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DISCONTINUATION OF PROJECT

This project will no longer be maintained by Intel.
Intel has ceased development and contributions including, but not limited to, maintenance, bug fixes, new releases, or updates, to this project.
Intel no longer accepts patches to this project.
If you have an ongoing need to use this project, are interested in independently developing it, or would like to maintain patches for the open source software community, please create your own fork of this project.

Asteroids D3D12

The Intel asteroids sample was developed as an example of how to use the DirectX 12 graphics API to get performance and power benefits over previous APIs. For more information on the sample, please see: https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel

Usage

usage: asteroids_d3d12 [options]
options:
  -close_after [seconds]
  -nod3d11
  -nod3d12
  -fullscreen
  -window [width] [height]
  -render_scale [scale]
  -locked_fps [fps]
  -perf_output [path]
  -warp

Controls

KeyOperation
1Use D3D11
2Use D3D12
SpaceToggle animation
VToggle vsync
MToggle multi-threaded rendering (D3D12 only)
IToggle execute indirect rendering (D3D12 only)
SToggle commandlist submission (D3D12 only)
EscExit application

Requirements

For more information on Intel graphics and game code, please visit https://software.intel.com/gamedev

Last touched 6/9/23