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AMD / Nvidia talk DX12 @ GDC

Caporegime
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This year marks the introduction of the DirectX® 12 API which is set to revolutionize the way game developers are able to harness the power of their GPUs and CPUs. AMD is at the forefront of this effort and we look forward to sharing this excitement with you!gdc15_logo_small

Join AMD and AMD partners at the 2015 Game Developers Conference® in San Francisco March 2-6 as they provide tips on how to leverage the amazing performance and visuals of AMD GPU, APU and CPU products.

GDC is the world’s largest and longest-running professionals-only game industry event. Don’t miss these presentations as part of an exciting five days of tutorials, bootcamps and roundtable discussions where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games gather to exchange ideas and shape the future of the industry.
March 2:

Advanced Visual Effects with DirectX 11 and 12 Tutorial Day:

Getting the Most Out of DirectX12

Monday, March 2, 10 a.m – 11 a.m.
Location: Room 130, North Hall


In this talk, AMD and NVIDIA will discuss the new programming model and features of the new API. This is an advanced tutorial, for developers familiar with graphics programming, on how to start developing efficient and effective D3D12 applications straight away, packed with useful tips and insights.
Speaker(s): Dave Oldcorn, Software Engineering Fellow, AMD; Evan Hart, Principal Engineer, NVIDIA
Visual Effects in Star Citizen™

Monday, March 2, 11:15 a.m. – 12:15 p.m.
Location: Room 130, North Hall


A detailed look into the visual effects in development for the crowd funded open world space game Star Citizen and its single player military counterpart Squadron 42. This includes the rendering and lighting of volumetric gases for everything from smoke trails and massive explosions to gas-clouds several hundred miles across. Other rendering effects such as our ship damage system and shield rendering solution will also be presented. The intended audience for this tutorial includes graphics programmers who are planning or actively developing Direct3D applications.
Speaker(s): Alistair Brown, Director of Graphics Programming, Cloud Imperium.
Advancements in Tile-based Compute Rendering

Monday, March 2, 1:45-2:45 p.m.
Location: Room 130, North Hall


Tiled deferred rendering and Forward+ rendering are becoming increasingly popular as efficient ways to handle the ever increasing numbers of dynamic lights in games. This talk looks at some of the most recent improvements to this approach as well as exploring the idea of clustered rendering. The intended audience for this tutorial includes graphics programmers who are planning or actively developing Direct3D applications.
Speaker(s): Gareth Thomas, Developer Technology Engineer, AMD
March 4

Low Latency and Stutter-Free Rendering in VR and Graphics Applications

Wednesday, March 4, 3.30 p.m. – 4.30 p.m.
Location: Room 2014, West Hall


This talk will provide a detailed explanation of several mechanisms by which graphics engine developers can dramatically reduce both actual and perceived latency and “stuttering” in graphics and virtual reality applications running on modern GPUs such as those powered by the AMD Graphics Core Next (GCN) architecture. Real world examples of optimized AAA content will be discussed and explained, complete with before and after performance metrics. This talk will give developers the tools and understanding required to exploit modern GPU architectures to take their graphics engines to the next level: extremely low latency, stutter-free, liquid smooth graphics at high framerates (90-120Hz and beyond).
Speaker(s): Layla Mah, Lead Architect of Virtual Reality and Advanced Rendering, AMD
Optimizing Games for Graphics Core Next Architecture using AMD Graphics Tools

Wednesday, March 4, 5 – 6 p.m.
Location: Room 3003, West Hall


AMD provides a range of GPU performance analysis and debugging tools for PC graphics development. In this presentation AMD will demonstrate the latest suite of tools including GPU Shader Analyzer for GCN. With their support for modern graphics API’s on both Windows and Linux, these tools provide seamless workflow integration, can help you identify performance and algorithm issues early in the development cycle, and meet your quality and performance goals. Attendees will learn how the AMD tools presented can be used to determine performance bottleneck, debug issues and visualize GCN assembler from their shaders.
Speaker(s): Gordon Selley, SMTS Software Development Engineer, AMD; John Larkin, Software Development Engineer, AMD
March 5

