Thứ Sáu, 30 tháng 3, 2018

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Hi, I'm Renee.

I'm with Blueprint Reality.

And what we're showing here today is MixCast.

MixCast is a fixed reality solution

for capturing MR footage, and broadcasting it in really,

any kind of application that you have,

whether it's a game, a VR simulation

for training and educating.

We want to help you show the best of VR.

So we got started two years ago, kind of right when

the new wave of VR started up.

And we saw that the first person view of VR

just wasn't really cutting it.

2D videos of people swinging their headsets around.

If you didn't know what VR was, you'd never experienced it,

you wouldn't think that it was very much.

So we thought, how can we show this better,

how can we share it.

And so we looked to mixed reality,

which is what our software is designed

to make easy for anyone.

Whether you're a developer, or an educator,

or a YouTuber, or a steamer.

So it's meant to be a really easy to set up.

We're very agnostic as far as what camera you use.

You can have a DSLR, a webcam.

Our camera in the Intel RealSense Depth

Camera, just because it allows you to capture and isolate

your subject without any green screen.

That's a new feature that's coming out in 2.0, which

is coming out in April of 2018.

And you just need your camera, a PC, obviously.

Your VR headset set up.

We support the HTC Vive, the Oculus Rift, and the Windows

Mixed Reality headset.

And then MixCast.

And you set things up normally, as you would with your Vive.

And our calibration is three clicks in VR,

and then you're ready to record and broadcast

whatever your VR app is.

So what we're showing here today is MixCast

paired with Trickster VR.

So Trickster VR is a game that we're partnered with.

They have incorporated our SDK into their games,

so it works super, super smoothly.

You can download our SDK for free off of our website

if you're a VR developer who is interested.

And what we're showing is basically

a real person, composited in real time,

with a virtual environment.

So a fun hack and slash game in this situation.

So you can go to our website if you want

to learn more about MixCast.

MixCast.me-- dot M-E. You can download our SDK for free.

Join our Discord.

We just launched it, it's a great little community.

You can jump in there, and ask us all sorts of questions.

And then you can follow us on Twitter blueprnt-- with no I--

P-R-N-T-- reality.

And yeah, come start a conversation with us.

For more infomation >> Create Compelling and Engaging VR Videos, Broadcasts and Live Streams with MixCast | Intel Software - Duration: 2:47.

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Warhammer: Vermintide 2 on Intel® Core™Processor with Radeon™ RX Vega M GH Graphics | Intel Software - Duration: 1:35.

And so here I am at GDC.

And we're showing the demo of the Warhammer Vermintide 2

game, which is running on the Intel eighth generation Core

NUC.

And this is what the Radeon RX Vega M Graphics.

And these two things are integrated together

using an EMIB.

This is an interconnect bus that interconnects

the two things for great power and great performance.

So if you're a developer, you would

be really excited about this system

because you're able to run your game with much better power

performance than you would have gotten

on a three-year-old system that had just great graphics.

So for this particular game, we optimized it

for power and performance.

So now you're getting fantastic performance

from what you had before.

The system comes with two different versions.

There's a 65-watt version, which is called the GL,

and there's also a 100 watt version, which is a GH version.

And so as a developer, you can target either one of those,

depending on what kind of performance targets

you're looking for.

So with our development program, we'd

like to invite you to come and optimize on that.

If you join the developer program,

and you test your application, and show that your game runs

great on Intel, then we're offering

$5,000 of social promotion.

We also have a lot of other great tools

that are available for you as the Game Developer Program.

So you go to software.intel.com/gamedev.

So we hope you join us, and thanks.

For more infomation >> Warhammer: Vermintide 2 on Intel® Core™Processor with Radeon™ RX Vega M GH Graphics | Intel Software - Duration: 1:35.

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5. Chapter-1 (Software) - Duration: 5:54.

Software

The software, as we mentioned earlier, is another name for these programs.

Programs are those instructions that tell the computer how to process it for the data you want it to be.

In most cases, the terms of the software and program are mutable.

There are two main types of software:

1. System software

2. Application software

You can think of the application software in that way, the way you use it.

Think about the system software in the way that the computer uses.

system software

The user mainly exchanges information with application software.

System software introduces application software to computer hardware.

