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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.

FP16 Shaders in Frostbite

Alexis Griffin-Lira  (Rendering Engineer, Electronic Arts)

Location: Room 3014, West Hall

Date: Friday, March 22

Time: 1:30 pm - 2:30 pm

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

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: All

This talk describes how Frostbite implemented multi platform 16 bit type (FP16) support for shaders in order to increase shader performance, especially on mobile. 16 bit shader types like half and short have advantages over 32 bit types, like occupancy and ALU performance. However, converting shaders to take advantage of half precision types is often not a straightforward process, in particular when accounting for platform and driver quirks.

This talk will cover the process of creating Frostbite's FP16 API, which enables shader programmers to write FP16 shaders while the tools bridge the platform gaps under the hood. The talk will also explain the rationale behind embracing FP16 in our shaders, the various challenges and quirks of FP16 in different platforms, and how we worked around them, and, finally, it concludes by presenting some of our performance and visual results on various console and mobile platforms.


Attendees will learn about writing multiplatform, performant FP16 shaders, and the experience, victories and challenges of Frostbite's approach to implementing FP16 capable shaders across a wide range of devices.

Intended Audience

This talk is intended for graphics and engine programmers, technical artists, and anyone with an interest in writing more performant shaders.

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