2010 Presentations & Audio Recordings

To access the 2010 Gamefest Seattle presentations & audio recordings, click here.

CPU and System Programming

Graphics

Producer and Business Development

"Project Natal" Design

"Project Natal" Technical

Quality Assurance and Certification

 

CPU AND SYSTEM PROGRAMMING

 

Are you interested in scaling your game across all cores? Have you been waiting for Microsoft Visual Studio® 2010? Of course! Learn the latest information on these and more in the CPU, System, and Code Quality track. We’ll discuss new features of the Xbox 360 and DirectX, the latest research in concurrency, and we’ll explore what Visual Studio 2010 has to offer game developers and developers in general! Come join us in our discussions on these topics and much more!

 

Session Title

Description

Case Studies in VMX128 Optimization

 

 

 

Arm yourself with the latest techniques for writing ultra-fast VMX code. This talk discusses several VMX topics. First, a hands-on deep dive on how performance bottlenecks in the 2006 CustomVFetch XDK sample were discovered and how the VMX loop was rewritten for a 10X increase in performance by eliminating several expensive problems such as branching penalties, LHS penalties and the horrors of non-coalesced write-combined memory access. The talk demonstrates branching in VMX registers, packing 16-bit VMX floats, and solutions to many other problems that may be haunting your own code. We introduce a VMX random number generator to replace the expensive rand() operation. Next, we introduce an algorithm for generating convex hulls and another algorithm for generating and traversing kd trees. Finally, we discuss a VMX algorithm for fast DXT block compression of color and normal maps using both 4-wide float and 16-wide byte operations.
 

CPU Optimization Archetypes: Using Our Xbox 360 Tools to Best Effect

 

Developers often ask us to show how we use PIX for Xbox 360, which numbers are relevant, what appropriate ranges are, and so on. PIX is such a comprehensive tool on Xbox 360 that optimization effort often doesn’t look beyond to other tools. However, PIX has some limitations, and there is a wealth of useful information from other tools, useful in specific situations, which can help enormously. Working from practical CPU optimization situations, learn how to apply the entire set of Xbox 360 CPU performance tools together in harmony.
 

System-wide Game Profiling with the Windows Performance Toolkit

 

The Windows Performance Toolkit (WPT, or xperf) is a free toolset from Microsoft that lets you see everything happening on your system in order to investigate otherwise invisible performance problems in your game. WPT can show Disk IO, registry access, GPU packets, page faults, context switches, kernel activity, and even has a sampling profiler, all integrated into one visualizer.
 

Visual C++ 2010: A Turbo Boost in Productivity

 

Visual Studio 2010 is a huge release for C++ developers. We have rebuilt the IDE to scale to huge source bases spanning tens of thousands of files and millions of lines of code all while providing new code-focused productivity boosts. We’ll show it in action!
 

Visualization Tools for Multicore Performance Analysis

Multicore processors offer the promise of significant performance potential at the cost of increased application complexity. This talk gives an overview of a novel parallel performance tool shipping in Visual Studio 2010 that allows users to quickly identify significant sources of inefficiency in multithreaded Windows applications.
 

 

Back to top

GRAPHICS

 

The Graphics track focuses on new and innovative features and techniques on the GPU, for both Windows and Xbox 360 titles. How does DirectX 11 work in practice, given the latest hardware developments? What methods have top titles employed to continue raising the bar on graphics quality? What is the latest word on best practices for shadowing, lighting, and texturing? How do we fit all these new bells and whistles into our games without blowing our frame rate budgets? And where are we headed in the future? Come join us to explore these issues in depth!
 

Session Title

Description

Block Compression Smorgasbord



DXT style block compression has become a de facto standard for most textures in games.  We will cover several topics of recent interest in this area:

1. Fast block compression. With some optimization effort, real-time block compression is feasible, on either the CPU or the GPU. Real-time compression opens up a host of possibilities for disk space reduction and dynamic texture updates.  

2. Normal map compression. Block compression was designed for color data but adapted for use with normal maps. The results are not always pretty. What usage patterns should be favored, or avoided, in this context?

