{"payload":{"pageCount":3,"repositories":[{"type":"Public","name":"PresentMon","owner":"GameTechDev","isFork":false,"description":"Capture and analyze the high-level performance characteristics of graphics applications on Windows.","allTopics":["tool"],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":9,"issueCount":71,"starsCount":1524,"forksCount":142,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-05-22T21:18:39.480Z"}},{"type":"Public","name":"XeSSUnrealPlugin","owner":"GameTechDev","isFork":false,"description":"Intel® XeSS Plugin for Unreal* Engine","allTopics":[],"primaryLanguage":null,"pullRequestCount":0,"issueCount":1,"starsCount":113,"forksCount":4,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-04-30T16:51:47.179Z"}},{"type":"Public archive","name":"XeGTAO","owner":"GameTechDev","isFork":false,"description":"An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":1,"starsCount":691,"forksCount":53,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-04-22T18:48:25.653Z"}},{"type":"Public","name":"gpudetect","owner":"GameTechDev","isFork":false,"description":"An example application that demonstrates how to detect which Intel GPU is present, as well as architecture-specific information such as how much memory is available.","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":116,"forksCount":23,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-04-22T16:50:13.738Z"}},{"type":"Public archive","name":"64-bit-Typed-Atomics-Extension","owner":"GameTechDev","isFork":false,"description":"","allTopics":[],"primaryLanguage":{"name":"C","color":"#555555"},"pullRequestCount":0,"issueCount":0,"starsCount":10,"forksCount":4,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-04-08T16:08:28.578Z"}},{"type":"Public","name":"XeSS-VALAR-Demo","owner":"GameTechDev","isFork":false,"description":"Mini-Engine Demonstration of Combining XeSS with VRS Tier 2.","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":11,"forksCount":2,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-04-01T16:53:33.005Z"}},{"type":"Public","name":"UE4_GPA_Plugin","owner":"GameTechDev","isFork":false,"description":"Intel® Graphics Performance Analyzer plugin for Unreal Engine* 4","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":1,"starsCount":40,"forksCount":11,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-01-29T17:58:41.704Z"}},{"type":"Public archive","name":"D3D12VariableRateShading","owner":"GameTechDev","isFork":false,"description":"A simple D3D12 example demonstrating how to use Intel Tier 1 Variable Rate Shading","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":22,"forksCount":10,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2024-01-03T00:27:37.728Z"}},{"type":"Public archive","name":"SamplerFeedbackStreaming","owner":"GameTechDev","isFork":false,"description":"This sample uses D3D12 Sampler Feedback and DirectStorage as part of an asynchronous texture streaming solution.","allTopics":["streaming","directx12","direct3d12","directstorage","samplerfeedback","intel"],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":116,"forksCount":24,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-12-25T17:48:24.564Z"}},{"type":"Public","name":"MaskedOcclusionCulling","owner":"GameTechDev","isFork":false,"description":"Example code for the research paper \"Masked Software Occlusion Culling\"; implements an efficient alternative to the hierarchical depth buffer algorithm.","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":2,"issueCount":6,"starsCount":596,"forksCount":77,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-12-11T18:59:17.025Z"}},{"type":"Public","name":"HybridDetect","owner":"GameTechDev","isFork":false,"description":"Heterogeneous & Homogeneous CPU Detect for Intel Processors","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":2,"starsCount":84,"forksCount":17,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-10-10T16:45:36.050Z"}},{"type":"Public","name":"ISPCTextureCompressor","owner":"GameTechDev","isFork":false,"description":"ISPC Texture Compressor","allTopics":["tool","ispc"],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":4,"issueCount":14,"starsCount":429,"forksCount":91,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-09-24T10:48:58.880Z"}},{"type":"Public","name":"VALAR-API","owner":"GameTechDev","isFork":false,"description":"","allTopics":[],"primaryLanguage":{"name":"C","color":"#555555"},"pullRequestCount":0,"issueCount":0,"starsCount":3,"forksCount":2,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-08-11T22:08:28.127Z"}},{"type":"Public","name":"CmdThrottlePolicy","owner":"GameTechDev","isFork":false,"description":"sample showing how to use the DX12 CmdThrottlePolicy Extension","allTopics":[],"primaryLanguage":{"name":"C","color":"#555555"},"pullRequestCount":0,"issueCount":0,"starsCount":4,"forksCount":0,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-06-13T01:12:28.451Z"}},{"type":"Public","name":"asteroids_d3d12","owner":"GameTechDev","isFork":false,"description":"Intel Asteroids DirectX 12 Sample","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":127,"forksCount":26,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-06-09T18:25:30.855Z"}},{"type":"Public archive","name":"VALAR","owner":"GameTechDev","isFork":false,"description":"Velocity And Luminance Adaptive