View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.
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Chris Hesik (Principal Member of Technical Staff, AMD)
Can Alper (Software Development Engineer, AMD)
Location: Virtual GDC Platform
Date: Wednesday, March 23
Time: 2:00 pm - 3:00 pm
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass - Get your pass now!
Topic: Programming
Format: Sponsored Session
Viewing Experience: Virtual
Vault Recording: Not Recorded
Audience Level: No
Improving performance for your ray tracing game is challenging, most notably, in the construction of effective acceleration structures and visibility into the ray tracing pipeline. Existing techniques do not apply; new ways of thinking and new tools are required.
If you find yourself asking the following questions, this presentation is for you:
• How does the use of ray tracing impact my frame?
• What is the performance of my ray tracing pipelines?
• What is the relative cost of my ray generation, traversal, any hit, closest hit, and miss shaders?
• How can I optimize an acceleration structure to reduce intersection cost?
• Did I apply the correct flags and transform onto my geometry?
In this presentation, we will demonstrate how you can use the Radeonâ„¢ GPU Profiler and a new tool, the Radeonâ„¢ Raytracing Analyzer, to illuminate the common performance-related issues when developing games.