{"id":3413,"date":"2023-03-15T18:26:00","date_gmt":"2023-03-15T18:26:00","guid":{"rendered":"https:\/\/game.intel.com\/?p=3413"},"modified":"2024-09-27T00:08:32","modified_gmt":"2024-09-27T00:08:32","slug":"intel-gdc-2023","status":"publish","type":"post","link":"https:\/\/game.intel.com\/mx\/stories\/intel-gdc-2023\/","title":{"rendered":"Intel\u00ae Game Dev All Access 2023"},"content":{"rendered":"<p>Desempe\u00f1o moderno, simplificado. Ofrezca las mejores experiencias en sus juegos con la experiencia de los ingenieros de desarrollo de juegos de Intel. Explore sus temas para abordar las caracter\u00edsticas de DirectX 12, X<sup>e<\/sup>&nbsp;Super Sampling, trazado de rayos y mucho m\u00e1s con total confianza y extrayendo el m\u00e1ximo rendimiento de las CPU y GPU de hoy y de siempre.<\/p>\n\n\n\n<p><strong>Vea nuestras presentaciones:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"#xess\">XeSS - Supermuestreo de alta calidad de iGPU a dGPU<\/a><\/li>\n\n\n\n<li><a href=\"#vrs\">Evoluci\u00f3n del sombreado variable en los juegos<\/a><\/li>\n\n\n\n<li><a href=\"#rrt\">Trazado de rayos en tiempo real escalable<\/a><\/li>\n\n\n\n<li><a href=\"#hybrid_threads\">Programaci\u00f3n h\u00edbrida: desenredar los hilos<\/a><\/li>\n\n\n\n<li><a href=\"#hybrid_warhammer\" data-type=\"internal\" data-id=\"#hybrid_warhammer\">Optimizaci\u00f3n para h\u00edbridos en Total War: WARHAMMER III<\/a><\/li>\n\n\n\n<li><a href=\"#xplatform\">Optimizar los juegos en todas las plataformas<\/a><\/li>\n\n\n\n<li><a href=\"#directstorage\">DirectStorage m\u00e1ximo<\/a><\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"xess\">XeSS - Supermuestreo de alta calidad de iGPU a dGPU<\/h2>\n\n\n\n<figure class=\"wp-block-embed is-provider-youtube wp-block-embed-youtube\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"XeSS | Supermuestreo de alta calidad de iGPU a dGPU Intel\u00ae Game Dev All Access 2023\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/hPl82IsJcAw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Vladimir Travkin<br>Director general de IA aplicada<\/p>\n\n\n\n<p>X<sup>e<\/sup>SS es una t\u00e9cnica de supermuestreo basada en IA que reconstruye un fotograma de baja resoluci\u00f3n sin antialiasing en un fotograma de alta resoluci\u00f3n con antialiasing completo. Y lo hace a una fracci\u00f3n del coste del renderizado nativo de alta resoluci\u00f3n.<\/p>\n\n\n\n<p>En esta ponencia presentamos X<sup>e<\/sup>SS y cubriremos algunos de los retos a los que se enfrentan los usuarios que actualizan. A continuaci\u00f3n, repasaremos las actualizaciones que X<sup>e<\/sup>SS 1.1 y veremos demostraciones en GPU integradas y discretas de Intel. Tambi\u00e9n hablaremos de las mejores pr\u00e1cticas y directrices sobre c\u00f3mo integrar X<sup>e<\/sup>SS en un t\u00edtulo de juego. El \u00faltimo tema es el pr\u00f3ximo X<sup>e<\/sup>SS Dataset Toolkit que facilita la recopilaci\u00f3n y montaje de un conjunto de datos X<sup>e<\/sup>Conjunto de datos de entrenamiento del modelo SS para un t\u00edtulo de juego concreto.<\/p>\n\n\n\n<div class=\"wp-block-file\"><a id=\"wp-block-file--media-ca0bca85-93bc-48f9-b56a-d53eb2a28fb3\" href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_XeSS_v1.pdf\">GameDev2023_XeSS_v1<\/a><a href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_XeSS_v1.pdf\" class=\"wp-block-file__button wp-element-button\" download aria-describedby=\"wp-block-file--media-ca0bca85-93bc-48f9-b56a-d53eb2a28fb3\">Descargar<\/a><\/div>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"vrs\">Evoluci\u00f3n del sombreado variable en los juegos<\/h2>\n\n\n\n<figure class=\"wp-block-embed is-provider-youtube wp-block-embed-youtube\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"La evoluci\u00f3n del sombreado de tasa variable en los juegos Intel\u00ae Game Dev All Access 2023 | Intel Software\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/tzpMX4kXVQU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Marissa du Bois<br>Ingeniero gr\u00e1fico s\u00e9nior<\/p>\n\n\n\n<p>\u00bfDesea saber c\u00f3mo obtener el m\u00e1ximo rendimiento de Variable Rate Shading Tier 1 y Tier 2 en su juego con una p\u00e9rdida de calidad m\u00ednima? Conozca la evoluci\u00f3n de las t\u00e9cnicas basadas en VRS para la optimizaci\u00f3n de juegos y vea c\u00f3mo Intel ha integrado VRS Tier 1 y Tier 2 en motores de juegos y juegos AAA.