微軟遊戲開發技術分享 直播日程 - XBOX

By Dora
at 2020-03-15T21:03
at 2020-03-15T21:03
Table of Contents
https://developer.microsoft.com/en-us/games/blog/save-the-dates-game-stack-live
-schedule
https://bit.ly/2Qjr1PX
微軟宣布退出GDC(遊戲開發者大會)2020後,承諾將部分技術分享內容轉為線上直播,
直播日程表已經出爐:
第一天 台灣時間3/18 凌晨兩點起
02:00 Welcome to Game Stack Live!
02:25 The Coalition: How Gears 5 became the accessibility gold-standard
02:45 Building accessibility into your game - the Xbox Accessibility Guidelines
03:00 Panel: The changing nature of today’s game industry
03:30 Panel: How to be intentionally inclusive in your game design
04:15 What is Microsoft Game Stack?
04:30 The Importance of LiveOps
05:00 Rare: Building Sea of Thieves with a LiveOps Mentality
05:35 What it means to run a game studio – a conversation with Turn 10
06:00 Maximizing impact and reach for your independent games with the ID@Xbox
team
第二天 台灣時間3/19 凌晨兩點起
02:00 Previously on Game Stack Live
02:15 inXile: How hardcore iteration forged the Wasteland series
02:40 Panel: How online services are defining the next generation of game
development
03:40 Interview with the creator of Bartlow’s Dread Machine
03:55 Panel: Xbox Series X + Project xCloud = New Chapter in Gaming
05:00 Double Fine: How game jams became the studio’s lifeblood
05:30 Gears Tactics: thoughts on optimizing for PC
05:55 Game Stack Live close
這不是針對玩家的直播,所以期待有什麼遊戲發表,而去收看的不太實際,
有什麼重要訊息,等第二天媒體的報導就好
比較引人關注的是
第二天的「Xbox Series X + Project xCloud = 電玩遊戲的新章節」,
可能會有些Xbox Series X與Project xCloud的雲端串流遊戲技術的分享,
另外日程表大概5天前就出來,
剛在PO的時候發現有些安排略有變動,
綠字的專訪是新加進來的,
至於另一個藍字的「戰爭機器戰略版:為PC最佳化的思路」
則是取代一個本來我認為是更有趣的題目
What’s new in DirectX: Raytracing, mesh shading, and more
DirectX又什麼新玩意:光線追蹤、Mesh Shading以及更多
DirectX的光線追蹤,版本從1.0演進至1.1,
像是AMD投資者會議上的投影片就有一張RDNA 2.0 跑DirectX Raytracing 1.1的圖
另一個Mesh Shading,是去年底微軟發表過,納入DX12的新東西,
是Nvidia圖靈架構已經可以實做,而AMD還不行的東西
Mesh Shader不同於現行多邊形產生的pipeline,充分利用GPU,
可以用來產生需要使用超大量多邊形才能呈現的場景(有錯請指正)
Nvidia有做過一個太空船飛越小行星帶的demo,
展示用Mesh Shader應付超多多邊形場面的能力
https://www.youtube.com/watch?v=CRfZYJ_sk5E
Demo有35萬顆小行星,每顆小行星用1000萬個多邊形建構,
Demo左下角有
畫面上出現的小行星數量(常常是20~30萬顆)
實際描繪多邊形數量(5000萬左右)
最高等級LOD狀況下,需描繪的多邊形數量(3兆左右)
Mesh Shader能把需要3兆多邊形的場景,用5000萬多邊形實現
DEMO沒有過去用LOD切換,物件突現,或精細度突變的狀況
本來覺得微軟講這題目,是否意味著XSX(RDNA 2.0)也會支援Mesh Shader,
可惜被換掉了
--
-schedule
https://bit.ly/2Qjr1PX
微軟宣布退出GDC(遊戲開發者大會)2020後,承諾將部分技術分享內容轉為線上直播,
直播日程表已經出爐:
第一天 台灣時間3/18 凌晨兩點起
02:00 Welcome to Game Stack Live!
02:25 The Coalition: How Gears 5 became the accessibility gold-standard
02:45 Building accessibility into your game - the Xbox Accessibility Guidelines
03:00 Panel: The changing nature of today’s game industry
03:30 Panel: How to be intentionally inclusive in your game design
04:15 What is Microsoft Game Stack?
04:30 The Importance of LiveOps
05:00 Rare: Building Sea of Thieves with a LiveOps Mentality
05:35 What it means to run a game studio – a conversation with Turn 10
06:00 Maximizing impact and reach for your independent games with the ID@Xbox
team
第二天 台灣時間3/19 凌晨兩點起
02:00 Previously on Game Stack Live
02:15 inXile: How hardcore iteration forged the Wasteland series
02:40 Panel: How online services are defining the next generation of game
development
03:40 Interview with the creator of Bartlow’s Dread Machine
03:55 Panel: Xbox Series X + Project xCloud = New Chapter in Gaming
05:00 Double Fine: How game jams became the studio’s lifeblood
05:30 Gears Tactics: thoughts on optimizing for PC
05:55 Game Stack Live close
這不是針對玩家的直播,所以期待有什麼遊戲發表,而去收看的不太實際,
有什麼重要訊息,等第二天媒體的報導就好
比較引人關注的是
第二天的「Xbox Series X + Project xCloud = 電玩遊戲的新章節」,
可能會有些Xbox Series X與Project xCloud的雲端串流遊戲技術的分享,
另外日程表大概5天前就出來,
剛在PO的時候發現有些安排略有變動,
綠字的專訪是新加進來的,
至於另一個藍字的「戰爭機器戰略版:為PC最佳化的思路」
則是取代一個本來我認為是更有趣的題目
What’s new in DirectX: Raytracing, mesh shading, and more
DirectX又什麼新玩意:光線追蹤、Mesh Shading以及更多
DirectX的光線追蹤,版本從1.0演進至1.1,
像是AMD投資者會議上的投影片就有一張RDNA 2.0 跑DirectX Raytracing 1.1的圖
另一個Mesh Shading,是去年底微軟發表過,納入DX12的新東西,
是Nvidia圖靈架構已經可以實做,而AMD還不行的東西
Mesh Shader不同於現行多邊形產生的pipeline,充分利用GPU,
可以用來產生需要使用超大量多邊形才能呈現的場景(有錯請指正)
Nvidia有做過一個太空船飛越小行星帶的demo,
展示用Mesh Shader應付超多多邊形場面的能力
https://www.youtube.com/watch?v=CRfZYJ_sk5E
Demo有35萬顆小行星,每顆小行星用1000萬個多邊形建構,
Demo左下角有
畫面上出現的小行星數量(常常是20~30萬顆)
實際描繪多邊形數量(5000萬左右)
最高等級LOD狀況下,需描繪的多邊形數量(3兆左右)
Mesh Shader能把需要3兆多邊形的場景,用5000萬多邊形實現
DEMO沒有過去用LOD切換,物件突現,或精細度突變的狀況
本來覺得微軟講這題目,是否意味著XSX(RDNA 2.0)也會支援Mesh Shader,
可惜被換掉了
--
Tags:
XBOX
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