Join AMD and AMD partners at the 2014 Game Developers Conference in San Francisco March 17-21 as they provide tips on how developers can improve CPU and GPU performance, discuss technologies to help developers enhance rendering, speed and performance, and talk about the advantages of the new Mantle API. GDC is the 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 providing insight into the future of gaming.
Compute-Based GPU Particle Systems
Monday, March 17, 11:45 a.m – 12: 45 p.m.
Supercharge your particle systems by leveraging the power of DirectCompute. Techniques to improve particles density, sorting and collision will be covered.
Speaker(s): Gareth Thomas, AMD. Learn more and add this session to your schedule.
Vertex Shader Tricks: New ways to use the Vertex Shader to improve performance
Monday, March 17, 3-3:30 p.m.
This talk will explain some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline. The talk will include sample code and performance statistics with current generation GPUs.
Speaker(s): Bill Bilodeau, AMD. Learn more and add this session to your schedule.
Grass, Fur and Hair
Monday, March 17, 5:15-6 p.m.
Learn about new developments in simulating and rendering grass, fur and hair. We’ll show thousands of blades of grass or strands of fur being simulated in real-time, as well as our latest findings in Order-Independent Transparency.
Speaker(s): Karl Hillesland, AMD, and Nicolas Thibieroz, AMD. Learn more and add this session to your schedule.
We are very pleased with the recent Battlefield 4 update that includes a new renderer incorporating AMD’s Mantle technology. We’re excited to see that DICE has reported performance increases ranging from 14% to 58% with a variety of different PC configurations.” – Ritche Corpus, AMD
Mantle: Introducing a new API for Graphics
Wednesday, March 19, 2-3 p.m.
Join industry experts from AMD for this session as they explain how Mantle features can enable developers to improve both CPU and GPU performance in their titles. Last year AMD unveiled Mantle, a new graphics API designed to enable developers with lower-level and more efficient control of the graphics system. Taking advantage of the efficient nature of Mantle requires a familiarity with modern graphics hardware architecture along with a thorough understanding of the performance concepts it enables. They will provide best-practice API use examples and showcase common pitfalls encountered when porting an existing project to Mantle.
Speaker(s): Guennadi Riguer, Principle software developer, AMD; Stephan Hodes, Developer Technology Engineer, AMD; Gordon Selley Lead Developer GPU PerfStudio2, AMD; John Larkin, Mantle Tools Developer, AMD. Learn more and add this session to your schedule.
Rendering Battlefield 4 with Mantle
Wednesday, March 19, 3:30 – 4:30 p.m.
Johan Andersson will show how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute and async DMA will be covered. Johan also will be sharing experiences of working with Mantle in general.
Speaker(s): Johan Andersson, Technical Director, DICE/EA. Learn more and add this session to your schedule.
Nitrous and Mantle: combining efficient engine design with a modern API
Wednesday, March 19, 5-6 p.m.
Oxide Games Partners Dan Baker and Tim Kipp will show you how to build a high throughput renderer using the Mantle API. The discussion will start with a basic overview of the Nitrous Engine architecture, take a tour of how memory and resource management should be thought of, and how the CPU can effectively communicate directly to GPU memory. They also will talk about real world management of shaders and transition states, including how to automate shading bindings. The discussion will include real-world tricks for validation to make your code robust, a look at how these concepts map to Mantle constructs, and an in-depth discussion on how Mantle can exploit and scale across multiple CPUs.
Speaker(s): Dan Baker, Partner, Oxide Games; Tim Kipp, Partner, Oxide Games. Learn more and add this session to your schedule.
Advanced Visual Effects with DirectX11: DX11 Software Tessellation
Monday, March 17, 1:45 p.m.-2:45 p.m.
This talk will explore how having access to DX11 compute shaders allows us to manipulate geometry completely on the GPU in new and interesting ways. The primary use case that will be discussed is on-demand terrain tessellation, where a software solution running in compute shaders will be compared with the hardware tessellator as it was used in Civilization V.
Speaker(s): John Kloetzli, Firaxis Learn more and add this session to your schedule.
RapidFire: The Easy Route to Low Latency Cloud Gaming Solutions
Wednesday, March 19, 9-10 a.m., Room: 3014 West Hall
In this session, you will learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences.
Speaker(s): Allen Bourgoyne, AMD. Learn more and add this session to your schedule.
Direct3D and the Future of Graphics APIs
Thursday, March 20, 5:30-6:30 p.m., Room: 3020, West Hall
A look at how new Direct3D advancements enhance efficiency and enable fully-threaded building of command buffers. Speakers will demonstrate how AMD is using its recent experience in efficient graphics API design and its partnership with Microsoft to provide developers with the infrastructure to render next-generation graphics workloads at full performance.
Speaker(s): Johan Andersson, DICE, Dan Baker, Oxide Games and Dave Oldcorn, AMD. Learn more and add this session to your schedule.
Helpful GDC14 Links
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