This year at GDC17, NVIDIA announced the awe inspiring GTX1080 Ti as well as new tools for sharing game play on social media with Ansel and ShadowPlay Highlights. We also introduced the game development community to Deep Learning, an AI technique that is transforming many industries.

On top of that we had 16 sponsored sessions. Check out the links below to learn more.


Sponsored Sessions

Click below on each session to find out more:

Wednesday 3/1/2017

  • Introduction to Deep Learning

    Session Description: Deep learning, a branch of machine learning and artificial intelligence (AI), is changing the the entire computing industry. Learn how to leverage deep learning to create, develop, market, run and tune higher quality and more appealing games for mobile, console and PC.

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  • Zoom, Enhance, Synthesize! Magic Image Upscaling and Material Synthesis using Deep Learning

    Session Description: Recently deep learning has revolutionized computer vision and other recognition problems. Everyday applications using such techniques are now commonplace with more advanced tasks being automated at a growing rate. During 2016, “image synthesis” techniques started to appear that used deep neural networks to apply style transfer algorithms for image restoration. The speakers review some of these techniques and demonstrate their application in image magnification to enable “super resolution” tools.

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  • Photogrammetry for Games; Art, Technology and Pipeline Integration for Amazing Worlds

    Session Description: Photogrammetry, the creation of 3D assets from on-site photography and video, holds the promise of amazing, immersive worlds full of detail and organic believability. For studios, leveraging photogrammetry well requires planning, the right tools, and a carefully created pipeline to ensure that the final in-game assets achieve the quality and vibrancy of the original locale. This session brings together artists, photogrammetry technology experts and rendering pipeline engineers to present the challenges and solutions for each step in the process. The session includes real-world photogrammetry examples and demonstrates full integration between commercial photogrammetry tools like Reality Capture and game engine pipelines.

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  • Watch Dogs 2 - PC Version Success Story with NVIDIA

    Session Description: The Watch Dogs 2 PC version was widely praised for doing a great job meeting PC gamer expectations. Performance and Image Quality opportunities are highest on the PC among all the platforms, but stability must not be compromised. Customization and visual versatility are also highly valued. Partnering up to make all this happen, NVIDIA and Ubisoft took a fresh look at PC Game Technical Requirements, and applied a new process of testing during development.

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  • DirectX 12 Case Studies

    Session Description: This talk covers case studies from recent AAA PC games, explaining how porting from DX11 to DX12 worked out for the game studios. We will talk about key learnings, including things that worked well out of the box and also interesting problems solved along the way.

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Thursday 3/2/2017

  • D3D Async Compute for Physics: Bullets, Bandages, and Blood

    Session Description: Particles have many uses, from low to high complexity: non-colliding sparks, shell casings colliding against the ground, particle-particle collision for rigid debris, particle grids for cloth, up to fluid dynamics. Now that Async Compute allows us to utilize otherwise wasted GPU cycles, it is attractive to move more of these effects to D3D Compute.

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  • Game Physics on the GPU with NVIDIA PhysX 3.4

    Session Description: New features and improvements in PhysX-3.4 will allow developers to increase the scale of simulations within their game. In particular, we introduce a new feature in PhysX 3.4, GPU Rigid Body simulation, which makes use of multiple CPU cores and the massive number of compute cores in NVIDIA GPUs to simulate and render 10s of 1000s of rigid bodies in real-time. We will briefly cover the core features of the engine, explain how to use it in an application that already makes use of PhysX rigid bodies and provide performance figures demonstrating its performance and scalability.

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  • Take advantage of NVIDIA Ansel photo mode and GeForce platform features

    Session Description:In the last few years a handful of game titles have provided a “photo mode” to their players - allowing them to compose and style photos from memorable moments in these games. NVIDIA Ansel provides a convenient way for game developers to add a complete photo mode to their game, including modern photography features like the capture of 360 photo spheres and raw HDR images. We will outline how to integrate these features into a game and discuss solutions to common issues.

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  • NVIDIA Aftermath: A new way of debugging crashes on the GPU

    Session Description: With rendering APIs increasing in complexity we need to find a better way of debugging issues that present on the GPU. Currently, there's no way to debug a GPU crash after the fact, which is not only a problem during development of a game, but also after release. Many game developers are collecting telemetry about CPU crashes - but what about GPU crashes? This session presents a solution to that problem.

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  • NVIDIA GameWorks Animation Technologies in Unreal Engine 4

    Session Description: Animation is a key requirement for almost every game. In recent years, technologies such as clothing and rigid body simulation have been used to add more dynamism to keyframed character animations.This talk focuses on two new GameWorks technologies - PhysX Immediate Mode and NvCloth - that help simplify and streamline the process of combining simulated secondary motion with keyframe animation in your game engine. These new technologies offer a low-level, more modular API that provides improved flexibility and easier integration into animation systems. In addition to introducing these new technologies, we will provide details of how these technologies have been used in UE4 to improve behavior and performance.

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  • Real-Time Rendering Advances from NVIDIA Research

    Session Description: We cover three recent developments from NVIDIA’s real-time graphics researchers, including: Hashed Alpha Testing, which provides a simple modification to alpha testing to prevent alpha-mapped geometry from disappearing with distance; Light Field Probes, which extend light probes with shadowing to replace light maps and avoid light leaks in probe-based global illumination; and Quadtree Subdivision Surfaces, which use adaptive quadtrees to render subdivision surfaces efficiently using tessellation hardware.

    PDF 1 | PDF 2 | PDF 3 |

Friday 3/3/2017

  • NVIDIA Vulkan Update / Vulkan GPU Work Creation

    Session Description: Vulkan was released over a year ago. This sessions gives an update on the latest Vulkan developments from NVIDIA including our software libraries, developer tools and Vulkan driver extensions.

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  • How to Stream Your Game to Millions with GeForce NOW

    Session Description: GeForce NOW is NVIDIA’s cloud-based game streaming service that delivers a GeForce GTX 1080 gaming experience to PCs, Macs, Chromebooks and SHIELD Android TV. Learn how to on-board your game into our data centers and reach millions of gamers. Discover who uses the service and why. Hear about NVIDIA’s roadmap to grow GFN in North America and around the world.

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  • Accelerating your VR Games with VRWorks

    Session Description: Across graphics, audio, video, and physics, the NVIDIA VRWorks suite of technologies helps developers maximize performance and immersion for VR games and applications. This talk will explore the latest features of VRWorks, explain the VR-specific challenges they address, and provide application-level tips and tricks to take full advantage of these features. Special focus will be given to the details and inner workings of our latest VRWorks feature, Lens Matched Shading, along with the latest VRWorks integrations into Unreal Engine and Unity.

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  • The Witness on Android - Post Mortem

    Session Description: Developers will hear the full story of how The Witness was ported to the NVIDIA SHIELD TV. Memory usage and performance challenges will be discussed and how they were overcome. Learn some of the tools available to make your life easier developing and porting complex applications to Android.

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  • VR Best Practices: Putting the fun in VR Funhouse

    Session Description: VR Funhouse is a high end experience using the latest in Gameworks technology. We will dive deep into the lessons learned through the production of VR Funhouse and how we tackled the many unique challenge of VR. We’ll cover performance, comfort, physics simulation, and visual effects. Further we’ll dive into the topic of modding in the VR space!

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