Multi-Threaded Rendering for Games

Presentation from GameFest 2008
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    Multi-Threaded Rendering for

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    25.2 MB

      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.
  • Supported Operating System

    Windows Vista

      Powerpoint, WMA Audio
    • Powerpoint presentation and WMA audio