NVIDIA AT GDC 2014, March 17 – 21, San Francisco, CA

Event Highlights


Avoiding Catastrophic Performance Loss: Detecting CPU-GPU Sync Points
NVIDIA Speaker: John McDonald
Location: Room 303, South Hall
When: Wednesday, March 19, 2:00 pm – 2:25 pm

Advanced Visual Effects with DirectX 11: Real Virtual Texturing - Taking Advantage of DirectX 11.2 Tiled Resources
NVIDIA Speaker: Cem Cebenoyan
Location: Room 2006, West Hall
When: Monday, March 17, 11:15 am - 11:45 am

Advanced Visual Effects with DirectX 11: From Terrain to Godrays - Better Use of DirectX11
NVIDIA Speakers: Andrei Tatarinov and Iain Cantlay
Location: Room 2006, West Hall
When: Monday, March 17, 4:30 pm - 5:15 pm

Advanced Visual Effects with DirectX 11: Efficient Work Submission in Direct3D
NVIDIA Speaker: Evan Hart
Location: Room 2006, West Hall
When: Monday, March 17, 3:30 pm - 4:00 pm

Sponsored Sessions at GDC 2014

Thursday, March 20 | West Hall, Room #2004

The sponsored sessions include talks and demos on a wide range of topics covering the latest advancements in GPU gaming technology. Sessions are open to all attendees. They feature developers and industry leaders from game studios and more.

Cloud Architectures, Onboarding, and Game Streaming with NVIDIA GRID™

10:00 am to 11:00 am

Franck Diard (Chief SW Architect, NVIDIA)

Samuel Gateau (Software Engineer, NVIDIA)

Eric Young (Manager of Content and Technology, NVIDIA)
This session presents the technologies behind NVIDIA GRID and game streaming in the cloud. In the first part, we'll cover the key components of GRID — like using the GRID API's optimal capture, efficient compression, fast streaming, and low latency to deliver an ultimate cloud gaming experience. In the second part, we'll go over optimization guidelines and available libraries that can be used for game engines running in the cloud — gamepad controller support, improved sign-on for games, adding global illumination, and PhysX. In the third part, we'll demonstrate how to use Amazon G2 servers with the NVIDIA GRID APIs to stream games on the cloud.
DirectX Advancements in the Many-Core Era: Getting the Most out of the PC Platform

11:30 am - 12:30 pm

Yury Uralsky (Director of Developer Technology, NVIDIA)

Dan Baker (Partner, Oxide Games)
See how upcoming improvements in Windows graphics APIs can be practically used by next-generation game engines to get dramatic gains in work submission efficiency and scalability across multiple CPU cores.
Approaching Zero Driver Overhead in OpenGL

1:00 pm - 2:30 pm

Cass Everitt, (OpenGL Engineer, NVIDIA)

John McDonald (Senior SW Engineer, NVIDIA)

Graham Sellers (Senior Manager & Software Architect, AMD)

Tim Foley (Advanced Rendering Technology team lead, Intel)
Driver overhead has been a frustrating reality for game developers since the beginning of the PC game industry. On desktop systems, driver overhead can decrease frame rate, while on mobile devices driver overhead is more insidious—robbing both battery life and frame rate. In this unprecedented sponsored session, Graham Sellers (AMD), Tim Foley (Intel), Cass Everitt (NVIDIA) and John McDonald (NVIDIA) will present high-level concepts available in today's OpenGL implementations that radically reduce driver overhead by up to 10x or more. The techniques presented will apply to all major vendors and are suitable for use across multiple platforms. Additionally, presenters will demo practical applications of the techniques in an extensible, open source comparison framework.
Bringing Unreal Engine 4 to OpenGL: Enabling High-End Visuals from PC to Mobile

2:30 pm - 3:30 pm

Evan Hart (Principal Engineer, NVIDIA)

Mathias Schott (Senior SW Engineer, NVIDIA)

Nick Penwarden (Lead Graphics Programmer, Epic Games)
This talk will focus on the path toward bringing a fully capable OpenGL renderer to Unreal Engine 4. It will cover the challenges of mapping to the API, cross-platform shader management, porting to Android, and the steps needed to get great performance. Additionally, we'll dive into the Tegra K1 processor and demonstrate how having a fully functional OpenGL path enables high-quality rendering on a handheld device powered by Tegra K1. Attendees will leave this session with an understanding of the work required to get a fully functional, high-performance OpenGL backend on a modern engine that can span mobile to high-end PCs.
Experience the magic of Respawn's Titanfall™ with the new NVIDIA Nsight 4.0

4:00 pm - 5:00 pm

Jeffrey Kiel (Sr. Manager Developer Tools, NVIDIA)
In this talk, Jeffrey Kiel, Sr. Manager Developer Tools, unveils the redesigned NVIDIA® Nsight™ 4.0 Direct3D 11 user experience through the lens of Respawn Studios highly anticipated game title, Titanfall. You'll see how Nsight's new GUI quickly and efficiently dissects the advanced graphics content of this game. Advanced features for compute shader profiling provide unprecedented insight into the performance characteristics of DirectCompute workloads. Improvements to Nsight's unique hardware shader debugging capabilities broaden pixel history handling of shaders compiled without symbols, and much more. Come learn what the new Direct3D 11 user experience in Nsight 4.0 can do for you and get a glimpse behind the curtain at the magic of Titanfall!
The Witcher 3: Enabling Next-Gen Effects through NVIDIA GameWorks

5:30 pm - 6:30 pm

Balázs Török (Lead Engine Programmer, CD Projekt RED)

Monier Maher (Director, VisualFX, NVIDIA)

Dane Johnston (Content Manager, NVIDIA)
NVIDIA GameWorks allows the creation of a more immersive game environment than was possible in previous-generation games. In the first part of the presentation, we'll show how CD Projekt RED integrated NVIDIA HairWorks into The Witcher 3 to provide more realistic fur and hair simulation. We'll discuss how to avoid common problems when using dynamic fur and hair, and we'll also go over the artist workflow. In the second part of the presentation, we'll provide an overview of the different GameWorks components: simulating realistic waves with NVIDIA WaveWorks, cinematic smoke and fire through NVIDIA FlameWorks, realistic skin rendering with NVIDIA FaceWorks, improved shadows with NVIDIA ShadowWorks, and more.