GDC Festival of Gaming is part of the Informa Festivals Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

We're Speaking Your Slang-uage Here: A Proof-of-Concept Console Backend for the Slang Shading Language (Presented by NVIDIA)

Adam Creighton  (Founder & Studio Head, Enduring Games)
Kevin Nappoly  (Graphics & Rendering Lead, Enduring Games)
Location: Room 3020, West Hall
Date: Wednesday, March 11
Time: 11:30 am - 12:30 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Vault Recording: Not Recorded
Audience Level: Advanced
NVIDIA

Tired of maintaining separate shader stacks for every platform? Slang modernizes graphics development with features like generics, interfaces, and first-class support for differentiable programming. However, leveraging these advanced capabilities on closed platforms requires the ability to target your specific hardware. In this session, Enduring Games presents a technical proof-of-concept demonstrating Slang’s extensibility, featuring the first public demo of Slang-compiled shaders executing on current-gen console devkits. Presenters will deconstruct the backend implementation, showing how to map Slang's intermediate representation to bespoke APIs. This case study serves as a blueprint for any developer needing to bridge modern shading languages with proprietary systems. Whether you are targeting next-gen consoles or specialized embedded devices, join us to learn how to extend the compiler and achieve a truly single-source graphics pipeline.

Takeaway

Attendees will witness the first public demonstration of Slang shaders executing on console devkits. They will gain the blueprint for implementing custom compiler backends for any bespoke hardware and understand the path to unifying shader pipelines across open and closed platforms.

Intended Audience

Engine Programmers, Graphics & Rendering Engineers