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GDC + VRDC 2016 Session Schedule

View, browse and sort the ever-growing list of GDC sessions by pass type, track, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

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  • Advanced VR Rendering Performance

    Alex Vlachos  |  Graphics Programmer, Valve
    Location:  Room 134, North Hall
    Format: Session
    Track: Programming
    Pass Type: All Access Pass, Main Conference Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: All

    Reliably hitting 90 fps in VR is a significant challenge. This talk will present a method for adaptively scaling fidelity to consistently maintain VR framerate without using reprojection techniques, even on very low-end GPUs, while also having the ability to increase fidelity for high-end GPUs and multi-GPU installations. Valve's Aperture Robot Repair VR experience that was shown at GDC 2015 required an NVIDIA 980 to maintain framerate, but this talk will use that same experience as an example of how we now adaptively scale fidelity to maintain 90 fps on an NVIDIA 680, a 4-year-old GPU. The end result is an engine that appears higher fidelity throughout the experience, a lower GPU min spec, increased art asset limits, and a system that allows developers to stop focusing on framerate and instead spend their time increasing the quality and performance of their renderer while consistently maintaining framerate.

    Takeaway

    Attendees will learn several methods for adaptively scaling fidelity to keep their VR applications in framerate without using reprojection techniques.

    Intended Audience

    The intended audience for this session is advanced graphics programmers with basic knowledge about VR rendering. While this is an advanced talk that requires comprehensive GPU knowledge, prior VR rendering experience is not required.