optimizer on down to the CPU and cache hardware, and it really wants to help you by reordering your program to make it run faster. You, on the other hand, want it to not help you excessively in ways that will break the meaning of your code. In this talk, we consider why a memory model is important, how to achieve a reasonable balance, detailed considerations on current and future Windows PC and Xbox platforms, and some best practices for writing solid concurrent code. |
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Bruce Dawson |
The tools in the XDK continue to improve. New profiling features make it easier to find out where time is being wasted in your code, and lock-free primitives make efficient multithreaded code easier to write. The talk covers enhancements to trace analysis, CPU performance counters, system monitor, and timing captures, and discusses how to use LockFreePipe and XMCore. |
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Rebecca Heineman |
CPUs today have large amounts of mathematical processing power and few applications take full advantage of it. Through a low-level deep dive on optimization and counter examples, this talk explains some of the most used VMX instructions for the Xbox, SSE2 instructions on PC, APIs that use vectorized data, and memory alignment issues in dealing with vector operations. |
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64-bit Gaming Is Here Today: Where Are You?
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Chuck Walbourn |
Gaming desktop
machines are shipping with 4 to 8 GB of RAM standard,
and even gaming laptops come with 4 GB of RAM, but your
game can’t even utilize 2 GB. The days of 64-bit
personal computing |
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Cristian Ioneci |
You cannot have too much help when it comes to investigating more subtle bugs, so any extra support is welcome. Come hear about a few brand new tools, and get some ideas that will turn your next debugging session from being excruciatingly painful to ... well—and let's be honest here—bearable. We talk about less mainstream but nonetheless very useful methods for uncovering bugs on both Windows and Xbox 360, including using alternate debuggers like WinDBG and kd, using a symbol server to make it easier to deal with multiple versions of your game, catching elusive bugs using the AppVerifier. We end the talk by discussing the present and future of investigating tricky multithreading issues with the newly introduced multithread debugging window in Visual Studio. |
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Dave Weinstein |
Game data files, especially those that are user created or passed from machine to machine, are prime targets for an attacker. This talk offers a technical dive into ”fuzzing” game data files, including discussions of attack techniques, how to monitor games under test, and how to analyze the resulting crashes. |
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Windows Game Development Update
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Kev Gee |
Get up to speed on the latest game development news in the world of Windows. In this session, we cover development best practices needed to work well with Windows and deliver powerful tools based on the latest Windows technologies. Attend this session to ensure your customers have a great experience playing the games you create on Windows. |
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At Least We Aren’t Doing That: Real Life Performance Pitfalls
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Allan Murphy |
As we move towards second and third generation Xbox 360 games, the majority of titles are CPU, rather than GPU bound. This presentation draws on the unique perspective of Microsoft’s XDC proactive engineering group to present an across the board survey of the CPU performance issues even the very best developers run into, how you can find those problems, and how you can fix them. Applicable primarily to Xbox 360, this set of mini-case studies forms a next-gen post-mortem that will help developers decide where to focus optimization effort, and ultimately, reassure you that you’re going the right way. |
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Microsoft Directions in Parallel Computing and Some Short Term Help
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Craig Sinclair |
This talk focuses on the native task scheduler being announced by the Parallel Computing Platform group in Microsoft this spring and offerings that are available in the XDK. The scheduling of tasks within games can improve resource utilization, load balancing, and performance. For games targeting the current generation of PCs and the Xbox 360 console, we discuss an interim solution. Previous talks given on this topic laid the foundation for using tasks to move work required by the engine from an over-utilized hardware core to an underutilized core. A progression of task and scheduler designs is presented that start with simple implementations and move to more complex designs that have low-overhead. The simple implementations are satisfactory for a small number of tasks but impose a prohibitive amount of overhead when the number of tasks grows. Finally, we present the work-stealing algorithm that pulls work from one core to another in the low-overhead scheduler. |
