Intel, Microsoft jump into mixed reality with Project Alloy, and Windows Holographic tie-up
1:58
Intel, Microsoft jump into mixed reality with Project Alloy, and Windows Holographic tie-up
And our vision of virtual reality, this whole mixed reality world, is really aligning quite nicely with Microsoft.
So we decided to make this groundbreaking partnership and talk about that this morning.
I'd like to have Craig show us a little bit of what the Broadwell E system is really capable of doing and editing a virtual reality world.
Hi Craig.
Hi Brian.
I'm over here.
Brian, hi.
Sorry about that.
In the world again, you know?
[INAUDIBLE]
But yeah.
So let's show this amazing performance that we have on our newest extreme ten core processor.
And to do that, I wanted to show off a brand new piece of software from Epic which is an unreal game engine editor.
And so, you have all the tools in the unreal engine, but the change that we have in new as a free release is that it's completely editable within VR.
So let's go ahead and take a look at what that looks like here.
And wow, I'm in the middle of a VR enabled world.
So as I'm editing my little room here I can go ahead and have all the tools To be able to get around, add assets, like if I wanna go ahead and put a chair down here, I can go ahead and do that.
I can go ahead and easily change colors and textures.
And as a matter of fact, I can even delete things and move them around.
So as a developer this gives me a really unique experience that I don't have to go ahead and guess on what my users are gonna be seeing.
I can develop in 1st person the same perspective that my users are gonna be using this sort of content.
So, it looks like I have my room the way that I want it.
However, what I really wanna do is rebake the lighting to finalize the scene.
So, as I've removed some things over here I'm actually seeing this shadows and everything.
So, I can change Back and see the whole dynamic lighting for the scene.
But this is really CPU intensive, so we're actually doing a complete light render on all of the changes that we just did.
So as a developer, we're really showing how this performance is gonna help you get to time to market and finish your projects.
And to illustrate that point, over here, I have a sixth-generation core 6700K, our latest and greatest.
Quadcore and I'm gonna go ahead and I have them in identical spot here and same objects to the scene.
Now I'm just gonna go ahead and remake the lighting here in both.
So, I'll start the 6700 here first.
Okay, and now I'll move over to our Bradwell.
And as this guy starts making our scene here I'm gonna bring up the progress bar so we can see the progress as it goes through.
And just like that 20, 50, 60 done.
So-
I almost made it to 10%.
Yeah, You're gonna take a little while on that one.
So, we're looking at way over two x and this just a small sample size.
So, in core count alone we're really seeing a huge improvement that's only gonna increase to delta as we add more and more items To our virtual world.
But here's the best part, this is just one feature in re-baking the lighting and re-rendering it.
And we're talking about something a developer does 30 to 50 times a day.
So, if you wanna talk about a development cycle for your standard game, Brian, that's weeks possibly months of time that we can save in just CPU cut down by using our ten processors.
So, For you media creationists out there, our newest extreme 10-core processor is the processor for you for VR, and beyond.
[MUSIC]
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