Still in the Trenches: More Lessons Learned About Xbox 360 Graphics Programming (UK)

Presentation from Gamefest Europe 2010
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      The Xbox 360 GPU used to be a mysterious beast, but by now it’s pretty well understood. Despite implementing all the various tips and tricks over the years, it gets harder every day to find new ways to improve performance. And now that Microsoft has relaxed the Xbox 360 TCRs on resolution and MSAA, your competitors are already taking advantage of the new rules to increase scene complexity while boosting their frame rate. We present our findings on various experiments with lower-resolution rendering, and introduce the concept of sandboxing the GPU using real scene data extracted from PIX captures. Add in the usual grab bag of miscellaneous tips and techniques learned over the years and this is a must-attend event for any Xbox 360 graphics developer.
  • Supported Operating System

    Windows 7

      Powerpoint, WMA Audio
    • Powerpoint presentation and WMA audio
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