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The One Disc Game: Compression, Streaming, and Caching Effectively |
Zsolt Mathe |
It is no surprise that game assets and content complexity are continuously increasing. In the mean time, the game disc capacity stays constant. Is there anything that can be done? Join us to find out and learn about the latest compression techniques, APIs, streaming analysis tools, streaming techniques and using the hard drive cache effectively. We also discuss topics on content distribution and glimpse into what kinds of improvements are planned for future XDK releases. Finally, we review successful techniques that current shipping titles have utilized. |
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Overview of Xbox 360 Input API
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Pat Tharp |
Obtaining user input for a gaming console used to be a far simpler affair. Every user had exactly one controller and every controller looked like every other controller. With the advent of racing wheels, flight-sticks, Big-button gamepads, guitar-controllers, and other assorted specialty controllers, managing input has become decidedly more complex. This talk will cover the API that exists today on the Xbox 360 for acquiring input from the broad range of controllers. We will also explore the future of input API on the Xbox 360 and how it will be easier for games to identify and use these controllers more effectively. |
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Session Title |
Speaker(s) |
Description |
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Towards Real-Time High-Fidelity Special Effects |
Zoran Popovic |
This talk explores how the real-time domain of interactive games requires a completely new approach to algorithms for most problems in graphics. To do so, we explore three fundamentally different phenomena—character locomotion, human crowds, and fluids—and the unusual algorithms that meet the requirements for real-time rendering. The first part of the talk presents a real-time model of crowd dynamics based on continuum computations instead of per-agent simulations. The second part describes real-time character controllers capable of achieving high-dimensional locomotion tasks. The third part covers a new model reduction approach to fluid simulation, enabling large, real-time, detailed flows with continuous user interaction capable of performing six orders of magnitude faster than current high-fidelity algorithms. |
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Xbox Textures --- Formats, Conversion, Fetching, and Performance
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David Cook and Jason Gould |
This talk cover details of texture formats—exactly how is the data laid out in memory, and how does the GPU interpret it? What happens if you resolve or render a value from one format to another? We also walk through the texture pipe from beginning to end, and discuss the details of the texture cache, with emphasis on improving pixel shader performance. |
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Shedding (Indirect) Light on Global Illumination for Games
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Claude Marais |
Many innovative global illumination techniques have been described in recent years, but using these techniques in actual games seems to be a non-trivial task. This presentation sheds some light on these difficulties and discusses possible solutions. We review a few of the recent global illumination techniques and, in particular, discuss a detailed implementation of reflective shadow maps, with demos. The goal of the presentation is to leave the audience with a renewed optimism and excitement for implementing global illumination techniques in their games. |
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Matt Lee and Brian Klamik |
One core is just not enough for graphics anymore—rendering tasks often have to run in parallel to hit the target framerate and hide latent operations. This talk includes best practices, pitfalls to avoid, and a range of design patterns for implementing multithreaded rendering on today’s platforms, including Direct3D 10 and Xbox 360. We cover everything from batch submission to resource management and discuss future plans for greater flexibility and higher performance when rendering on multiple threads. |
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Cameron Egbert |
Come see the latest developments from the DirectX and Xbox 360 samples team. This presentation is a deep-dive into the inner workings of recent and upcoming graphics samples in the DirectX SDK and Xbox 360 XDK. Techniques discussed include deferred particle rendering, Xbox 360 geometry instancing, edge-based antialiasing, and more.
