Posts Tagged ‘intel’

AIR for AppUp – What a developer needs to know

Today Adobe & Intel release a new SDK which is the preview of the Melrose Beta SDK from Adobe that allows for Adobe AIR apps to be integrated into online stores such as the Intel AppUp Center. The Atom Develper Program will offer the SDK starting today and will be accepting AIR apps to our store starting August 14th. Now that AIR applications are supported in AppUp, it’s probably a good idea to take inventory of what this means for developers. My thoughts are as follows: For AppUp developers: If you are an AppUp developer this is a bit of a proof point or watershed moment.

Parallel Programming Talk #85 – "What game developer can teach parallel programmers" with Intel engineer Brad Werth

Welcome to Parallel Programming Talk #85. Today is July 13th and we’ll be talking about ”What game developer can teach parallel programmers” with Intel engineer Brad Werth. Download Link – High Quality MP4 Video File (Large): Download Link – MP3 Audio File (Small): First the News: UPCRC Illinois Summer School to be held July 19-23, 2010 at the University of Illinois at Urbana-Champaign. Prerequisites for the summer school include solid programming experience (C, C++, C# or Java languages) and a demonstrated interest in applying multicore programming to academic or professional pursuits. Congratulations to our Threading Challenge Phase 1 winners! Master Level:  1 – Hosoya Index – 1st Place:     Dmitriy Vyukov Apprentice Level:  1 – Connected Components – 1st Place:    pbialas Phase 2 begins on Monday, August 9, 2010 The Intel(R) MKL 10.3 beta has been released and includes Intel(R) AVX optimizations, Summary Statistics functionality, C interface to LAPACK and Routine level mode control in VML. Please visit Intel MKL 10.3 beta program pag e  for more details on the new features, bug fixes, and registration/download of the Intel MKL 10.3 beta. Open Source Convention July 19-23 – OSCON, Portland, OR The focus of this years convention is: * Explore the benefits and challenges of building scalable applications for the cloud * Use open source to target Android, iPhone and other mobile platforms * Understand how and when to use NoSQL databases * Learn best practice from experts in Python, Java, Ruby, Perl, PHP and JavaScript * Use open source effectively as part of your business strategy * Learn how to foster contribution and adoption of your open source projects If you have questions you’d like to see up discuss, ideas for show topics or just want to send fan mail…. Send Email to parallelprogrammingtalk@intel.com On Today’s Show: Brad Werth, Sr. Software Engineering Brad refer to Getting the Most From Your Middleware when he talk about how games are composed of pieces, potentially with independent threading approaches, and those pieces should be designed to unify. Ticker Tape is designed this way and shows how the technique is used in games. Watch Parallel Programming Talk every Tuesday at 8:00AM PT on Intel Software Network TV And remember, let’s be thread safe out there.

Digital Arts 06 – Reallusion and John Martin II, 3D for the Masses

Let’s face it – 3D is tough! …or is it? Join Reallusion VP, John Martin II for a discussion on how Reallusion software like Crazy Talk and Intel Core i technology gets regular folk past the humdrum often tedious parts of character creation and setup straight into the fun of animating. Will I-Clone drive the next animated blockbuster? Maybe not – but if you’re into real-time – and you spend any time on the internet you’re bound to see their work. You may even find yourself interacting with a character created with Reallusion software. Download the hi-rez video here. Browse all Digital Arts episodes. Other ISNTV shows.