System software is background software, which helps the computer to manage its internal resources.

System software is not a standalone program. Rather, it is a collection of programs, including the following:

Operating System

The operating system is a program that coordinates computer resources,

Provide interface between users and computers and run applications.

Smartphones, tablets, and many other mobile devices use embedded operating systems,

To whom known as Real Time Operating System (RTOS).

Desktop computers use stand alone operating systems like Windows 10 or Mac OS.

Networks use the network operating system (NOS).

Utilities

Utilities operate specific tasks related to the management of computer resources.

One program from the most essential utility programs must be in every computer system,

That's an antivirus program.

This program protects your computer system from a virus or malicious program,

Which are often stored on the Internet from your computer.

These programs can harm software and hardware,

also you can manipulate your personal data with the security and privacy.

If your computer does not have any antivirus program installed,

You have an urgent need to apply it.

Application software

The application software may be described as an end-user software.

There are three types of application software:

General Purpose, Specialised & Application

General Purpose Applications

The general purpose application is widely used in almost all career areas.

They are such programs that you need to know to be a skilled and effective end user.

Specialized applications

Specialized applications include thousands of other programs that focus more on specific topics and businesses.

Two of the best known programs are Graphics and Web Arthyring Programs.

Mobile applications are also known as mobile applications or just apps,

This is a small program,

Mainly designed for mobile devices such as smart phones and tablet computers.

There are more than 500,000 such apps.

The most popular mobile app is for social networking, to play games and download music and videos.

For more infomation >> 5. Chapter-1 (Software) - Duration: 5:54.

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The End of Tomorrow by Intel® Software Innovators Edsenses | Intel Software - Duration: 2:17.

Hi.

I'm Eric I'm from Edsenses.

Hello.

I'm Alice.

I'm from Edsenses.

We created a game, "The End of Tomorrow,"

and we're here at GDC.

"The End of Tomorrow" is a game that

talks about a future where humanity ends and you're

reborn.

For this game, players not only shoot the enemies,

but there are a lot of missions that the player needs

to complete.

So, for example, what kind of actions

they take, whether they will save some refugees or not,

will lead to a different consequence.

So there are a lot of puzzles that it

needs the players to solve.

So it's not a very simple combat or shooting game,

but it's also a game with a very impressive story, and also

a very exciting game that will give you a lot of fun

during your creation of the mission.

It's a very VR immersive game, so the great thing about this

is it's really physically immersive.

So you can jump around and you can experience the building

collapse.

And you can also experience the enemies suddenly jumping

in front of you really huge.

So there's all different kinds of surprise and excitement,

so it's really a cool experience to share our experience

and technology.

When they invited us to GDC, she helped

us arrange everything the first night they came for the GDC.

So thanks a lot to Intel Innovator Program,

and we can demonstrate our game for you [INAUDIBLE]..

You can go to our website, truniverse.com,

where you can find all of the updates and information there.

For more infomation >> The End of Tomorrow by Intel® Software Innovators Edsenses | Intel Software - Duration: 2:17.

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Let's get ready : Downloading software, confirming the serial number and installing - Duration: 2:38.

Downloading software, checking serial numbers and installing

If you purchase a Wacom Intuos, you can use CLIP STUDIO PAINT as part of the bundled software.

To access the available software, click "Software Library".

Select the registered product and click "Next"

Choose your operating system, then click "Next" again.

Select the software or service available for the registered product,

click "Add to your library", and then click "Select".

Now, the software is confirmed and ready for you to download.

Click "Download" to download the software installer.

The product's license key is also shown on this page. You will need this to install the software.

I will explain how to register with the license key in the next video.

Double click the "CSP_setup.exe" file (CLIP STUDIO PAINT exe-file) saved after the download.

This will display the installation screen.

Follow the instructions on screen to install the software.

Once the installation is complete, a CLIP STUDIO shortcut will appear on your desktop.

Open CLIP STUDIO PAINT and register your license.

For more infomation >> Let's get ready : Downloading software, confirming the serial number and installing - Duration: 2:38.

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Optimize Your Game Sound with Audiokinetic's Wwise and Intel® Core™ Processors | Intel Software - Duration: 3:13.

My name is Martin Dufour.

