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World of Tanks: Enriching Gamer's Experience with Multi-Core Optimized Physics and Graphics (Presented by Intel Corporation)

Sponsor Speakers:

Philipp Gerasimov (Sr. Graphics Engineer, Intel)

Dmitry Dyakov (Client Development Lead,

Aleksei Fedorov (Sr. Applications Engineer, Intel)

Branislau Svihla (Lead Graphics Engineer,

Location: Room 2024, West Hall

Date: Thursday, March 22

Time: 10:00am - 11:00am

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: Not Recorded

Audience Level: All

World of Tanks is one of the biggest multiplayer PC games with more than 150million users and in 2018 will present the biggest even version of the game World of Tanks 1.0 which includes fully redesigned engine which opens the door for creating new advanced effects to enrich gamer's experience and use the full power of modern CPUs. This talk will describe multiple techniques which are planned to be rolling out in 2018/19, including using Intel® TBB API and latest vector instructions for efficiently scale various engine workloads across many cores and vector units available in modern mobile and desktop CPUs; using Havok Physics to build advanced physics effects; introducing new Concurrent Rendering technique to significantly increase rendering performance by scaling the rendering frame-preparation data across all available CPU cores.
During the talk engineers aside with Intel Application engineers will tell the story behind the new engine and the latest techniques.


Attendees will learn the real development story of one of the biggest PC games on enabling modern CPUs, scaling the engine techniques across CPU cores, optimizations rendering and engine performance and enriching gamer's experience with modern physics and simulation techniques.

Intended Audience

The talk is primary targeted on game development engineers, working on rendering, game engine and performance optimizations.