Develop 2010: Building games for netbooks

Here at Develop in Brighton, the full spectrum of games development is represented. There are companies talking about high-end console development and some sharing their success with mobile phone apps. Intel gave an interesting workshop (which is repeated Thursday, if you missed it) about what could be seen as the middle ground: the netbook. It has all the game potential of the desktop, including the large-ish screen, keyboard and touchpad/mouse. It combines that with portability and a small form factor, and wi-fi capabilities that make it easier to engage in social gaming. One of the most interesting aspects of the presentation by Doug Binks, application engineer for Intel, was his mention of ad-hoc gaming. Using the Intel Laptop Gaming TDK, it’s possible to create a personal area network so that others near you can play games with you. There’s no need for any internet infrastructure – people can just connect with each other and play. I’ve seen a similar concept used in Nintendo DS gaming and it’s great at parties: players can meet and compete or cooperate in the same game world, with Mario Kart being particularly good fun. I’ve never seen anybody doing something similar for netbooks (let me know if I’ve missed anything), so it’s clear there’s fantastic potential to create ad-hoc social games, particularly if you are first to market. Binks’ talk also discussed the challenge of adapting PC games to run on netbooks. One of the challenges is the aspect ratio. The presentation itself was being delivered on a machine that was 1024×600, which is extremely different to what you might see on a PC. The inclusion of cameras and microphones on the lid and support for wi-fi and USB creates lots of creative opportunities for app developers, Binks said. Under the hood of the netbook, is the Intel Atom processor. This was described as a standard x86 processor with Hyperthreading enabling up to two threads. There are some dual core Atom processors out there, but they’re not yet the majority. The chip supports SSE3 and is accompanied by one of three processors for the graphics: Intel GMA 950, 3150 or 500. Binks said not to worry about performance differences between these. The only challenge might be if your application requires a lot of vertex processing, because only the 500 supports that. The 950 and 3150 will slow down when they try to use one thread for vertex processing. To optimise performance, use SSE and threading, or use the Intel Compiler to automatically optimise for SSE. Because Atom performs in-order processing (unlike Pentium, Core i7, Core i3, and Core i5), there is a risk of memory load dependency stalls being created. The compiler can achieve 10-30% speedup by optimising for SSE3. Once you’ve developed your games, there is a channel for marketing them. The Intel AppUp Center Beta brings the app store model to the netbook (Windows now, and MeeGo Linux support coming soon), and you can get your apps in there by joining the Intel Atom Developer Program.

