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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or 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.

  • Location:   Room 301, South Hall
    Monday, 2:40pm - 3:40pm
    Summit Speaker:
    Pass Types: All Access Pass, Summits Pass
    Topic: Programming
    Format: Lecture

    Matches Found in Session Description:

    Real-time global illumination is key to enabling dynamic and believable game worlds. GPU-accelerated ray tracing makes this possible; however, framerate and resolution requirements limit the number of traceable rays per pixel, imposing practical limits on current hardware generations. Existing solutions, such as probe-based techniques, approximate the irradiance signal using fewer rays per frame but suffer from reduced details and slow response times to lighting changes. On the other hand, reservoir-based resampling techniques capture higher detail but typically suffer from poorer performance and increased noise.

    In this presentation, Guillaume Boisse, Senior Graphics Programmer at AMD, will walk through the practical implementation of a solution aimed at making the most of every sample by caching the estimated radiance into a cache hierarchy used for both sampling and filtering. He will show how this approach allows for highly performant, high-quality, dynamic, and leak-free global illumination without requiring any content pre-processing, thus enabling easy integration into existing real-time rendering pipelines.

  • Location:   Room 3007, West Hall
    Tuesday, 4:40pm - 5:10pm
    Summit Speaker:
    Erwin Coumans  (NVIDIA)
    Pass Types: All Access Pass, Summits Pass
    Topic: Programming
    Format: Lecture
  • Location:   Room 3001, West Hall
    Thursday, 10:00am - 11:00am
    Sponsor Speaker:
    Jason Lacroix  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session

    Matches Found in Session Description:

    Join AMD as we unveil the FidelityFX SDK, a consolidation of all the great FidelityFX technologies available on GPUOpen into a sleek, easy-to-use SDK, making beautiful pixels easier than ever to achieve.

    In this session, FidelityFX SDK lead Jason Lacroix will walk you through the features and architecture of the SDK, discuss how to implement FidelityFX technology on top of your engine's own abstractions, and look at the effects released as part of the SDK. This session will also include an exciting sneak peek of new FidelityFX technologies that will be available soon.
  • Location:   Room 3001, West Hall
    Thursday, 11:30am - 12:30pm
    Sponsor Speaker:
    Stephan Hodes  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session
  • Location:   Room 3001, West Hall
    Thursday, 12:45pm - 1:45pm
    Sponsor Speaker:
    Lou Kramer  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session
  • Location:   Room 3001, West Hall
    Thursday, 2:30pm - 3:30pm
    Sponsor Speakers:
    Ken Mitchell  (AMD), John Hartwig  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session

    Matches Found in Session Description:

    Learn about AMD Ryzen™ products featuring advanced technologies, including laptop, desktop, and workstation processors. Dive into instruction sets, cache hierarchies, resource sharing, and simultaneous multithreading. Discover powerful profiling tools and techniques. Gain insight into valuable code optimization opportunities and lessons learned thanks to AMD Game Engineering's experiences working with AAA game developers. Enjoy examples including C/C++, assembly, and hardware performance-monitoring counters.

    Attendees of this talk can expect to learn their way through the micro-architecture of modern AMD CPUs, followed by optimizations, frequent issues, and benchmarking best practices to make their games run faster, build quicker, and maximize their end-user hardware.
  • Location:   Room 3001, West Hall
    Thursday, 4:00pm - 5:00pm
    Sponsor Speaker:
    David Ziman  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session
  • Location:   Room 3001, West Hall
    Thursday, 5:30pm - 6:30pm
    Sponsor Speakers:
    Chris Hesik  (AMD), Can Alper  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session

    Matches Found in Session Description:

    Available from GPUOpen, the Radeon™ Developer Tool Suite empowers game developers to achieve optimal DirectX® 12 and Vulkan® performance on AMD GPUs. These specialized tools allow the developer to inspect low-level GPU performance at the event and instruction levels, visualize detailed GPU memory allocations and memory leaks, profile ray tracing pipelines, analyze acceleration structures, and statically analyze shader bottlenecks with VGPR pressure visualization.

    The Radeon Developer Panel provides rapid access to GPU performance data for visualization in the tools. This presentation will overview the Radeon GPU Profiler, Radeon Memory Visualizer, Radeon Raytracing Analyzer, and Radeon GPU Analyzer, introduce their new features and improvements, and reveal the work currently in progress.

    In addition, we will highlight external collaborations, such as support for DirectX® Raytracing in LunarG's GFXReconstruct, as part of our commitment to the game development community.