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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, 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 303, South Hall
    Monday, 4:00pm - 5:00pm
    Speaker:
    Matt Pettineo (Ready at Dawn)
    Pass Types: All Access, GDC Conference + Summits, GDC Summits
    Topic: Programming
    Format: Tutorial
    Tutorials: Advanced Graphics Techniques Tutorial

    Matches Found in Session Description:

    The recent wave of "explicit" graphics APIs such as Vulkan and D3D12 require that programmers make use of barriers, events, fences, and other GPU-side synchronization primitives in order to obtain correct results. For programmers new to GPU programming or who are used to other APIs that don't require barriers, it's not at all obvious why barriers are needed or what they're actually doing under the hood. This presentation aims to remove much of the mystery around barriers by explaining how they work on modern PC and console GPU architectures.
  • Location:   Room 2020, West Hall
    Tuesday, 1:20pm - 2:20pm
    Sponsor Speakers:
    Tom Olson (Arm), Karl Schultz (LunarG)
    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

    Matches Found in Session Description:

    Over the past three years Vulkan has become the world's leading cross-platform, low-overhead graphics and compute API. In this session, Khronos will check in on the state of the Vulkan universe and review the latest developments in the standard and the ecosystem. Khronos will look at advances in tools and platform support, including Vulkan on iOS, and new features such as bindless resources, pointers, and eight- and sixteen-bit arithmetic. The Khronos team take a deep dive into LunarG's GPU Assisted Validation, which is now available to application developers, demonstrating its value and how to use it. Finally, Khronos will talk about where Vulkan is going and how the Vulkan Working Group is responding to the needs of a growing, diverse, and often highly opinionated user community.
  • Location:   Room 2014, West Hall
    Tuesday, 2:10pm - 2:40pm
    Summit Speaker:
    Sajid Farooq (Champlain College)
    Pass Types: All Access, GDC Conference + Summits, GDC Summits
    Topic: Educators Summit
    Format: Session
  • 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 2020, West Hall
    Tuesday, 4:00pm - 5:00pm
    Sponsor Speakers:
    Jack Porter (Epic Games), Kostiantyn Drabeniuk (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

    Matches Found in Session Description:

    This session will provide a behind-the-scenes look at how Epic Games brought the full PC and console game experience of the global phenomenon that is Fortnite Battle Royale to Android devices using Vulkan and OpenGL ES. The session will cover the challenges faced, optimization strategies, performance and memory trade offs, content changes and implementation details Epic used to get the most out of the mobile graphics APIs as implemented in modern Android mobile devices. In particular it will discuss the results of the close collaboration made with Samsung in developing and optimizing Fortnite's Vulkan render interface implementation for multiple mobile SoCs.
  • Location:   Room 2020, West Hall
    Tuesday, 5:30pm - 6:30pm
    Sponsor Speaker:
    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

    Matches Found in Session Description:

    Come join Jean-Noe talk about his experience developing with Vulkan! From shader compilers to pipeline caches, Jean-Noe will share thoughts and perspectives on working with ecosystem tools and the Vulkan API. Contrasting Vulkan with DX12 will highlight practical concerns when porting projects to Vulkan.
  • 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 205, South Hall
    Wednesday, 10:30am - 11:15am
    Sponsor Speaker:
    Nuno Subtil (NVIDIA)
    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:

    NVIDIA's RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, NVIDIA will explore their API for exposing RTX through Vulkan, discuss how ray tracing fits in with a low-level rasterization API, and cover some details on their Vulkan raytracing extension.
  • Location:   Room 2000, West Hall
    Wednesday, 12:30pm - 1:30pm
    Sponsor Speakers:
    Jungwoo Kim (Samsung Electronics), Dohyun Kim (Samsung Electronics), Sangmin Lee (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 Session
    Tutorials: N/A
  • Location:   Room 2024, West Hall
    Wednesday, 2:00pm - 3:00pm
    Sponsor Speakers:
    Jose Emilio Munoz Lopez (Arm), Michael Parkin-White (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 Session
    Tutorials: N/A

    Matches Found in Session Description:

    Vulkan is poised to change the landscape of graphics and ushers in a new age of visual fidelity for Android devices. However, the API can be quite complex as there are many ways of doing the same thing. But which method is best, and which delivers maximal performance? Working with a range of developers and studios to optimize content, ARM learned a plethora of best practices that work particularly well for mobile.

    In this hands-on talk, ARM and Samsung will dive into those best practices applied to real games and micro-benchmarks, comparing the performance impact of different sample code choices.
  • 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
  • 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 2000, West Hall
    Wednesday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Hyo Keun Lee (Samsung Electronics), Junsik Kong (Samsung Electronics), David Berger (Unity Technologies)
    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
  • Location:   Room 205, South Hall
    Thursday, 2:00pm - 2:45pm
    Sponsor Speakers:
    Christoph Schied (Karlsruhe Institute of Technology), Alexey Panteleev (NVIDIA)
    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:

    NVIDIA will talk about Q2VKPT, the Vulkan-based renderer for Quake 2 that uses hardware accelerated path tracing and advanced spatiotemporal denoising. The speakers will cover some of the implementation details, including things like importance sampling, lighting, materials, and the denoising filters. In addition, NVIDIA will discuss the challenges of using a physically based renderer with the assets from a game released over two decades ago.

  • Location:   Room 205, South Hall
    Thursday, 5:30pm - 6:30pm
    Sponsor Speaker:
    Jeffrey Kiel (NVIDIA)
    Pass Types: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit
    Topic: Programming
    Format: Sponsored Session