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Kutta Srinivasan |
The breadth and quantity of content required for triple-A games has increased dramatically over the years. As a result, content creation is often the biggest challenge and cost for a game studio. This talk presents best practices for developing a content pipeline and builds on experiences from the trenches of Microsoft’s 1st party studios including Rare, Ensemble, and Bungie. This talk is aimed at tool and engine developers who want to enable rapid iteration while ensuring the robustness of content builds for their artists and designers. |
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A Detailed Overview of Xbox 360 Direct3D Synchronization and Multithreading
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Juan Carlos Arevalo Baeza |
Resource locking, front buffer swapping, queries, fences, predicated tiling, direct access to GPU state… Direct3D for Xbox 360 includes a lot of mechanisms that involve, enable, or enhance the communication between the multiple CPU cores and the GPU. This presentation provides a brief overview of previously existing primitives, a detailed overview of recently introduced primitives, as well as an examination of the various interactions between them. The goal of the presentation is to provide the audience with a deeper understanding of the inner workings of Direct3D for Xbox 360 and discuss common scenarios, enabling them to keep the GPU running at full steam and make efficient use of the power of multiple CPU cores for graphics rendering. |
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Karen Stevens |
The XNA Professional Game Platform (PGP) development team has been hard at work delivering updates to PIX for both Xbox and Windows. This session brings you up to speed on the new features and improvements made to this critical toolset for performance investigation and analysis with your game. |
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Introduction to the Direct3D 11 Graphics Pipeline
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Allison Klein |
Be the first on your block to learn about how Direct3D 11 extends and enhances Direct3D 10 with new hardware and API calls. This talk discusses the features in Direct3D 11 that enable you to create content that scales from small screens to high-resolution displays, and across different CPU and GPU configurations. |
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Kev Gee |
Direct3D 11 contains new programmable and fixed function stages designed to enable powerful, flexible tessellation approaches at interactive frame rates in games and modeling applications. Come with us as we take a trip through the pipeline and hear how to prepare your content pipelines to exploit this incredible step in the evolution of graphics. |
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Direct3D 11 Compute Shader —More Generality for Advanced Techniques
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Chas Boyd |
The Direct3D API imposes some constraints on the processing model in order to achieve optimal rendering performance. Direct3D 11 introduces the Compute Shader as a way to access this computational capability without so many constraints. It opens the door to operations on more general data-structures than just arrays, and to new classes of algorithms as well. Key features include: communication of data between threads, and a rich set of primitives for random access and streaming I/O operations. These features enable faster and simpler implementations of techniques already in use, such as imaging and post-processing effects, and also open up new techniques that become feasible on Direct3D 11–class hardware. |
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High Level Shader Language (HLSL) Update—Introducing Version 5.0
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Michael Oneppo |
Get ready to shift your shader development into high gear with the next version of HLSL. This talk introduces new High Level Shader Language features coming in Direct3D 11, including support for Dynamic Shader Linkage and more. Hear how HLSL 5.0 brings support for interfaces, objects, and polymorphism, and get yourself ready for this exciting update to the world’s leading data-parallel programming language! |
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Session Title |
Speaker(s) |
Description |
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A Custom Marketplace? Where Do I Get One!
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Jeff Sullivan |
Don’t you just love getting all those extra goodies for your games out to your players? Sure – who doesn’t? So why not use our new and improved “In-Game Marketplace” functionality to showcase your game’s content even better? That’s right! You too can shine with the best using an extra coat of API, and back-end storage. Operators are waiting – call now! |
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SQL – The Next Great Gaming Platform
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Steven Jackson |
As games continue to innovate online, the role of persistent storage is becoming increasingly important. Whether you are building an MMO or extending Xbox LIVE via XLSP, how to store your user’s data is a big problem. Features such as Forza 2’s online auction house, or Halo 3’s replay server need to scale to millions of users and terabytes of data over time. There are many questions that need answering, from latency to scalability to data redundancy. Come learn more about the lessons we’ve learned in developing these relational database system, how and when our SQL Server will suit your needs, and when to consider alternatives. |
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Adventures in NetGrove, or There and Back Again
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Jason Strayer |
