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GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

  • Location:   Room 303, South Hall
    Monday, 10:00am - 11:00am
    Speakers:
    Calle Lejdfors (Ubisoft Massive), Raul Aguaviva (AMD)
    Pass Types: All Access, GDC Conference + Summits, GDC Summits
    Topic: Programming
    Format: Tutorial
    Tutorials: Advanced Graphics Techniques Tutorial
  • Location:   Room 303, South Hall
    Monday, 1:20pm - 2:20pm
    Speakers:
    Pass Types: All Access, GDC Conference + Summits, GDC Summits
    Topic: Programming
    Format: Tutorial
    Tutorials: Advanced Graphics Techniques Tutorial

    Matches Found in Session Description:

    This is a joint session of two 30-minute lectures, ""Surfing the Wave(front)s with Radeon GPU Profiler" and "Dissecting Realtime Rays: How to Debug and Profile DXR & Vulkan Ray Tracing Applications.

    Surfing the Wave(front)s with Radeon GPU Profiler
    Dominik Baumeister
    (Developer Technology Engineer, AMD)
    AMD's Radeon GPU Profiler (RGP) is a state-of-the-art profiler for graphics and compute APIs running on AMD Radeon GPUs. This talk will walk you through its major features and abilities, showing you how to use RGP to analyze and optimize performance, using traces taken from a AAA PC game title as the example. RGP has the ability to dive into the low-level details of execution on Radeon GPUs, so you'll come to understand how to determine and interpret GPU occupancy, GPU synchronization primitives, the interaction and synchronization between the GPU and the host CPU driving it, expensive events and event details, context rolls, and pipeline state that affects what happens when you submit. You'll leave the talk with a great understanding of how to start using RGP to optimize your DirectX 12 or Vulkan game title for GCN and Vega GPUs.

    Dissecting Realtime Rays: How to Debug and Profile DXR & Vulkan Ray Tracing Applications
    Aurelio Reis
    (SWE Director of Graphics Developer Tools, NVIDIA)

    Aurelio Reis will go into detail on the tools that NVIDIA has developed for debugging and profiling realtime ray tracing. In this talk, he’ll discuss real world issues that NVIDIA has seen as well as demonstrate how to resolve these using Nsight Graphics, NVIDIA’s standalone graphics debugger and profiler.
  • Location:   Room 2020, West Hall
    Tuesday, 2:40pm - 3:40pm
    Sponsor Speakers:
    Dr. Matthaus Chajdas (AMD), Tiemo Jung (Gaijin Entertainment), Lewis Gordon (Samsung Electronics)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Programming
    Format: Sponsored Dev Day
    Tutorials: N/A

    Matches Found in Session Description:

    Join this session to learn about recently released Vulkan features that have been driven by developer feedback. This session is comprised of 3 smaller topics each delivered by a different speaker and focused on specific new features that are targeted at real world use cases. The first topic will be presented by AMD featuring memory management improvements including new extensions, inline constants, 8-bit storage and finally an update on the Vulkan Memory Allocator. The second topic will be presented by Gaijin Entertainment, the creators of hit title WarThunder, and cover their experience iterating through versions of their HLSL shader compiler. This talk will provide insight into how Gaijin Entertainment handled descriptors as well as pipeline layouts and why they took certain development decisions. Finally, Samsung Electronics will provide insight into the new depth stencil resolve extension, its benefits and some real world use cases.
  • Location:   Room 3001, West Hall
    Wednesday, 9:00am - 10:00am
    Sponsor Speakers:
    Dmitry Kozlov (AMD), Max Gridnev (Saber Interactive)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Programming
    Format: Sponsored Session
    Tutorials: N/A

    Matches Found in Session Description:

    The talk presents a real-time GPU light baking solution created by Saber Interactive for the upcoming title "World War Z". The solution is built on top of AMD® RadeonRays – a fully open source high performance GPU-accelerated ray tracing engine, supporting OpenCL, Vulkan and C++ backends. The GPU light baker developed by Saber brings lighting artists' experience to a whole new level by enabling convenient and highly-interactive "place and edit" workflows. Production light baking jobs, previously taking hours of CPU cluster time, are now reduced to mere minutes on a high-end multi-GPU machine or even seconds if sent to a GPU render farm.
  • Location:   Room 3001, West Hall
    Wednesday, 10:30am - 11:30am
    Sponsor Speaker:
    Ken Mitchell (AMD)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Programming
    Format: Sponsored Session
    Tutorials: N/A

    Matches Found in Session Description:

    Join the AMD ISV Game Engineering team for an introduction to the AMD Ryzen™ family of processors followed by advanced optimization topics. Learn about the Ryzen line up of processors, profiling tools and techniques to understand optimization opportunities, and get a glimpse of the next generation of "Zen 2" x86 core architecture. Gain insight into code optimization opportunities and lessons learned with examples including C/C++, assembly, and hardware performance-monitoring counters.
  • Location:   Room 3001, West Hall
    Wednesday, 12:30pm - 1:30pm
    Sponsor Speakers:
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Audio
    Format: Sponsored Session