3. New block compression formats. DirectX 11 introduced two brand new formats:  BC6H for HDR textures and BC7 for high quality LDR textures. We discuss how and when these formats should be employed, and how to handle the enormous search space for compression.
 

Building an Uber-Fast Crowd Renderer for Your Next Xbox 360 Engine

 

Rendering thousands of highly detailed, unique soft-skinned characters with shadows at 30 Hz on an Xbox 360 console requires a highly tuned rendering pipeline. A new type of instancing renderer that uses the GPU’s memexport feature is introduced here and compared to some other common, but less optimal, forms of crowd rendering. The renderer uses very limited CPU resources and is memory-conscious. This talk showcases an interactive, real-time demo.  Some features of the crowd renderer are: Highly tuned VMX animation; Memexport, vfetch, and tfetch techniques; Entire crowd is skinned and transformed with a single draw call and exported to memory for rapid depth prepass, shadow generation and color generation passes.

 

The Dark Art of Shadow Mapping



 

 

 

Adding shadows depth maps to a title is straightforward and simple. Making the shadows look good while staying within artistic, performance, and memory constraints can be very difficult. This talk explains how common shadow mapping artifacts occur and gives some basic guidelines that should be followed at all times. Next, the talk explains advanced techniques that benefit shadow maps, such as cascaded shadow maps, filtering, pancaking, and deferred shadows. Finally, the intricacies and caveats of combining these techniques are described.  Attendees should come away understanding how to identify artifacts, which techniques will mitigate them, and at what cost.

 

DirectX 11 Technology Update

 

Direct3D 11 is out and ready for use by your game today to exploit the latest in video hardware features as well as current generation machines. This talk brings you up to speed with the API, offers tips on how to get your renderer up and running, presents key feature overviews, and shows how to deploy your application. Attending this talk is highly recommended if you are attending other DirectX 11 presentations.

 

Fast GPU-based Scene Analysis and Post-Processing



 

 

The latest games use increasingly intensive scene post-processing techniques to deliver amazing visuals. Many of these techniques have traditionally required scene analysis on the CPU to drive adjustments to post-processing settings in a realistic way. This presentation demonstrates the use of a GPU-based sort to enable additional control of such post-processing, as well as prevent costly CPU synchronization and analysis. A variety of new post-processing effects that can be achieved will be demonstrated as well. This technique works well on Xbox 360 and scales nicely on all modern shader hardware.

 

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

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.

 

 

Back to top

PRODUCER AND BUSINESS DEVELOPMENT

 

The creation of a game stretches far beyond the work of developers, designers, and artists. Producers and Business Development Managers drive the project to completion, while balancing staying ahead of the curve with a respect for the bottom line. You’re expected to know best practices and be familiar with the latest platform developments. The Gamefest 2010 Producer and Business Development track will provide you with upcoming features for Microsoft gaming platforms.
 

Session Title

Description

Enabling User-Generated Content in your Xbox LIVE Games    


This talk presents an overview of policy and technical requirements for enabling user-generated content (UGC). The presentation includes a high-level overview of potential benefits, challenges, and requirements around enabling UGC on the Xbox LIVE platform, as well as an overview of technical recommendations on how to best satisfy those requirements.
 

Evolution of the XNA Development Portal 


 

Come learn how we are going to make finding developer content, and submitting and certifying content, much easier. This talk discusses the new investments around a new developer site and submission process.
 

How Microsoft Can Help You Make Great Games



 

Come hear an overview of game developer support and services offered by the Developer Connection team at Microsoft, with an emphasis on newer proactive services.

Publisher Revenue Opportunities on Xbox LIVE Marketplace


 

How can publishers maximize their revenue potential on Xbox LIVE Marketplace? We’ll tell you. We cover LIVE Arcade, Game Add-ons, Avatar Marketplace, Demos, and Games on Demand.

The Value Proposition for Games for Windows – LIVE

This talk offers a comprehensive look at the Games for Windows - LIVE platform, demonstrating that it is much more than just ”Xbox LIVE on Windows” and answering the question “Why Games for Windows - LIVE?” for publishers.
 