NetGrove is the newest and most potent tool in the network programmer’s arsenal, a veritable Yew Longbow +5 for those who venture out into multiplayer territory. In this talk, beginner and intermediate hunters learn of the myriad pitfalls of network optimization and gain specialization in the LIVE secure protocol format. Topics covered include bandwidth compression tips, appropriate packet and topology choices, expected best practices for the console, and a short discussion of the network review service conducted by skilled hunters in XNA’s employ. Careful demonstration of NetGrove’s features, based on the packet sniffing capabilities of NetMon 3.1, then quickly uncloak easy-to-adopt techniques that even neophytes can use to tune games for today’s typical bandwidths and latencies. |
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Winning the Security Game – Protecting Your Title from Malware
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Jeff Williams |
As online games have increased in popularity, so have the number of people who view games and game services as potential targets for theft. Whether it’s stealing your player’s digital goods for resale or capturing his or her personally identifying information, you need to be aware of these threats. You also need to actively combat these threats in order to maintain the integrity of your games and services, not to mention the goodwill of your user base. This talk covers the general threat landscape for Windows-based titles, with specific real-world details on the telemetry we see, and addresses both what we do to assist you and what you can and should be doing to protect your products. |
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Attacking Network Traffic (Before It Attacks You)
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Dave Weinstein |
This talk is a technical dive into the ”fuzzing” of network traffic, including discussion of network assumptions that are both common and wrong, and how to analyze the results. |
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Extending Xbox LIVE with the Xbox LIVE Server Platform
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Matt Mills |
Xbox LIVE is the premier online gaming and entertainment platform with over 10 million passionate users. Xbox LIVE provides a large number of built in services that you can include in your game, such as friends list, matchmaking, and leaderboards, but what if you want to create new and unique experiences that are specific to your title? The Xbox LIVE Server Platform (XLSP) enables you to extend the power of the Xbox LIVE service by allowing you to host your own title servers. Many premier titles have used XLSP, including Grand Theft Auto IV, Halo 3, and Forza 2, to create innovative server-based features that set them apart from the competition. This talk introduces attendees to the fundamentals of using XLSP to write your own extensions to Xbox LIVE. In addition, we discuss and show the upcoming enhancements to XLSP releasing this fall! |
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Challenges of 24/7 Server Hosting
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Martin Lavoie, Quazal |
While XLSP lets you extend Xbox LIVE services, the commitments needed to provide a reliable and scalable service on launch date should not be underestimated. We share our knowledge in building reliable and scalable hosting facilities for titles like Rock Band, exploring issues such as capacity planning, load testing, monitoring, and management. This talk is geared towards producers and managers who want to understand everything that needs to be considered when deciding to host 24/7 servers for their game in order to have a successful and smooth game launch that meets players’ expectations. |
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An Evolving Platform: Initiatives to Enhance the Games for Windows – LIVE Development Platform
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Arka Ray
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This talk will focus on the initiatives that are underway to enhance Games for Windows – LIVE as a development platform. We will discuss the major pain points and requests that developers and publishers who have been working with Games for Windows - LIVE have had over the past year, and we will detail the steps that the Games for Windows - LIVE team has taken to address these. These steps include delivering exciting new features that have been major requests from developers and publishers, an improved development toolset, streamlined documentation, and a reduced set of TCRs, among others. The key takeaways of this talk are a comprehensive overview of Games for Windows – LIVE as a development platform, how the platform is evolving to accommodate the requirements of our developers, and how to prepare for the exciting new features that will be introduced in future releases. The talk is primarily for engineers and includes code samples and demos of our toolset, though producers may find the information on upcoming features valuable. |
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Got a Match? Don't Get Smoked by Your Competition's Matchmaking System!
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David Shaw |
Finding someone to play online has come a long way from just whomever happened to be in the college computer lab that night. Matchmaking on Xbox 360 and Games for Windows - LIVE consists of a rich set of features and tools that your competition is using to make stand-out multiplayer experiences. Why aren't you? This talk focuses on practical use of the tools in the matchmaking toolbox and shares the secrets behind some current trends like party matchmaking and playlists. Additionally, it details upcoming matchmaking TCR changes that you simply won't want to miss! |
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