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Kevin Todisco (Senior Software Engineer, Vicarious Visions)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
In this session, Vicarious Visions' Kevin Todisco presents the approach taken to support HDR displays for 'Destiny 2'. After a brief introduction to HDR display technology, he dives into how the 'Destiny' render pipeline had to be changed to support this new technology, including the challenges faced in bringing content created in SDR to the HDR world. HDR has become a hot topic in games as over 100 titles have shipped with HDR support since the technology started reaching consumers, and challenges game developers to rethink how they render and tonemap their game's content. This session covers the techniques used to achieve high quality HDR output in 'Destiny 2' that preserves Destiny's unique look, and reflects on the lessons learned from the work. It concludes with new advancements introduced since ship and looks forward to how we can better support this technology in the future.
Audience members will come away with an understanding of the unique challenges faced in adapting the rendering pipeline for 'Destiny' to support HDR displays, and how the team solved issues displaying content authored for SDR on HDR screens. This session's goal is to inspire and help developers who are also looking to support HDR displays.
The intended audience is graphics engineers with intermediate experience. Audience members would benefit from having knowledge of modern game rendering architecture, art pipelines, color science, and display technologies.