AMD Getting Ready for a ‘Spicy’ GDC 2016 – Will Talk About DirectX 12, LiquidVR, FireRay/Fire Render Tech and More

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Mar 4, 2016
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This year’s iteration of the Game Development Conference is just around the corner with the event scheduled for March 14th to 18th 2016. Home to some of the recent advances in gaming tech, GDC 2016 will see AMD talk about multiple aspects of the industry including but not limited to: Low level APIs such as DirectX 12 and Vulkan, the GPUOpen platform, Liquid VR, Code XL and advanced multi-GPU rendering techniques.

AMD GDC 2016 – DX12, LiquidVR and Fire Ray / Fire Render are some of the topics to be covered

This year’s GDC promises to be rather special. High ranking execs of AMD have been teasing about the event for quite some time now and throwing around words like “Spicy”. The schedule of the event was published recently and most of the events looks innocuous – but hidden anywhere in these could be a surprise announcement or tease. Considering GDC is a very good place to get the attention of the millions of gamers, we will probably see a demo at the very least (possibly of 14nm Polaris and/or Fury X2) – if not a full blown information release. 

The contents of this year’s iteration are pretty interesting as well. The detailed break down is given over at AMD’s GPUOpen website and shows collaborating presentations with Nvidia and Microsoft. Needless to say, its going to be a very interesting ride and both companies will probably be going head to head to get the biggest ‘oooh’ from the crowd. We have the usual suspects like DirectX 12 and Vulkan on March 17th which will probably involve the usual plethora of marketing material with a few juicy technical insights.

We also have a LiquidVR session on March 15th, presented by none other than Guennadi Riguer, whose recently gave us an exclusive interview on LiquidVR. Some highly technical sessions like CodeXL and GPUOpen will be happening as well as some interesting ones that include multi-GPU rendering techniques from AMD. Based on a multi GPU heterogeneous computing model, Fire Ray and Fire Render should definitely be an enrapturing presentation to see. The main presentations are given below, if you want to look at the full list (which includes all partner sessions) you can go to GDC’s official page.

D3D12 & Vulkan™: Lessons Learned

Date: Thursday, March 17 | Time: 10 – 11 a.m.

The presentation will include useful insights gained while developing the first wave of Vulkan™ & DirectX®12 titles. 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 & resource handling features provided by the API.

Speaker(s): Matthaeus Chajdas (AMD)

LiquidVR™ Today and Tomorrow

Date: Tuesday, March 15 | Time: 10 – 11 a.m.

This session will provide insight in to AMD’s vision of VR for tomorrow while reflecting on the advancements since LiquidVR’s announcement at GDC2015. LiquidVR™ provides a Direct3D 11 based interface for applications to get access to the following GPU features regardless of whether a VR device is installed on a system: Asynchronous Shaders, Multi-GPU-Affinity, Late-Latch, GPU-to-GPU Resource Copies. LiquidVR™ also contains a Direct-to-Display interface that is not application-accessible.

Speaker(s)Guennadi Riguer (AMD)

GPUOpen – Unlocking Game Development with Open Source

Date: Wednesday, March 16 | Time: 3:30 – 4:30 p.m.

GPUOpen is an AMD initiative designed to enable developers to create ground-breaking PC games, computer generated imagery and GPU computing applications for great performance and lifelike experiences using no cost and open development tools and software.

Speaker(s): Nicolas Thibieroz (AMD), Jason Stewart(AMD)

Let your game shine – optimizing DirectX®12 and Vulkan™ performance with AMD CodeXL

Date: Wednesday, March 16 | Time: 11 a.m. – 12 p.m.

AMD CodeXL is a suite of tools for software developers who demand extreme performance from their software and hardware. The new CodeXL 2.0 release introduces tools for game developers who use Microsoft DirectX® 12 and Vulkan™ programming.

Speaker(s): Doron Ofek (AMD)

MultiPlatform GPU Ray-tracing solutions with FireRender and FireRays

Date: Wednesday, March 16 | Time: 2 – 3 p.m.

FireRays is a GPU intersection acceleration library with support for heterogeneous systems. FireRender technology is a state of the art, physically-based rendering engine enabling interactive workflows for the production of photorealistic images on heterogeneous computing systems. This session will review how those APIs can be used in a content creation pipeline to accelerate pre-visualization, content creation or new algorithms based on ray tracing in real time.

Speaker(s): Takahiro Harada (AMD)

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