Rasterization","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":13,"forksCount":4,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-03-31T16:25:31.935Z"}},{"type":"Public archive","name":"IntroductionToVulkan","owner":"GameTechDev","isFork":false,"description":"Source code examples for \"API without Secrets: Introduction to Vulkan\" tutorial","allTopics":["cpp","intel","tutorials","vulkan-api","vulkan-demos","tutorial","vulkan"],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":1,"issueCount":3,"starsCount":1283,"forksCount":208,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-03-31T16:23:58.185Z"}},{"type":"Public archive","name":"gametechdev.github.io","owner":"GameTechDev","isFork":false,"description":"","allTopics":[],"primaryLanguage":{"name":"HTML","color":"#e34c26"},"pullRequestCount":0,"issueCount":0,"starsCount":1,"forksCount":1,"license":null,"participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-03-31T16:22:55.978Z"}},{"type":"Public archive","name":"UAVOverlapSample","owner":"GameTechDev","isFork":false,"description":"","allTopics":[],"primaryLanguage":{"name":"C","color":"#555555"},"pullRequestCount":0,"issueCount":0,"starsCount":0,"forksCount":1,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-03-31T16:21:50.969Z"}},{"type":"Public archive","name":"VRS-DoF","owner":"GameTechDev","isFork":false,"description":"Variable Rate Shading and Depth of Field","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":95,"forksCount":12,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:52.394Z"}},{"type":"Public archive","name":"UnrealCapabilityDetect","owner":"GameTechDev","isFork":false,"description":"A plugin for system capability detect in Unreal Engine 4","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":54,"forksCount":23,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:50.402Z"}},{"type":"Public archive","name":"TAA","owner":"GameTechDev","isFork":false,"description":"Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)","allTopics":["sample","graphics","antialiasing","directx12"],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":105,"forksCount":15,"license":"Other","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:46.849Z"}},{"type":"Public archive","name":"stardust_vulkan","owner":"GameTechDev","isFork":false,"description":"The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles.","allTopics":[],"primaryLanguage":{"name":"C","color":"#555555"},"pullRequestCount":0,"issueCount":1,"starsCount":114,"forksCount":14,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:45.040Z"}},{"type":"Public archive","name":"SPIRV-Cross","owner":"GameTechDev","isFork":true,"description":"An experimental ISPC backend for SPIRV-Cross","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":2,"starsCount":59,"forksCount":544,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:43.095Z"}},{"type":"Public archive","name":"RCRaceland","owner":"GameTechDev","isFork":false,"description":"Unreal Engine 4 sample showing how to take advantage of the CPU for more realistic scenes","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":5,"forksCount":5,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:41.324Z"}},{"type":"Public archive","name":"PracticalVulkan","owner":"GameTechDev","isFork":false,"description":"Repository with code samples for \"API without Secrets: The Practical Approach to Vulkan\" series of articles.","allTopics":["c-plus-plus","vulkan","vulkan-api","khronos"],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":1,"issueCount":2,"starsCount":119,"forksCount":14,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:39.504Z"}},{"type":"Public archive","name":"OcclusionCulling","owner":"GameTechDev","isFork":false,"description":"Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":387,"forksCount":72,"license":"Apache License 2.0","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:37.509Z"}},{"type":"Public archive","name":"Multi-Adapter-Particles","owner":"GameTechDev","isFork":false,"description":"Demonstration of Integrated + Discrete Multi-Adapter modified from Microsoft's D3D12nBodyGravity","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":1,"starsCount":26,"forksCount":8,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:35.713Z"}},{"type":"Public archive","name":"MetricsGui","owner":"GameTechDev","isFork":false,"description":"Library of ImGui controls for displaying performance metrics.","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":240,"forksCount":20,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:34.003Z"}},{"type":"Public archive","name":"MetricsDiscoveryHelper","owner":"GameTechDev","isFork":false,"description":"A wrapper for Intel(R) MetricsDiscovery API that simplifies some common tasks and provides a more unified interface across different graphics APIs.","allTopics":[],"primaryLanguage":{"name":"C++","color":"#f34b7d"},"pullRequestCount":0,"issueCount":0,"starsCount":20,"forksCount":5,"license":"MIT License","participation":null,"lastUpdated":{"hasBeenPushedTo":true,"timestamp":"2023-01-03T22:53:32.311Z"}}],"repositoryCount":61,"userInfo":null,"searchable":true,"definitions":[],"typeFilters":[{"id":"all","text":"All"},{"id":"public","text":"Public"},{"id":"source","text":"Sources"},{"id":"fork","text":"Forks"},{"id":"archived","text":"Archived"},{"id":"template","text":"Templates"}],"compactMode":false},"title":"Repositories"}