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Dr. Matthaus Chajdas (Developer Technology Engineer, AMD)
Tiemo Jung (Developer, Gaijin Entertainment)
Lewis Gordon (Principal Engineer, Samsung Electronics)
Location: Room 2020, West Hall
Date: Tuesday, March 19
Time: 2:40 pm - 3:40 pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!
Format: Sponsored Dev Day
Vault Recording: Video
Audience Level: Intermediate
Join this session to learn about recently released Vulkan features that have been driven by developer feedback. This session is comprised of 3 smaller topics each delivered by a different speaker and focused on specific new features that are targeted at real world use cases. The first topic will be presented by AMD featuring memory management improvements including new extensions, inline constants, 8-bit storage and finally an update on the Vulkan Memory Allocator. The second topic will be presented by Gaijin Entertainment, the creators of hit title WarThunder, and cover their experience iterating through versions of their HLSL shader compiler. This talk will provide insight into how Gaijin Entertainment handled descriptors as well as pipeline layouts and why they took certain development decisions. Finally, Samsung Electronics will provide insight into the new depth stencil resolve extension, its benefits and some real world use cases.
Attendees will discover recent developments in the Vulkan API and ecosystem, including new features with real world use cases and ongoing progress in developer tools. They will have better insight into day to day development with Vulkan, and how game developer needs drive where the API goes next.
Game developers and graphics programmers working with Vulkan or planning Vulkan projects, who want to understand and take advantage of the latest Vulkan features and tools.