As promised here are some screen shots I took of Mitch's talk. They will give you a few more details of what code changes to expect in the beta 2.
Part 1 - Project templates and Render Targets
This shows the templates that are installed with beta 2. Notice that there are separate project templates for XBox 360 games and Windows games. You can add identical source code (Mitch says that Spacewars source is identical between Windows and Xbox) to the projects so its a small inconvenience. In an XBox 360 project there is a symbol defined so that you can tell the difference if you want.
This shows most of the default Windows game template with the new overloads. The 2 added snippets show how to set a screen dimension and how to add game components. Obviously these are not part of the template. I missed the UnloadContent overload but its very similar to the LoadContent function. Finally the lower part shows some of the properties/methods on the new GameTime structure.
Some of the properties/methods on the GraphicsManager class.
Some of the properties/methods on the Game class.
The API definition for GameComponent. Notice the IDrawable and IGameComponent interfaces (which I wasn't fast enough to get pictures of)
The GameComponent project template with the new structure. The top half of the image comes from a GameComponent, the bottom half from a DrawableGameComponent which is why is has a Draw overload.
Part of the new RenderTarget API. In this demo Mitch took the backBuffer into a texture and then drew it back to the screen using spritebatch and added in a rotation. So you got a rotating screen with about 4 lines of code.
The result of the RenderTarget demo. Note that the motion blur is from the camera not from the effect !