A Detailed Overview of Xbox 360 Direct3D Synchronization and Multithreading

Presentation from GameFest 2008
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    File Name:

    A Detailed Overview of Xbox 360 Direct3D Synchronization and Multithreading.zip

    Date Published:


    File Size:

    26.7 MB

      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.
  • Supported Operating System

    Windows Vista

      Powerpoint, WMA Audio
    • Powerpoint presentation and WMA audio
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