Augmented Hair in Deus Ex Universe projects: TressFX 3.0

Thursday, March 5, 10 – 11 a.m.
Location: Room 2014, West Hall


In this talk, engineers from AMD and Eidos detail the TressFX 3.0 solution used in Dawn Engine which will be the cornerstone to the development of the Deus Ex Universe projects at the studio. We show how Eidos graphics engineers built upon TressFX to break new grounds and deliver a realistic and scalable hair solution in the Dawn Engine for PC and consoles. With a focus on game requirements such as artistic control and animation support this talk will cover the practical considerations of a full TressFX pipeline, from authoring to rendering. In addition, for simulation, we address topics such as collisions, shape preservation, stretching, and wind. For rendering, we discuss how to blend strands with traditional hair meshes, antialiasing solutions, and translucency sorting techniques. We will also cover the latest TressFX 3.0 advancements from AMD, including skinning and fur support, an open source Maya plugin, and new rendering options for optimum scalability. Attendees will learn what quality and performance improvements and trade-offs were made in the Dawn engine TressFX implementation that will be used in the studio’s upcoming titles. They will also see what features a full TressFX pipeline needs to support for AAA game development. And they will learn the latest advancements found in TressFX 3.0.
Speaker(s): Jason Stewart, MTS Software Engineer, AMD; Uriel Doyon, 3D Programmer, Eidos Montreal
DirectX 12: A New Meaning for Efficiency and Performance

Thursday, March 5, 11:30 a.m. – 12:30 p.m.
Location: Room 2014, West Hall


Direct3D 12 adds key new rendering features such as multiple queues for asynchronous compute and DMA, and the ultra-performance API both eliminates performance bottlenecks and enables new techniques. AMD will talk about the key interactions between the new D3D12 capabilities and AMD hardware and how to get the best from both. This session will include live demos. Attendee will learn more about how to use the D3D12 API and see how the combination of D3D12 and AMD graphics brings console performance and features to the PC.

Speaker(s)
: Dave Oldcorn, Software Engineering Fellow, AMD; Stephan Hodes, Developer Technology Engineer, AMD; Max McMullen, Principal Development Lead, Microsoft; Dan Baker, Graphics Architect, Oxide Games.
http://developer.amd.com/community/events/amd-gdc-2015/
 
OP seems awfully AMD centric. Im sure theres more Nvidia stuff being shown at the show but you didnt include it?

Heres the nvidia page.

https://developer.nvidia.com/gdc-2015

Considering he quoted stuff directly from AMD themselves, yes it was AMD centric...

Its all boring anyhow, half the stuff wont get used, the only interesting bit will be DX12 to be fair, as everyone will be using it, whether anyone will use all the bells and whistles with it remains to be seen though.

Only thing that i wanna hear from Nvidia and AMD is new GPU's !!! Give us solid info please :)
 
^
glNext: The Future of High Performance Graphics (Presented by Valve)

Johan Andersson | Technical Fellow, Electronic Arts, Frostbite Engine Team
Pierre-Loup Griffais | Developer, Valve Software
John McDonald | Developer, Valve Software
Niklas Smedberg | Senior Engine Programmer, Epic Games
Dan Baker | Graphics Architect, Oxide Games
Aras Pranckevicius | Graphics Architect, Unity Technologies

Join us for the unveiling of Khronos' glNext initiative, the upcoming cross-platform graphics API designed for modern programming techniques and processors. glNext will be the singular choice for developers who demand peak performance in their applications. We will present a technical breakdown of the API, advanced techniques and live demos of real-world applications running on glNext drivers and hardware.

http://schedule.gdconf.com/session/glnext-the-future-of-high-performance-graphics-presented-by-valve

The choice of Valve comes as no surprise, given that it’s one of the API’s strongest proponents. After all, it’s what SteamOS is based on and Valve has always said that the future of PC gaming is a Windows-free, DirectX-free one.

This, along with the expected large presence of Steam Machines at the conference, could mean very interesting announcements are on the horizon for Valve’s Steam Machines and PC gamin as a whole.

GDC 2015 takes place March 2-6 in San Francisco.

http://www.vg247.com/2015/02/03/valve-to-unveil-khronos-glnext-at-gdc-next-month/
 
>Valve will never release HL3

kNpJhnE.jpg
 
I find it interesting that Johan Andersson is advocating GL-Next, are we going to start seeing some of his games on Linux?

I hope so.
 
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