I'm the CTO of Audiokinetic, and here we

are at GDC showing off what we've done with Intel in terms

of multicore audio rendering.

[MUSIC PLAYING]

So we're a games audio middleware company.

Our product is a combination of an authoring application

for sound designers and a runtime audio renderer that

is embedded in the game's engine to produce high-quality audio.

Traditionally, audio in games has

been one of the components that always been a bit starved

for computing resources.

We do all of our audio rendering on the CPU.

And we're kind of limited by the amount of processing power

there, with most of the power being

concentrated into the hands of the graphics

aspect of the game.

So working with Intel with newer CPUs

have many more hardware cores than in the past.

And our audio rendering solution was only

rendering from a single thread, so Intel

has helped us modify our audio rendering

engine to take advantage of the multicore capabilities

of the modern Intel CPU.

So our engine is used in many types of titles,

from AAA to mobile games, and we're really

focusing on helping the sound designer create the best

audio experience possible.

More and more we're seeing that games

seem to realize the importance of audio in games.

Especially with the advent of VR and AR,

it's obvious that audio is a critical component

in the immersion aspect of the experience.

So immersion in terms of graphics

is opening the field of view, but really, on the audio side,

it's fully spatial audio that completely

surrounds the player.

So it's been really exciting in the past few years

developing new ways to do reverberation and sound

propagation to really enhance that sense of immersion

into the audio scene.

Games audio is this really interesting intersection

between the traditional linear media, where

you have high-quality music and content,

and the interactive aspects that comes from having player agency

and responding to a constantly changing action inside

of the simulation of the game.

Some new exciting developments beyond spatial audio

are interactive music composition.

And we're constantly introducing new tools

to help make that type of content.

If you want to learn more about our solutions,

just go to our website, and we have blog articles.

Wwise itself, the tools are free for learning,

for noncommercial uses, and there's also

free training material and certification

programs that are available.

[MUSIC PLAYING]

For more infomation >> Optimize Your Game Sound with Audiokinetic's Wwise and Intel® Core™ Processors | Intel Software - Duration: 3:13.

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Enhancing Performance in Unreal* Engine 4 | Intel Software - Duration: 2:36.

Hi, I'm Scott La Fetra.

I'm here with the game team at Intel.

And we're showing off some optimizations

we've done for Unreal and some simple optimizations

that developers can do to increase

the performance in their game.

So what we're showing off here is the multi-core improvements

that were made to Unreal.

You'll see those show up in Unreal 4.19, which

was released a few weeks ago.

So any multi-core system that you see-- so cloth meshes,

particle systems, destructive objects, anything

like that-- you should see about a 20% to 30% increase.

So 20% to 30% more objects on-screen.

We're also showing off a few simple optimizations

that people can do easily with the blueprints.

So right here, we're doing an optimization,

where if it's not on-screen, it will freeze the physics

data of the cloth mesh.

So if I move this up to where we're

having a lot of FPS problems, you'll see if we look away,

the FPS will pop way up back to 60.

And the way we're doing that is we're

simply taking the what is rendered

node, that Unreal makes available to us,

setting a decent tolerance.

And then, if it was not recently rendered,

then we're going in and suspending clothing animation,

targeting our mesh.

And then, if it was recently rendered,

then you want to pop that simulation back into play mode.

So we use this node here.

Now, the reason we're suspending animation and not

using the LOD system is because the LOD system will completely

clear the physics system.

That takes all of the data that was remembered--

all the position data from the mesh--

and wipe it clear.

What this will look like is it will pop.

If you have a flag, it'll pop to being straight.

If you have clothes on your character,

it will revert back to the T-pose

so when the player looks back at the object,

we'll get this sort of pop-in effect, where the clothing sort

of falls from it's first point.

By suspending it, we're avoiding that.

So these changes that we're making to our scene in Unreal

should apply equally across all platforms.

So whether you're doing mobile, desktop, console,

you'll see this improvement across all parts of your game.

To learn more about this and other optimizations

you can make in Unreal Engine, you can go to Intel Game Dev.

We have several optimization guides posted there.

And in general, we try to keep that updated with all the most

recent tips and optimizations that you can make to your game

so that you're hitting your max performance

and your max visual fidelity.

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