Explore featured sessions for game development.

At GTC, we have a track tailored for game developers, where you can attend free sessions covering the latest in ray tracing, optimizing game performance, virtual reality, augmented reality, and more to create interactive, realistic graphics that take immersive gameplay to the next level.

Featured Speakers

Julien Bouvrais

Beyond Game Streaming: Cloud-native Games

Julien Bouvrais
Head of Studio, EIDOS Scherbrook

Tom Solberg

How to Train Your Robot - Machine Learning and Games

Tom Solberg
Software Engineer, Embark

Ashley Hauck

A Compiler for Rust Shaders on the GPU

Ashley Hauck
Lead Developer, Embark

Sessions By Topic

AI in Game Development

  • AI Enables a New Form of Performance Art at Silbersalz Science Festival

    • Johannes Stelzer, Creative Artificial Intelligence, CEO of colugo.ai

     How can artificial intelligence enable a new form of performance art? How can people come together and create new forms of art experience with AI? We'll tell the story behind Augenblick, the central art piece of this year’s Silbersalz Science and Media festival.

  • Integrating DLSS in Frostbite

    • Sebastian Tafuri, Senior Rendering Engineer, Frostbite

    DLSS upscaling has become a very attractive way to improve the performance of games. While integrating and using the SDK itself is straightforward, there are some common challenges with a sophisticated engine like Frostbite. These include correct handling of motion-vectors, particle effects, half-resolution effects, and texture quality. It's also important to address the depth buffer, which is currently not upscaled with DLSS. We'll discuss how we have integrated DLSS with the latest BattleField installment, the challenges we encountered, and the solutions learned.

  • Advance Game Testing with AI

    • Konrad Tolmar, Director of AI Research, EA

    Modern computer games continue growing in size and complexity, and it has become a true challenge to test and verify the entire game play. We'll demonstrate how to use reinforcement learning to accelerate game testing, and by applying automated methods show it is possible to test games more effectively. We'll also cover some recent developments in pushing game testing into the real-time engine of the game, where RL agents can validate configurations and set levels during game play.

Real-Time Ray Tracing

  • Visual Neuronal Dynamics: Using Interactive Ray Tracing to Study Brain Networks

    • John Stone, University of Illinois Urbana-Champaign

    We’ll present VND (Visual Neuronal Dynamics), a new software tool designed to visualize large neuronal models and brain simulations, and conceptual scenes that combine neuronal models with geometric models of neural probes or other instrumentation. VND is a neuroscience-specific adaptation of VMD, a leading molecular visualization tool widely recognized for its advanced visualization capabilities and interactive ray-tracing features. We’ll cover the key data in neuronal models described in SONATA files, how VND visualizes these models, the new capabilities we have added to the OpenGL rasterization and OptiX ray-tracing engines and CUDA kernels that drive its interactive visualizations, our plans for near-term developments, and our particular interest in Omniverse and the upcoming ANARI standard.

  • Hardware Ray Tracing as a First- Class Citizen in Frostbite

    • Diede Apers, Rendering Engineer, Electronic Arts
    • Filipe Amim, Rendering Engineer, Electronic Arts

    Frostbite is a large and complex engine that’s ever-evolving to meet the needs of a large number of games across many genres. It uses a stateless renderer for rasterization, but this is inefficient for ray tracing, as rebuilding ray-tracing data structures every frame is not feasible for performance. We'll discuss how we integrated GPU-accelerated ray tracing as a first-class citizen, including dealing with tens of thousands of objects, state caching, memory allocation patterns, acceleration structure updates, and multi-platform support. Finally, we'll look at an example feature--ray-traced ambient occlusion--that uses the ray-tracing infrastructure in Frostbite.

  • Beyond Game Streaming - Cloud-Native Games

    • Julien Bouvrais, Head of Studio, EIDOS Scherbrook

    Although cloud gaming has been touted to players as the next big thing for several years now, up to this point we have only just started exploring the numerous possibilities that this technology represents. Indeed, there is much more to cloud gaming than just flexibility in accessing game content. For the past year our young studio Eidos-Sherbrooke has been exploring cloud-native game experiences within the domains of rendering approaches, physical interactions and artificial intelligence. Through these explorations we have begun to address what the future of video games in the cloud could mean, as well as the types of experiences that players can expect. In this talk we'll cover some of the technologies we are currently looking into and how they could change the way we play.


  • Reimagine Storytelling

    • Ed Plowman, CTO, Disguise

    Discover the future of production. Join disguise CTO Ed Plowman for a deep dive into the latest developments in modular scalable architecture, enabling photorealistic content at any scale or complexity. Get a first look ass Disguise showcases their newest infrastructure. 

  • More Realistic 3D Reconstruction of Human Performances

    • Charles Dupont, Head of Product, Dimension Studios

    Volumetric video is a scalable and realistic way of capturing human performances, typically with multi-camera stages. Capture reconstruction results in a lightweight and believable animated asset that can be viewed from an arbitrary point of view. The 3D nature of volumetric video makes it ideal for integration into virtual environments, such as those of VFX, XR, and games. This requires the geometry and combined texture, as well as the individual shading properties, of the asset.

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