GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Audio Propagation Through the Ears of VERA


Jeff Ballard (Software Development Engineer, Microsoft)

Robert Ridihalgh (Senior Technical Audio Specialist, Microsoft)

Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!

Topic: Audio, Programming

Format: Session

Vault Recording: TBD

Audience Level: All

Physics and visuals in games have continued to get more and more realistic over the years, but now it is audio's turn. While there have been bespoke systems to better emulate real world audio propagation, they often are hit by limitations in scope and application. With the Voxel Engine for Real-time Acoustics (VERA), the Microsoft team has tackled a wide variety of audio challenges in a single package to provide information such as occlusion, obstruction, early reflections, portals, and more, all for virtually unlimited objects and in real-time. Join Jeff Ballard and Robert Ridihalgh as they cover the challenges, approaches, and successes that will help bring your game's audio to next generation of realism.


Attendees should leave with ideas and techniques for implementing real-time obstruction, occlusion, environmentally controlled reverb, and portaling in their future titles using audio propagation. This includes information on the development and integration challenges that will surface when using these techniques.

Intended Audience

Audio designers and programmers interested in techniques to enhance the realism of the audio in their titles using advanced obstruction/occlusion and environmental reverb.