Thursday, March 17th, 2016
West Hall, Room 3014

Time: 10:00 am to 11:00 am
From the Lab Bench: Real-Time Rendering Advances from NVIDIA Research

NVIDIA Research will present a collection of next-generation rendering techniques, including new directions in anti-aliasing, spectacular lighting, and shading languages.

  • Marco Salvi (Sr. Research Scientist, NVIDIA)
  • Anton S. Kaplanyan (Sr. Research Scientist, NVIDIA)
  • Tim Foley (Sr. Research Scientist, NVIDIA)
Time: 11:30 am - 12:30 pm
Raise your Game with NVIDIA® GeForce® Tools

A new era is beginning in PC graphics; low-level graphics APIs and VR headsets for masses that introduce a new set of challenges for how to program graphics for next-gen games. This talk will cover the latest offering of developer tools for the DirectX 12 development and VR. Developers will learn how to recognize the new API concepts through demos and walkthroughs, as well as how to profile DirectX 12 with the new Range Profiler. The audience will also learn how to take advantage of NVIDIA® Nsight™ Visual Studio Edition to develop VR applications.

  • Jeffrey Kiel (Sr. SW Engineering Manager, Graphics Developer Tools, NVIDIA)
Time: 12:45 pm – 1:45 pm
Rendering Faster and Better With NVIDIA VRWorks™ VR in UE4

This talk will introduce developers to NVIDIA GameWorks VR SLI, multi-resolution shading, context priorities, and direct mode. We’ll discuss the motivation for these features, how they work, and how developers can use GameWorks VR in their renderers to improve the experience on Oculus Rift, HTC Vive, and other VR headsets. As a case study, we’ll show how we integrated GameWorks VR features into Unreal Engine 4.

  • Cem Cebenoyan (Director of Engineering, Game Engines & Core Tech, NVIDIA)
Time: 2:00 pm - 2:30 pm
Vulkan and NVIDIA – The Essentials

NVIDIA is bringing the power of Vulkan to a range of platforms to extend the choice of APIs for developers. This rapid-fire session will cover the essentials of NVIDIA’s Vulkan rollout across its product range – with insights to help you judge whether Vulkan is right for your next development project.

  • Tristan Lorach (Manager of Devtech Proviz, NVIDIA)
Time: 3:00 pm – 3:30 pm
Designing a VR renderer and engine for modern CPU/GPUs using MaxPlay’s Game Development Suite (GDS) sponsored by NVIDIA

VR is pushing existing engines beyond their original design. Designing a realtime renderer and game engine for modern hardware and VR is an enormous undertaking. At MaxPlay we've gathered the requirements, resulting in a need to support VR, scalability to a variety of multi-processor platforms, multiple 3D apis (DX11/DX12/VulKan) and multiple GPU configurations.. It’s all about getting the data to the GPU as fast as possible to fully leverage the GPU. This has resulted in a MaxPlay designed engine that leverages multi-processor systems with scalable performance based on the number of available cores, and a rendering architecture that matches the simulation design while also targeting VR.

In this talk, we will discuss how MaxPlay’s engine architecture addresses VR performance pain points.

  • Matt Shaw, CTO, MaxPlay
  • Randy Culley, Tech Director, MaxPlay
Time: 4:00 pm – 5:00 pm
Android TV Gaming: Designing (and Programming) for Success on Marshmallow

Android Marshmallow brings many improvements and Android TV is tailor-made for great gaming, especially on game-focused high-performance platforms like NVIDIA® SHIELD™. To make your game stand out, a developer should not only think of a console-like gaming experience, but also an integrated Android TV app that leverages the Marshmallow goodness. Developers should take advantage of both the ubiquity of gamepads and deep-integration features like Recommendations and Deep Search on Android TV.

This session details the design decisions, coding practices, Android TV APIs, and new Android Marshmallow features that will help your game integrate perfectly into the Android TV experience. The speaker will also give an overview of the new Vulkan graphics API under Android and some tips on optimizing OpenGL ES pipelines with NVIDIA’s profiling tools.

  • Lars M. Bishop (Sr. Devtech Engineer, NVIDIA)
Time: 5:30 pm – 6:30 pm
Borderlands: The Pre-Sequel on Android - AAA porting with NVIDIA CodeWorks

In this session, developers will hear the full story of how Gearbox's Borderlands : The Pre-Sequel was ported to the NVIDIA® SHIELD™ TV, while taking advantage of the entire developer tools offering. From managing builds, to debugging within Visual Studio, to debugging and profiling graphics with Tegra® Graphics Debugger and optimizing the game to make it all run at 30Hz+ on the SHIELD TV with Tegra System Profiler. Come learn all the dirty secrets to make your life easier developing and porting complex applications to Android.

  • Daniel Horowitz (Engineering Manager, Developer Tools Mobile, NVIDIA)
  • Jeffrey Kiel (Sr. SW Engineering Manager, Graphics Developer Tools, NVIDIA)
  • Paul Hodgson (Sr. Developer Technology Engineer, NVIDIA)

To view our GDC page, please visit the link below:

GDC 16