Develop 2010: PC Profiling Made Easy with Intel Graphics Performance Analyzers

Leigh Davies was working on a football game some years ago and the development team was struggling to optimise it. This was back in the days when on-screen players were made up of 300 polygons. The developers tried turning off the stadium and turning off the players, but they couldn’t work out what was taking all the time. And then somebody took a closer look at the ball: it had 5,000 polygons, more than the rest of the scene put together, and that was doubled because it was also used for the ball’s shadow. It was superbly detailed (it even included the stitching), but it was bringing the whole game’s performance down. Because it had been there since day one, the developers had just assumed that the game’s performance was all down to the code. It’s exactly that kind of problem, which is equally likely to happen today, that Intel Graphics Performance Analyzers is designed to help solve. If you can optimise early enough, you can add in new features and enhance graphics where they will really be appreciated. Intel Graphics Performance Analyzers (GPA) is a free suite of tools that have a unique approach to optimising games. It grew out of a tool that Intel was using internally to help games studios to optimise their games. When you have 50 artists working on a game, it can be hard to figure out where the performance goes. GPA makes it easy to tweak the game and then measure and analyse what happens if a particular feature isn’t drawn. As Davies put it, it’s about “how to get the best bang for your buck with the real estate and performance at your disposal.” Although the tool provides access to all the hardware counters on Intel’s Core i3 and Core i5 chips, which feature integrated graphics, it also works with discrete video cards. There are three main components to the suite. The first is the System Analyzer. This provides real time metrics including frame rates, CPU utilisation, number of draw calls, state changes, and the number of times a vertex is locked. When used with Intel’s Core i3 and Core i5, it also shows GPU metrics such as the number of pixels drawn, and the memory bandwidth on the card. You can make changes to the game and see the effects on the metrics as the game is running. The other part of the suite is the Frame Analyzer. If you have a frame that is representative of the game or appears to be particularly slow, you can do a scene capture, and then analyse all the information about the draw calls. You can use the Frame Analyzer to experiment with the frames themselves and tweak things that are internal to your graphics engine. The latest addition to the suite is the Platform View. This was launched at GDC earlier this year and shows a visual representation of all the tasks running on the system by thread. It reveals the core utilisation and whether a task is waiting on another. While the System Analyzer and Frame Analyzer work without any instrumentation, the Platform View does require some lightweight code additions to mark up the boundaries of tasks if you are to get most out of the tool. To ensure the overhead of monitoring is small, the suite runs using a client-server model. A small GPA monitor program runs on the PC where the application is run, and that program is used to start the app running. It then monitors what happens and sends its data to another machine where you can analyse performance using System Analyzer or Frame Analyzer. The overhead of monitoring should be tiny if the software is run in this way. If the frame rate is affected by more than 5%, something strange is happening that isn’t down to the monitoring itself. Note that you can run the analysis programs on the same PC as the application you’re monitoring, but you still need to install the GPA monitor and use it to start the game you want to investigate. System Analyzer shows a wide range of metrics, divided into different areas. The CPU counters can help you to see whether the cores are saturated. The DirectX counters include the frame rate, state changes, and number of locks. There are 32 Intel hardware counters for the Core i3 and Core i5, including the primitives count, how busy the maths box is, how many vertexes are being processed, how much time is being spent on pixel shading. System Analyzer also provides some simple overrides that you can use without making any changes to your engine, to see where the problem might be. You can turn off the D3D driver to see what happens. If the game doesn’t speed up, the problem is inherent in your game code. You can override all textures and run 2×2 textures. It might look odd, but you can recognise what’s happening in the game and if the game speeds up, it means your textures are causing the slowdown. You can clip the entire screen into a single pixel. That will disable pixel shaders but keep all the geometry processing, which can help identify possible bottlenecks. This all works on any hardware. Davies gave an example of a scene from Ghostbusters which took place in dark room. The developers were surprised that they didn’t see any speedup when they were just looking at the wall. When the override in System Analyzer was turned on, it was possible to see that the game was rendering the next three rooms behind the wall. Problems like this can easily happen when you have a large team and they don’t all know what everyone else is doing. Frame Analyzer is designed to provide deep diagnosis of what is taking the time in a frame. This doesn’t run in real time. Instead, you click a button in System Analyzer and it dumps a frame to the Frame Analyzer. A graph at the top of the screen shows how much time the draw calls are taking. There is a separate panel called the erg list that lists any item that renders a pixel, draws, clears, or does a surface copy. You can analyse groups of ergs or individual ones, including colouring them pink on screen so you can easily see which pixels are being affected. One of the analysis views shows you a greyscale image with dots representing how many times something touched a particular pixel. You can trace the history of any given pixel, so that you can see all the draw calls that affected it. A particular draw call can be disabled, so that you can see the affect that has, or the DirectX render states could be changed and the code rerun with those changes. A wide range of changes can be made without having to change the game at all, with Frame Analyzer modelling those changes on the frame. Quite impressive speedups are possible with relatively quick fixes, once you have worked out what to fix. Creative Assembly found that its most expensive draw call in Empire Total War on its top level map was the outline of the countries. It was using 40,000 draw calls and 100 instructions. A slight change to the shader and breaking down the mesh into blocks of a couple of hundred miles each resulted in a speedup of 20-30%. They also found that distant trees were consuming a lot of shader time. When it was reduced to almost none, the overall speedup was 15-20%. Davies stressed that GPA has developed through user feedback, and that the shortlist of new features is being drawn up now for a version intended to be released around the time of GDC next year. The software is free to download, so why not try it out and see how it can help you optimise your code, and share your ideas for how it could be better?

Visualize this! Monetization of games, a talk with Paypal

Welcome to another episode of Visualize this! the show where we talk about game development. My guest is Praveen Alavilli, Developer Evangelist for PayPal X Developer Network. Praveen spoke with me about monetization of games and the Paypal payment platform. Download Link – High Quality MP4 Video File (Large): . Questions : 1. Tell us about your role at Paypal? 2 . Why has monetization of games gained importance? As a developer why should I care? 3. What are the different monetization methods in gaming? 4. Is there a difference in monetization in casual/browser games vs high end games? 5. Tell us more about the Paypal X payment platform, what types of games does it support? 6. What are the components of this platform and how easy is it for a developer to integrate their game? 7. How does this platform compare with others like Offerpal? I am always looking for community feedback and questions. You can email them to visualizethis@intel.com or provide on twiter @artigupta You can watch Visualize This! live alternate Tuesdays at noon Pacific on Intel Software Network TV, our new 24/7 interactive video channel. Come chat with us, or browse the On Demand section to see past episodes of our shows.

