Gamefest 2011 Presentations Posted

The presentations for the Gamefest 2011 conference are now available on Microsoft downloads. Here are the main talks of interest to Windows developers.

Note: As mentioned during the Gamefest conference keynote, content related to the next version of Windows is available from the //BUILD/ Windows conference.


How Valve Makes Games Better with XPerf (Windows Performance Toolkit) (US | Valve PDF Valve Code)

Scaling Your Game to N Cores: A Deep Dive on Tasking (US UK)


Modern Texture Content Pipelines (US UK Code)

Symbolic Differentiation in HLSL (US UK Examples)

Tiled Resources for Xbox 360 and Direct3D 11 (US UK Code)

Visual C++

Agile C++ Game Development with Visual Studio (US UK)

Making the Compiler Do the Work for You with Code Analysis (US UK)

Modern C++(0x) Programming with Visual Studio (US UK)

Taming GPU Compute with C++ AMP (US UK | MSDN)


Making the Most of XAudio2’s xAPO Framework (US UK)

Higher-Performance XAudio2 (UK)

Games for Windows – LIVE

Defense Against the Dark Arts of Piracy and Cheating with Games for Windows – LIVE (US UK)

Games for Windows – LIVE: Managing a “Simple Port” (UK)

Games for Windows – LIVE: Offering More Paths to Success (US)

Update: The ‘’ URL is no longer valid. The content is still available on MS Downloads.

Comments (6)

  1. hardwood flooring toronto says:

    your work is good and it is full of knowledge thanks <a href=" ">hardwood flooring toronto</a>  for the share.

  2. the north face says:

    welcome to North face hon sale,webside:

  3. Daniel R Colgan says:

    "Peptidal Graphics!"  and seamless gameplay

    NB: I Believe that the game "Quake" by ID created by Ian McCorrmak was so popular because it allowed the users to modify, it showed it had a modular structure, and allowed the user to play with the codeing, it gave "The Illusion" of being able to "Play With The Clay" as stated above, from changing the skins to making complete modifications, from what I have seen so far people world wide want to express their individuality being able to "Play With The Clay" as in "Easy To Use" modification tools for the Avatars in the game allow for this, also clothing types etc allow for this expression of individuality, then it is game play and storyline that make for a best games!

    I have some awesome idea's for games that will combine "Cloud Computing" with "App's" ("Base Program" with "Interface"), that means the core programming is on the cloud computers, while the user uses an app that interacts with the core program, the Avatar is simply a "Positional Field" that is moving within an enviroment, the enviroment is both part of the app and the core program, as for my other multitude of idea's I will have to wait until I have learnt a language and see if they are possible!

    Here's a hint of my thinking – "a blue ray movie" can play on your monitor with incredible clarity, yet a game will stutter, yet they are both "JUST DATA" being displayed, if I was to pre-package some of the commonalities (Just like the human body does with peptides hense addiction) then the transfer of data may increase dramatically giving seamless gameplay as such I name the tech as "Peptidal Graphics!"

    Daniel R Colgan

    Muswellbrook, NSW


    c/- The John Hunter Motel

  4. HWalkenshaw says:

    Daniel, No.

  5. Moogle says:

    I can't vist the website, can you tell me will this website open again or it close forever.

  6. The conference website is offline, but you can still use the direct links to the talks on MS Downloads.