<\/p>\n\n\n\n<p>Adem\u00e1s, demostraremos nuestra integraci\u00f3n de Variable Rate Shading Tier 2 utilizando el algoritmo Intel Velocity and Luminance Adaptive Rasterization (VALAR) en World of Warcraft: Dragonflight.<\/p>\n\n\n\n<p>Al final de la charla profundizaremos en un caso de uso emergente para el sombreado de tasa variable, en concreto, la combinaci\u00f3n de VRS con t\u00e9cnicas de supermuestreo basadas en ML como X<sup>e<\/sup>SS.<\/p>\n\n\n\n<div class=\"wp-block-file\"><a id=\"wp-block-file--media-0c9a502d-8a0d-4283-945c-4f257a0761d6\" href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_VALAR_v1.pdf\">GameDev2023_VALAR_v1<\/a><a href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_VALAR_v1.pdf\" class=\"wp-block-file__button wp-element-button\" download aria-describedby=\"wp-block-file--media-0c9a502d-8a0d-4283-945c-4f257a0761d6\">Descargar<\/a><\/div>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"rrt\">Trazado de rayos en tiempo real escalable<\/h2>\n\n\n\n<figure class=\"wp-block-embed is-provider-youtube wp-block-embed-youtube\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Direcci\u00f3n de imagen de trazado de rayos en tiempo real escalable Intel\u00ae Game Dev All Access 2023 | Intel Software\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/BVf8htd1EJE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Adam Lake<br>Ingeniero de software de renderizado para GPU<\/p>\n\n\n\n<p>Aproveche al m\u00e1ximo el trazado de rayos en el hardware de GPU Intel hoy y mire hacia el futuro del trazado de rayos ma\u00f1ana. Equipado con los conocimientos adquiridos el a\u00f1o pasado mientras trabaj\u00e1bamos con los ISV para optimizar las cargas de trabajo de renderizado de juegos en las GPU ARC de Intel, Adam Lake ofrece una revisi\u00f3n del hardware de GPU de trazado de rayos de Intel junto con un conjunto de optimizaciones de rendimiento procesables. En la segunda parte, nos centramos en el futuro del trazado de rayos y analizamos la posibilidad de utilizar algoritmos de trazado de rayos escalables en las GPU de uso general y en las de gama alta. Para visualizar este futuro, compartiremos algunos de los primeros resultados del trabajo que se est\u00e1 llevando a cabo en Intel para conseguir canalizaciones de trazado de rayos escalables.<\/p>\n\n\n\n<p>A medida que nos adentremos en un mundo en el que el trazado de rayos est\u00e9 disponible -no s\u00f3lo en la gama alta, sino incluso en los gr\u00e1ficos convencionales-, estas soluciones escalables nos permitir\u00e1n utilizar el trazado de rayos en una gama m\u00e1s amplia de m\u00e1quinas y, en \u00faltima instancia, superar los artefactos de calidad visual de los efectos de rasterizaci\u00f3n del espacio en pantalla habituales en los conductos de renderizado actuales.<\/p>\n\n\n\n<div class=\"wp-block-file\"><a id=\"wp-block-file--media-c51d67bd-5619-47ff-bd60-8ae5aa10b29f\" href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_Scalable_Ray_Tracing_v2.pdf\">GameDev2023_Ray_Tracing_escalable_v2<\/a><a href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_Scalable_Ray_Tracing_v2.pdf\" class=\"wp-block-file__button wp-element-button\" download aria-describedby=\"wp-block-file--media-c51d67bd-5619-47ff-bd60-8ae5aa10b29f\">Descargar<\/a><\/div>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"hybrid_threads\">Programaci\u00f3n h\u00edbrida: desenredar los hilos<\/h2>\n\n\n\n<figure class=\"wp-block-embed is-provider-youtube wp-block-embed-youtube\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Programming for Hybrid: Untangling Your Threads | Intel\u00ae Game Dev All Access 2023 | Intel Software\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/ufJ8VSVv2lU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Leigh Davies<br>Ingeniero superior de aplicaciones gr\u00e1ficas\/juegos<\/p>\n\n\n\n<p>Los motores de juego multihilo deber\u00edan \"simplemente funcionar\"\u2122 en un PC moderno. En realidad, a medida que el hardware se vuelve m\u00e1s complejo, la