    Matches Found in Session Description:

    Spatial and environmental audio can enhance immersion and plausibility, while introducing new game play mechanics in video games and VR. However, it requires additional compute resources, which could be a major challenge for many developers. In this talk, AMD presents how GPUs can be leveraged through technologies like AMD TrueAudio Next and Radeon Rays to push the capabilities of Valve's spatial audio tool, Steam Audio. Improved quality is achieved by handling a large number of sources, reducing latency, and improving the spatial audio resolution through higher order Ambisonics, while using only a fraction (20 to 25%) of the GPU. Specifically, AMD will discuss three challenges: (a) Accelerating audio convolution on GPUs, (b) Accelerating ray tracing based sound propagation on GPUs, and (c) Providing fallback options to developers, allowing their application to be deployed on hardware with a range of capabilities.
  • Location:   Room 3001, West Hall
    Wednesday, 2:00pm - 3:00pm
    Sponsor Speakers:
    Ojiro Tanaka (Capcom), Ash Smith (AMD)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Programming
    Format: Sponsored Session
  • Location:   Room 3001, West Hall
    Wednesday, 3:30pm - 4:30pm
    Sponsor Speakers:
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Programming
    Format: Sponsored Session

    Matches Found in Session Description:

    Join AMD for a talk rendered from a palette of GCN optimization tricks and advanced color mapping technology. This session is a colorful follow-up to both "Advanced Techniques and Optimization of HDR Color Pipelines (2016)" and "Engine Optimization Hot Lap (2018)". A new generalized tone and gamut mapper will be presented along with how to best incorporate into a simplified authoring workflow that enables easy targeting of any display from classic sRGB PC, to HDR10, through FreeSync2. Interlayered with this will be a vivid presentation of GCN and general GPU optimization techniques applicable to post processing pipelines, with everything framed in a solid RGP trace-based background.
  • Location:   Room 3001, West Hall
    Wednesday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Programming
    Format: Sponsored Session

    Matches Found in Session Description:

    AMD provides and contributes to some of the best GPU optimization and debugging tools available in the graphics industry today. These include the Radeon GPU Profiler (RGP), Radeon GPU Analyzer (RGA), Microsoft(R) PIX and RenderDoc.

    This presentation will introduce new features and demonstrate existing tools that empower developers with solutions for performance analysis and debugging. Come and see the latest RGP features that reveal the low-level performance of your DirectX(R)12, Vulkan, and OpenCL graphics applications. Build, analyze, and optimize your high-level shader code with the Radeon GPU Analyzer, and speed up with AMD's GPU support in PIX and RenderDoc.

    Learn about new features and next-gen tools that will help you to attain the optimum performance on AMD GPUs.
  • Location:   Room 3020, West Hall
    Thursday, 3:00pm - 3:30pm
    Sponsor Speakers:
    Abel Mathew (Backtrace), Dallas Dickinson (QC Games)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Production & Team Management
    Format: Sponsored Session
    Tutorials: N/A
  • Location:   Room 2001, West Hall
    Thursday, 4:00pm - 5:00pm
    Speaker:
    Natasha Tatarchuk (Unity Technologies)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference
    Topic: Programming
    Format: Session
  • Location:   Room 2014, West Hall
    Thursday, 5:30pm - 6:30pm
    Speakers:
    Michelle Clough (Freelance), Christine Love (Love Conquers All Games), Robert Yang (NYU Games Center), Jennifer Hepler (Pixelberry Studios), Saf Davidson (Independent), Joe Cox (Seemingly Pointless), Naomi Clark (Deadpixel.co), Kim Allom (Blushbox Collective), Aubrey Isaacman (USC)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit
    Topic: Advocacy
    Format: Session
  • Location:   Room 3016, West Hall
    Friday, 11:30am - 12:30pm
    Speakers:
    Greg Foertsch (Independent), Alison Kelly (Alison Kelly Consulting), Wyeth Johnson (Epic Games), Moby Francke (Riot Games), Claire Hummel (Valve), Gavin Goulden (Insomniac Games)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit, Student Expo
    Topic: Game Career Seminar
    Format: Session
  • Location:   Room 3005, West Hall
    Friday, 2:00pm - 5:00pm
    Speakers:
    Greg Foertsch (Independent), Alison Kelly (Alison Kelly Consulting), Wyeth Johnson (Epic Games), Gavin Goulden (Insomniac Games), Darren Bacon (343 Industries), David Johnson (Undertone FX), Matthew Kean (Firaxis Games), Lisette Titre-Montgomery (Double Fine), Moby Francke (Riot Games), Peet Cooper (Riot Games), Claire Hummel (Valve), Gaurav Mathur (MVI Health), Scott Sinclair (2K Games), Jesse Rapczak (Studio Wildcard)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit, Student Expo
    Topic: Game Career Seminar
    Format: Session