Pinned Repositories
gpudetect
An example application that demonstrates how to detect which Intel GPU is present, as well as architecture-specific information such as how much memory is available.
GTS-GamesTaskScheduler
A task scheduling framework designed for the needs of game developers.
HybridDetect
Heterogeneous & Homogeneous CPU Detect for Intel Processors
IntroductionToVulkan
Source code examples for "API without Secrets: Introduction to Vulkan" tutorial
ISPCTextureCompressor
ISPC Texture Compressor
MaskedOcclusionCulling
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
PresentMon
Capture and analyze the high-level performance characteristics of graphics applications on Windows.
VALAR-API
XeGTAO
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
XeSS-VALAR-Demo
Mini-Engine Demonstration of Combining XeSS with VRS Tier 2.
GameTechDev's Repositories
GameTechDev/PresentMon
Capture and analyze the high-level performance characteristics of graphics applications on Windows.
GameTechDev/IntroductionToVulkan
Source code examples for "API without Secrets: Introduction to Vulkan" tutorial
GameTechDev/XeGTAO
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
GameTechDev/MaskedOcclusionCulling
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
GameTechDev/ISPCTextureCompressor
ISPC Texture Compressor
GameTechDev/OcclusionCulling
Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.
GameTechDev/XeSSUnrealPlugin
Intel® XeSS Plugin for Unreal* Engine
GameTechDev/asteroids_d3d12
Intel Asteroids DirectX 12 Sample
GameTechDev/gpudetect
An example application that demonstrates how to detect which Intel GPU is present, as well as architecture-specific information such as how much memory is available.
GameTechDev/SamplerFeedbackStreaming
This sample uses D3D12 Sampler Feedback and DirectStorage as part of an asynchronous texture streaming solution.
GameTechDev/PracticalVulkan
Repository with code samples for "API without Secrets: The Practical Approach to Vulkan" series of articles.
GameTechDev/stardust_vulkan
The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles.
GameTechDev/TAA
Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)
GameTechDev/HybridDetect
Heterogeneous & Homogeneous CPU Detect for Intel Processors
GameTechDev/VRS-DoF
Variable Rate Shading and Depth of Field
GameTechDev/SPIRV-Cross
An experimental ISPC backend for SPIRV-Cross
GameTechDev/UnrealCapabilityDetect
A plugin for system capability detect in Unreal Engine 4
GameTechDev/UE4_GPA_Plugin
Intel® Graphics Performance Analyzer plugin for Unreal Engine* 4
GameTechDev/Multi-Adapter-Particles
Demonstration of Integrated + Discrete Multi-Adapter modified from Microsoft's D3D12nBodyGravity
GameTechDev/D3D12VariableRateShading
A simple D3D12 example demonstrating how to use Intel Tier 1 Variable Rate Shading
GameTechDev/VALAR
Velocity And Luminance Adaptive Rasterization
GameTechDev/XeSS-VALAR-Demo
Mini-Engine Demonstration of Combining XeSS with VRS Tier 2.
GameTechDev/64-bit-Typed-Atomics-Extension
GameTechDev/XeSSInspector
Intel® XeSS Inspector is a debugging and validation tool for XeSS
GameTechDev/CmdThrottlePolicy
sample showing how to use the DX12 CmdThrottlePolicy Extension
GameTechDev/RCRaceland
Unreal Engine 4 sample showing how to take advantage of the CPU for more realistic scenes
GameTechDev/VALAR-API
GameTechDev/gametechdev.github.io
GameTechDev/.github
GameTechDev/UAVOverlapSample