interacci\u00f3n entre el sistema operativo y el juego se vuelve m\u00e1s importante. Descubra algunos de los conocimientos tribales de c\u00f3mo funciona la programaci\u00f3n de hilos h\u00edbridos y qu\u00e9 tener en cuenta al perfilar juegos con esta sesi\u00f3n, que cubre los fundamentos de la programaci\u00f3n de hilos de Windows y c\u00f3mo se aplica a las arquitecturas h\u00edbridas. Tambi\u00e9n conocer\u00e1s las herramientas de creaci\u00f3n de perfiles m\u00e1s comunes que se pueden utilizar para ver c\u00f3mo interact\u00faan tus juegos con el sistema operativo y c\u00f3mo asegurarte de que tus subprocesos se ejecutan donde t\u00fa quieres.<\/p>\n\n\n\n<div class=\"wp-block-file\"><a id=\"wp-block-file--media-89997805-a195-43c1-b4d0-5a8df9686075\" href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_Hybrid_Profiling-2023_v1.pdf\">GameDev2023_Hybrid_Profiling-2023_v1<\/a><a href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_Hybrid_Profiling-2023_v1.pdf\" class=\"wp-block-file__button wp-element-button\" download aria-describedby=\"wp-block-file--media-89997805-a195-43c1-b4d0-5a8df9686075\">Descargar<\/a><\/div>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"hybrid_warhammer\">Optimizaci\u00f3n para h\u00edbridos en Total War: Warhammer III<\/h2>\n\n\n\n<figure class=\"wp-block-embed is-provider-youtube wp-block-embed-youtube\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Optimizaci\u00f3n para h\u00edbridos en Total War: WARHAMMER III | Intel\u00ae Game Dev All Access 2023 | Intel Software\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/cOJXV5NS3Zg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Steve Hughes, Intel<br>Scott Pitkethly, Creative Assembly<\/p>\n\n\n\n<p>A medida que los framerates de los juegos alcanzan normalmente &gt;200fps en el hardware moderno de CPU y GPU, somos cada vez m\u00e1s conscientes de que no todo en nuestro juego necesita actualizarse con tanta frecuencia. En esta charla analizaremos el desacoplamiento de cargas de trabajo para poder ejecutar distintos componentes del contenido de la CPU de un juego a frecuencias diferentes. Analizaremos las ventajas y desventajas del desacoplamiento y veremos c\u00f3mo la Arquitectura H\u00edbrida puede hacer que la transici\u00f3n sea m\u00e1s suave. Tras la teor\u00eda, Creative Assembly nos muestra c\u00f3mo pusieron en pr\u00e1ctica estas t\u00e9cnicas para simplificar la desincronizaci\u00f3n de varias cargas de trabajo del juego en Total War: Warhammer III.<\/p>\n\n\n\n<div class=\"wp-block-file\"><a id=\"wp-block-file--media-a28659de-9eea-4b8b-b631-6b582ecab650\" href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_Hybrid_WARHAMMER_III_v1.pdf\">GameDev2023_Hybrid_WARHAMMER_III_v1<\/a><a href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_Hybrid_WARHAMMER_III_v1.pdf\" class=\"wp-block-file__button wp-element-button\" download aria-describedby=\"wp-block-file--media-a28659de-9eea-4b8b-b631-6b582ecab650\">Descargar<\/a><\/div>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"xplatform\">Optimizar los juegos en todas las plataformas<\/h2>\n\n\n\n<figure class=\"wp-block-embed is-provider-youtube wp-block-embed-youtube\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Optimice los juegos en todas las plataformas | Intel\u00ae Game Dev All Access 2023 | Intel Software\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/TFqBQ08ls0A?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Pamela Harrison, Ingeniera consultora t\u00e9cnica de software<br>Jennifer DiMatteo, Ingeniera consultora t\u00e9cnica de software<\/p>\n\n\n\n<p>Aprenda a encontrar r\u00e1pidamente las causas de los cuellos de botella m\u00e1s candentes de sus juegos.<\/p>\n\n\n\n<p>La optimizaci\u00f3n es fundamental para el desarrollo de juegos. Saber d\u00f3nde est\u00e1n los cuellos de botella y cu\u00e1l es su gravedad ayuda a los desarrolladores a mejorar la velocidad de fotogramas con el menor tiempo y esfuerzo posibles.