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GDC + VRDC 2021 Session Viewer
Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.
All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
Sponsor Developer Summit
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Sampler Feedback was added to Microsoft DirectX early in 2020, and is supported by Intel Xe Graphics. This session will cover two distinct applications of the technology: texture space shading and streaming. The 3DMark Sampler Feedback Feature Test will be referenced to demonstrate the texture space shading mode of Sampler Feedback. The streaming mode of Sampler Feedback facilitates drawing scenes requiring hundreds of gigabytes of texture data and will benefit from the coding efficiency and performance of DirectStorage for Windows.
This session describes new executable/core dump debugging tools developed at Naughty Dog and most recently used during production of The Last of Us Part II. These tools are built on top of Microsoft Visual Studio debugger and allow for a scriptable interface to process memory and debugging. Game engines are extremely complicated executables with many threads/jobs running in parallel, racing data accesses, passing pointers around, iterating through many collections of complex data, etc. Each crash or erroneous condition is a digital forensic mystery for the programmer.
This talk will describe the development and use of the debugging tools that make it easier for programmers to solve some of these mysteries. The tools allow us to script game specific conditions, analyze variables, parse memory, etc. with interactive and iterative python scripting. Case studies will be shown on where and how these tools were used to track down complex errors and memory stomps in crash dumps.