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March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Gamasutra's favorite slides from GDC 2019

Looking for a quick hit of game dev insight? Look no further than this cross-posted Gamasutra article, in which the editorial team shares some of their favorite slides from different GDC 2019 talks!

GDC celebrates record-breaking attendance and locks in 2020 dates!

After a record-breaking 29,000 attendees enjoyed GDC last week, organizers are excited to confirm the show will return March 16-20 of next year, with the call for submissions opening this summer!

GDC in Pictures: Highlights from GDC 2019

Words alone can't fully convey the experience of spending a week at GDC, so here are a few standout shots of the people, talks, and experiences which made GDC 2019 a success!

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Powering the Next Generation of Graphics: The AMD GCN Architecture

Layla Mah  |  Developer Relations Engineer, AMD


Location: Congress Saal 1

Format: Lecture
Track: Programming
Vault Recording: Video


This talk will provide a detailed tour of the hardware architecture behind AMD's NextGen GPUs - unveiling the intimate details that make AMD's Graphics Core Next (GCN) architecture so capable at both graphics and compute workloads. Special consideration will be taken to explain how the GCN architecture can best be exploited by graphics engineers working on next-gen game engines.

Takeaway

This talk will provide attendees with an architectural level of detail and understanding rarely available in the public domain. The GCN compute and functional units and their capabilities will be discussed in detail. Instruction arbitration and scheduling, memory hierarchy and layout, cache design, graphics and compute dispatch and control flow, as well as higher level constructs will all be discussed.

Intended Audience

This talk aims to deliver information at a level that is accessible to all; however, those possessing a basic understanding of hardware architecture (memory hierarchies, arithmetic logic units, instruction scheduling, SIMD vs. SIMT, etc.) will likely find much additional benefit in the low-level details presented. Experience with assembly language programming is not necessary, but will also prove useful, as examples illustrating the process of optimizing shaders for GCN's compute units will be examined via HLSL presented side-by-side with native GCN assembly.



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