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Shawn Hargreaves (Principal Software Development Engineer Lead, Silicon Graphics & Media, Microsoft)
Location: Room 2009, West Hall
Date: Wednesday, March 20
Time: 2:00pm - 3:00pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!
Topic: Visual Arts
Format: Sponsored Session
Vault Recording: TBD
Audience Level: Advanced
Variable Rate Shading is a new DirectX 12 API that lets developers increase image quality and improve framerates. VRS gives developers fine-grained control of a game's shading rate, making it simple to selectively reduce unnecessary detail with minimal code changes.
It's a powerful, versatile tool that we believe is the next step to unlocking performance for amazing visuals on modern GPUs with native VRS support.
Come see a deep dive on how the API works and hear from our partners who've already had success using it.
To improve framerates you have two paths: more power or more efficient techniques. VRS is technically both, more power via a GPU-accelerated feature that gives both graphics engineers and artists fine-grained control over how and where it is applied.
Part of the magic, is you and the choices you make on where to apply Variable Rate Shading. Get a head start leveraging the experience from game developers already enjoying the performance benefits.
While DirectX makes VRS high accessible to developers of any experience, veteran graphics engineers and artists will get the most immediate benefit from pushing the boundaries of framerates possible on modern GPUs.