 

Back to top

"PROJECT NATAL"

* Please use your Xbox Central password to access this content.  If you cannot remember your password, please contact your Account Manager directly for assistance.

QUALITY ASSURANCE  AND CERTIFICATION

 

Game development increasingly presses technology and test resources to the limit. In addition, new technologies introduce fresh challenges, and create new opportunities. Faced with this, QA professionals must constantly adapt by keeping up-to-date on the latest testing techniques and platform Certification policies. Come explore approaches designed to increase your QA team’s efficiency, thoroughness, and impact on your Xbox 360 and Windows titles. Examine the tools and services that Certification provides, meet the people responsible for certifying your titles, and learn how they can help you get your product out the door quickly and easily. Get a better understanding of new and upcoming technologies and how they will impact your testing and Certification preparations. Jump in and ensure that you and your test team are at the top of your game!
 

Session Title

Description

Certification  Overview, Trends and Direction




 

The Xbox 360 certification process is one of the final steps in releasing a game to market. Learn about the Xbox 360 game certification process end-to-end. The talk will provide a high level overview of the process, and help you understand how to get your game through the process. This talk also presents a series of key developer trends identified by the global certification teams at Microsoft. Topics include how these trends affect your success in Certification and what you can learn from them.

 

Functional Testing of Your Title

The responsibility of Game Quality’s Functional Certification Team is to identify issues that the average Xbox 360 gamer will encounter while playing through any given title. Join us for an examination of the two major types of functional testing. We’ll cover topics like lab setup, test planning, our FTCs, the new failure scenarios and our top ten game failing issues. We will also talk about the areas we don’t test and share some tips to help you pass Certification on the first submission.
 

Games for Windows: Updates for Windows 7


 

Each year since the launch of the Games for Windows program in 2006, we’ve updated the Technical Requirements and Test Requirements to address ongoing support issues and provide additional guidance. For 2009, we also needed to address Windows 7 readiness in time for the holidays. This talk will present a short summary of the existing GFW requirements and call out the changes made for the 1.4.0009 updates. We will also cover Windows 7 app-compat guidance, the related TR changes, and explore the latest technical showcases.

 

Network Testing: Taming the Beast



 

Testing the network portion of a title can be a daunting task.  Actions at the network layer are dynamic and fluid and happen in an (often unfriendly) environment which isn’t fully controlled by the title.  This talk will focus on giving the network tester a set of tools to help them better define their problem space, test it, and verify the results.  We will look at ways to identify the scope of testing that a title needs and discuss a number of currently available tools and infrastructure work that can be added to a title to aid testing.  Finally, there will be an examination of network problems encountered while testing LIVE Parties.

 

Open Panel: Xbox 360 Certification


 

Come join our Q&A session specifically designed to provide an open discussion on all Certification-related topics. Several representatives from the different branches of Microsoft Game Quality will be on hand to field your questions about Certification on Xbox 360.
 

Ubisoft’s Approach to Certification – The Essentials

Effective Quality Control procedures and methods improve the chances to pass Microsoft certification on a first submission and consequently allow a product to be released on schedule, as well as within budget. This presentation provides information about QC process inside Ubisoft and the topics are related to organization, communication, planning, testing and submission of a game.
 

Xbox 360 Compliance: What's New?

 

Join us and get up to speed with all of the latest developments from the Certification Group’s Compliance team! Discover more about the latest TCR updates and get a sneak peek on “Project Natal” TCRs. Find out how to determine which TCRs will be applied to your title’s unique feature set. Learn more about new updates to Compliance tools, test cases, and TCR scenarios. Get the inside scoop on what has been failing submissions this year and learn how to avoid the same fate for your titles. Learn how the Compliance team at Microsoft is working hard to make Certification simpler for publishers and developers. If you will be submitting a title through Xbox 360 Certification this year, you can’t afford to miss this talk!
 

 

Back to top

 

© 2010 Microsoft Corporation. All rights reserved. Hosted for Microsoft by Full Moon Event Productions, Inc.  Terms of Use  Privacy Statement