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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Advanced Graphics Summit: GPU Work Graphs: Welcome to the Future of GPU Programming

Matthaeus Chajdas  (Fellow, AMD)

Shawn Hargreaves  (Dev Manager, Direct 3D, Microsoft)

Location: Room 303, South Hall

Date: Monday, March 18

Time: 1:20 pm - 2:20 pm

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Programming, Visual Arts

Format: Session

Vault Recording: Video

Audience Level: Intermediate

Work graphs are a brand-new API, allowing the GPU to self-schedule work without going through the host. Unlike previous APIs like ExecuteIndirect, work graphs allow for fully parallel producer/consumer relationships on the GPU. It allows for high-performance GPU work creation, efficient recursive algorithms, expansion and compaction, and many other things.

Join AMD’s Matthäus Chajdas and Microsoft’s Shawn Hargreaves for the first look at this brand new API and learn how it's going to transform the GPU programming landscape going forward. Together they will provide insights into what workloads can benefit from work graphs short-term and where we expect long-term benefits. The audience will get an in-depth overview of the API, the changes to HLSL, and walk through a sample to get everyone equipped for experiments and integration into their own games and applications.

Takeaway

The audience will get a first introduction to the new work graph API. After this talk, they'll understand the design mentality behind work graphs, the expected performance characteristics, and which workloads are well suited for work graphs. As a result, they'll be able to make informed decisions as to where work graphs can and cannot be applied in their engine and graphics development work.

Intended Audience

The intended audience for this talk are experienced graphics developers familiar with the D3D12/Vulkan and other similar explicit APIs.



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