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View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.

Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:

  • In-Person: offered on-site, not available within the virtual platform. Check the session’s listing to see if it will be recorded for GDC Vault after the conference.
  • Virtual: offered in the virtual platform at its scheduled time.
  • In-Person/Virtual: offered onsite and the recording will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT
  • In-Person/Virtual Livestream: offered on-site and will be livestreamed to watch on the virtual platform at its scheduled time. The recording of the video will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT.

All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.

  • Location:   Room 2005, West Hall
    Monday, 3:50pm - 4:20pm
    Summit Speaker:
    Bryan Dudash  (NVIDIA)
    Pass Types: All Access Pass, Summits Pass
    Topic: Programming
    Format: Session
    Viewing Experience: In-Person

    Matches Found in Session Description:

    Ray tracing is becoming quite prevalent in AAA games. However, to make use of this new technology a game engine must generally create a BVH of all scene geometry and bind all materials active in the scene. This requirement is often at odds with the dynamic nature of scene composition and material systems. Kickstart RT presents a novel cross-API (Direct3D11, Direct3D12 & Vulkan), cross-platform (win64 & ARM) solution that caches direct lighting information into a world space structure that is then used to ray trace reflections, GI and shadows. In this talk, we'll deep dive into the mechanisms and the algorithm used in Kickstart RT, and show off the quality and performance
    compared to traditional ray tracing and reference path tracing. The aim of this technology is to enable many developers to add ray tracing effects to their game engine in a much shorter timespan than it might otherwise take and to bring ray tracing to developers still using Direct3D11.
  • Location:   Virtual GDC Platform
    Wednesday, 9:00am - 10:00am
    Sponsor Speaker:
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    This presentation will be covering the required steps to create simple and more complex Vulkan applications. Using the nvpro-samples framework, we will start with the most important aspects of Vulkan programming. This includes creating Vulkan context, memory allocation, creating pipelines for raster and ray tracing. From this sample, we will show how other technologies can be integrated, such as NVIDIA Nsight Aftermath, OptiX denoiser, NVIDIA real-time denoiser (NRD) and other advanced rendering techniques. The sample is part of nvpro-samples which is a collection of examples for Vulkan. For example, you will find a Vulkan tutorial on ray tracing, where ray tracing is added, step by step, to a raster renderer. Among this tutorial there is also a collection of very specific ray tracing features, like animation, motion blur, reflection, but it also covers more intensively the use of shading-binding-table (SBT), parallel shading pipelines, ray query, anyhit as well as intersection shader, and much more.
  • Location:   Virtual GDC Platform
    Wednesday, 9:00am - 10:00am
    Sponsor Speakers:
    Gilles Marion  (Arkane Lyon), Lou Kramer  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual
  • Location:   Virtual GDC Platform
    Wednesday, 11:30am - 12:00pm
    Sponsor Speaker:
    Aurelio Reis  (NVIDIA)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    In this session, the presenter will provide an overview of the graphics features that exist in multiple NVIDIA Developer Tools. They'll review some of the great features that can be used in Nsight Graphics to debug and profile graphics applications using Vulkan, D3D12 and Ray Tracing, as well as introduce cutting edge new features. The audience will be introduced to the Nsight PerfSDK, which allows developers to integrate NVIDIA DevTools directly into their applications. Finally, we'll have a look at Nsight Aftermath, an invaluable tool that let's engineers understand the reasons for why their GPU is crashing and save time and effort by locating exactly where the crash occurs in their code.
  • Location:   GDC Industry Stage, Expo Floor, South Hall
    Wednesday, 3:30pm - 4:30pm
    Summit Speaker:
    Dan Buckstein  (Infinity Ward)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass
    Topic: Game Career Development
    Format: Session
    Viewing Experience: In-Person

    Matches Found in Session Description:

    From OpenGL to Vulkan, from drawing the first triangle to building complex, multi-platform frameworks, from indie to professional, there are stories and takeaways from every stage in the career "pipeline" of a graphics programmer. This seminar takes a deep dive into the adventure of an indie graphics programmer and educator-turned-developer, covering the lessons learned during that time and how they have been both helpful and detrimental. The talk covers relatable advice that will guide those looking to explore graphics programming as a new career or a tangential part of an existing job. Furthermore, the talk highlights how other disciplines of game development can become involved with graphics programming and how we can break those barriers. This seminar contains a wealth of technical experience and advice for anyone interested in pursuing a career or enjoying their hobby in the evolving discipline of real-time rendering.
  • Location:   Room 3009, West Hall
    Thursday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: In-Person

    Matches Found in Session Description:

    Style Transfer is a powerful technique which allows to combine one image with the style of another for a custom or new look.

    In this in-depth session, Arm will introduce Style Transfer as an ML graphics post-processing step and highlight its potential as the ultimate game rendering customization tool. Relevant Khronos Vulkan and OpenCL extensions will be discussed, as they are used to avoid any copying of the rendered image when passing it for ML processing. The implementation will be discussed in detail and a live demo running on mobile GPU will be presented.
  • Location:   Virtual GDC Platform
    Thursday, 5:00pm - 6:00pm
    Sponsor Speaker:
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    Ray tracing is becoming quite prevalent in AAA games. However, to make use of this new technology a game engine must generally create a bounding volume hierarchy of all scene geometry and bind all materials active in the scene. This requirement is often at odds with the dynamic nature of scene composition and material systems. Kickstart RT presents a novel cross-API (Direct3D11, Direct3D12 & Vulkan), cross-platform (win64 & ARM) solution that caches direct lighting information into a world space structure that is then used to ray trace reflections, GI, and shadows. This technology shortens development time due to a simpler and less-invasive integration of adding ray-tracing effects to a game engine, and it brings ray tracing to developers still using Direct3D11. We'll introduce the mechanisms and the algorithm used in Kickstart RT, and show off the quality and performance compared to traditional ray tracing and reference path tracing.