Reminder: Register now for Adobe & Intel Application Lab

If you're in the San Francisco area, don't forget to join us tomorrow (July 21) for the Adobe & Intel Application Lab! read more

HP TouchSmart tm2 gains Core i5 CPU option, a whole new level of respect

Don’t you just love it when a plan comes together? Or when a rumor plays out perfectly ? We’re looking at a case of the latter here today, as HP ‘s oh-so-lovable 12-inch TouchSmart tm2 is now available to order with a Core i5 processor. Just months after gaining Core i3 support, the convertible tablet can now be ordered with a 1.2GHz Core i5-430UM (capable of hitting 1.73GHz with Turbo Boost). Said CPU can be paired with integrated Intel graphics or with a discrete ATI Mobility Radeon HD 5450, and 4GB of DDR3 RAM is standard on either configuration. Hit the links below to investigate further, but be sure to keep your plastic far, far away unless you’re kosher with impulse buys of a rather significant caliber. HP TouchSmart tm2 gains Core i5 CPU option, a whole new level of respect originally appeared on Engadget on Wed, 21 Jul 2010 14:02:00 EDT. Please see our terms for use of feeds . Permalink

Lennova Offers Two New Laptops For Indian Customers

Lennova launches S10-3s netbooks which comes in two different names Wind and Moon. Lennova bring out two new stylish and well designed netbooks, named Wind and moon the netbooks comes with appropriate designs to suit their name. The s10-3s netbooks weighs at 1.1kgs and is slim and stylish measuring 1 inch in thickness. The 10.1-inch netbooks come with an Intel Atom N475 CPU, DDR3 RAM, full size keyboard and Dolby support. In addition to this it comes with a webcam and is loaded with Veriface face recognition software. Though the Laptops are similar in specifications and come with same features, the design will have you enchanted with its bright colors and beautiful design. The ‘Wind’ model will captivate you with an enticing floral pattern and soft hues that highlight the warmth of the day. On the other hand, the ‘Moon’ model will soothe your senses with its reassuring purple color and celestial design to resonate the mystic radiance of the night

Come join us at OSCON, July 19-23

http://www.oscon.com/oscon2010 OSCON is just days away.  A team of us from Intel are preparing for the event.  Intel has too much to offer in the open source space so we just have to pick and choose the most relevant topics for the anticipated audience while painfully cutting out tons of attractive stuff.   Out of the spectrum of repertoires Intel has, we picked subjects around MeeGo and servers.  The burst in numbers and choices we have for client and mobile technologies, application availability, and data variation and volume puts us in pressure to deliver the most powerful, efficient, and reliable server platforms.  We intend to demonstrate our efforts around these opportunities and challenges.   I, a member of Data Center Group, as usual am focused on messages around servers and data center technologies.  I will be at the event supporting Intel exhibits.  Please do find time to stop by and find me to have conversations on servers in open source space, addressing above said opportunities and challenges, on top of browsing our server presence such as:  A technical session “RAS for Intel® Xeon® processors” by Tony Luck A technical session “Open source compliance meets supply chain management” by Andy Wilson Demo at Intel exhibit “Novell SLES 11 SP1 and Intel Xeon processor RAS” Demo at Intel exhibit “Red Hat RHEL 6 virtualization and RAS” Chalk talk at Intel exhibit “Novell – Intel Xeon processor 7500 & SLES SP1, Platespin” Chalk talk at Intel exhibit “Red Hat Enterprise Virtualization – virtual I/O and KVM” Chalk talk at Intel exhibit “Intel Xeon processor RAS” Chalk talk at Intel exhibit “Oracle MySQL” Chalk talk at Intel exhibit “Oracle OpenSolaris” …and much more…