GDC Europe 2016 Schedule

View, browse and sort the ever-growing list of GDC Europe sessions by pass type, track, and format. With GDC Europe Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Europe Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

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  • D3D12 & Vulkan: Lessons Learned

    Speaker:
    Location:  Europasaal, 1st Level
    Format: Lecture
    Track: Programming
    Pass Type: Student Pass, All Access Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: Advanced

    Vulkan and DirectX®12 are new, low-level APIs which require developers to think about graphics in a new way. In many cases game engines need to be restructured to take advantage of low-level parallel submission, asynchronous execution and new state and resource handling features provided by the API. In this lecture, we willl review those new concepts and take a look at how launch titles successfully handled the transition to the new APIs. The presentation will include useful insights gained while developing the first and second wave of Vulkan & DirectX®12 titles.

    Takeaway

    Attendees will get an insight into the new APIs and their efficient use based on the experiences gained on shipped titles.

    Intended Audience

    This presentation is targeting experienced game engine developers who are familiar with Direct3D 11 and OpenGL, and ideally initial contact with Vulkan or Direct3D 12. Since some of the concepts are already available on consoles it is beneficial, but not required, to have some console development experience.