<\/p>\n\n\n\n<p>Nuestro socio, Soma Games, triplic\u00f3 con creces los FPS en uno de sus juegos:&nbsp;<em>El explorador<\/em>&nbsp;cap\u00edtulo de&nbsp;<em>Las leyendas perdidas de Redwall\u2122<\/em>&nbsp;serie. Capturaron un fotograma con su plataforma Intel Core + NVIDIA RTX funcionando a unos decentes 50 fps. Quer\u00edan un poco m\u00e1s de velocidad, as\u00ed que les ense\u00f1amos a usar Intel\u00ae GPA. En menos de 3 semanas, con la ayuda del perfilado GPA, pasaron de 50 a 181 FPS.<\/p>\n\n\n\n<p>Asista a esta sesi\u00f3n para aprender a encontrar y evaluar r\u00e1pidamente los cuellos de botella en sus juegos.<\/p>\n\n\n\n<div class=\"wp-block-file\"><a id=\"wp-block-file--media-54c3ec92-eb18-4dac-9c5d-4d057ab922f0\" href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_GPA_VTune_v1.pdf\">GameDev2023_GPA_VTune_v1<\/a><a href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_GPA_VTune_v1.pdf\" class=\"wp-block-file__button wp-element-button\" download aria-describedby=\"wp-block-file--media-54c3ec92-eb18-4dac-9c5d-4d057ab922f0\">Descargar<\/a><\/div>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"directstorage\">DirectStorage m\u00e1ximo<\/h2>\n\n\n\n<figure class=\"wp-block-embed is-provider-youtube wp-block-embed-youtube\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Maximum DirectStorage | Intel\u00ae Game Dev All Access 2023 | Intel Software\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/s-IZFyIw7mU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Ani Alston<br>Ingeniero gr\u00e1fico<\/p>\n\n\n\n<p>Recientemente, Microsoft lanz\u00f3 DirectStorage 1.1 con soporte para la descompresi\u00f3n de datos de la GPU, lo que permite que los juegos carguen activos llenando toda la VRAM de la GPU en menos de un segundo. Esta sesi\u00f3n presenta una visi\u00f3n general de c\u00f3mo Intel implement\u00f3 la compatibilidad con la API DirectStorage, mostrando los hallazgos de optimizaci\u00f3n de nuestra implementaci\u00f3n de un eficiente streamer de texturas, Expanse, construido sobre Virtual Texture y DirectStorage 1.1.<\/p>\n\n\n\n<p>Al final de esta charla, los directores t\u00e9cnicos, ingenieros de renderizado, ingenieros de sistemas y artistas t\u00e9cnicos podr\u00e1n tomar decisiones tempranas para su pila tecnol\u00f3gica utilizando DirectStorage 1.1. Este mayor ancho de banda y los r\u00e1pidos tiempos de carga que pueden conseguirse con DirectStorage 1.1 permiten crear nuevas y emocionantes oportunidades de juego.<\/p>\n\n\n\n<div class=\"wp-block-file\"><a id=\"wp-block-file--media-d6b79e17-982c-4888-bb31-755df64b1e8d\" href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_DirectStorage_v1.pdf\">GameDev2023_DirectStorage_v1<\/a><a href=\"https:\/\/game.intel.com\/wp-content\/uploads\/2024\/02\/GameDev2023_DirectStorage_v1.pdf\" class=\"wp-block-file__button wp-element-button\" download aria-describedby=\"wp-block-file--media-d6b79e17-982c-4888-bb31-755df64b1e8d\">Descargar<\/a><\/div>","protected":false},"excerpt":{"rendered":"<p>Modern performance, simplified. Deliver the best experiences in your games with the expertise of Intel\u2019s game development engineers. Explore their topics to tackle DirectX 12 features, Xe\u00a0Super Sampling, ray tracing, and more with confidence while extracting optimal performance from the CPUs and GPUs of today and beyond. View our Presentations: XeSS \u2013 High Quality Super [\u2026]<\/p>","protected":false},"author":9,"featured_media":3435,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[8],"tags":[],"class_list":["post-3413","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-promotions"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Intel\u00ae Game Dev All Access 2023 | Intel Gaming Access<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/game.intel.com\/mx\/stories\/intel-gdc-2023\/\" \/>\n<meta property=\"og:locale\" content=\"es_MX\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Intel\u00ae Game Dev All Access 2023 | Intel Gaming Access\" \/>\n<meta property=\"og:description\" content=\"Modern performance, simplified. Deliver the best experiences in your games with the expertise of Intel\u2019s game development engineers. Explore their topics to tackle DirectX 12 features, Xe&nbsp;Super Sampling, ray tracing, and more with confidence while extracting optimal performance from the CPUs and GPUs of today and beyond. 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