Intel Developer Blog: Exploring the tools behind Grid Autosport

Discover how Codemasters brought a console-like experience to the tablet

Mobile gamers might in the past have settled for lower quality graphics than console gamers, but Codemasters aims to change that.

The company set out to bring console-style graphics to tablets when it created GRID Autosport. Part of the challenge was to add touch controls to an already packed screen, while ensuring the experience is seamless across tablets, Ultrabook devices and PCs.

To start with, the game was running at under 20fps on tablets with ultra-low voltage Intel® AtomTM processors, running Microsoft Windows. Frames took 53ms to render, almost twice the target of 30ms. It soon became clear that adjusting the textures, level of detail and geometry wouldn’t be enough. Codemasters embarked on an optimisation project, the key lesson of which was to focus the processing power where it would have the most visual impact.

Go beyond the scenes on the project to find out how Codemasters optimised GRID Autosport to deliver a great tablet gaming experience.

Whether you’re making your first tablet games, or porting your PC games across, you might be able to adopt some of Codemasters’ winning strategies in your own project. For more tips on developing games for Microsoft Windows, visit the Intel Developer Zone

This blog post is written bySofttalkblog, and is sponsored by the Intel Developer Zone, which helps you to develop, market and sell software and apps for prominent platforms and emerging technologies powered by Intel Architecture.

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