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  1. Na stronie konferencji GDC 2016 (Game developers Conference) ujawniono pełny plan prezentacji. Dzięki prezentacjom oraz ich opisom dowiedzieliśmy się w których grach zaimplementowano DirectX 12. Dwie z gier zapowiedziano na początek marca 2016 a dwie kolejne dostaną patcha. Lista gier jest następująca: - Hitman (11 marca 2016) - F1 2015 (patch) - Just Cause 3 (patch) - Quantum Break (kwiecień 2016) - Ashes of Singularity - Gears of War Ultimate - Fable Legends - Killer Instinct (marzec 2016) Prezentacje: 1. IO Interactive - Advanced Graphics Techniques Tutorial Day: Rendering Hitman with DirectX 12 This talk will give a brief overview of how the Hitman Renderer works, followed by a deep dive into how we manage everything with DirectX 12, including Pipeline State Objects, Root Signatures, Resources, Command Queues and Multithreading. 2. Remedy - Advanced Graphics Techniques Tutorial Day: Developing The Northlight Engine: Lessons Learned Northlight is Remedy Entertainment's in-house game engine which powers Quantum Break. In this presentation we discuss how various rendering performance and efficiency issues were solved with DirectX, and suggest design guidelines for modern graphics API usage. 3. Oxide Games: Advanced Graphics Techniques Tutorial Day: Object Space Rendering in DirectX 12 While forward and deferred rendering have made huge advancements over the last decade, there are still key rendering issues that are difficult to address. Among them, are arbitrary material layering, decoupling shading rate from rasterization, and shader anti-aliasing. Object space lighting is a technique inspired by film rendering techniques like REYES. By reversing the process and shading as early as possible and not in rasterization space, we can achieve arbitrary material layering, shader anti-aliasing, decoupled shading rates, and many more effects, all in real-time. 4: Nvidia wspólnie z AMD: Advanced Graphics Techniques Tutorial Day: Practical DirectX 12 - Programming Model and Hardware Capabilities This session will do a deep dive into all the latest performance advice on how to best drive DirectX 12, including work submission, render state management, resource bindings, memory management, synchronization, multi-GPU, swap chains and the new hardware capabilities. 5: Nvidia - Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light in Tiled Shading and How to Manage Explicit Multi-GPU This session will cover a new technique for binning and culling tiled lights, that makes use of the rasterizer for free coarse culling and early depth testing for fast work rejection. In addition we'll cover techniques that leverage the power of explicit multi-GPU programming. 6: Nvidia - Advanced Graphics Techniques Tutorial Day: Practical DirectX 12 - Programming Model and Hardware Capabilities This session will do a deep dive into all the latest performance advice on how to best drive DirectX 12, including work submission, render state management, resource bindings, memory management, synchronization, multi-GPU, swap chains and the new hardware capabilities. Plus prezentacje twórców Avalanche (Just Case 3), Codemasters na temat silnika Ego 4.0 (F1 2015), Microsoftu (Gears of War, Killer Instinct, Fable Legends)
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