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All of Valve's GDC session slides are up now - Physics (2), VR rendering and Vulkan

I know some people on here were interested in the physics stuff! So that's why I'm mainly making this lol. Also, some might have missed the latter two in all the rush (gaming side has been moving really fast since last week!)

http://www.valvesoftware.com/company/publications.html

https://www.khronos.org/developers/library/2015-gdc

descriptions taken from GDC's site

Physics for Game Programmers : Robust Contact Creation for Physics Simulation

Physics for Game Programmers : Physics Optimization Strategies this was the infamous 3/3 3pm one...

description is the same for both

Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical integration, contact manifolds, destruction, solvers, networking, and optimization. The focus is on rigid body physics and real-time simulation in games. There will be a mix of introductory topics, recent algorithms, and practical tips.

Takeaway

Attendees will learn fundamental elements and practical considerations for using collision detection and physics simulation in games.

Intended Audience

Programmers of all disciplines. Some basic knowledge of calculus and physics is helpful.

Advanced VR Rendering

Valve has been creating advanced prototype VR HMD's since mid-2013 that are more advanced than other developers currently have access to, and this head start has allowed us to gain a ton of VR-specific rendering knowledge that we'd like to share with developers who are actively working on VR or plan to in the near future. This talk will start with the base requirements of VR rendering, and it will progress into advanced rendering topics focusing on both performance and visual quality. First generation consumer HMD's are expected to require renderers to shade over 4 million pixels per frame at a minimum of 90 fps. Due to the wide FOV of these HMD's, each pixel ends up feeling lower resolution than viewing the same image on a monitor and requires better shading algorithms than rendering in non-VR. Higher resolution rendering and higher quality pixels at much higher frame rates than games traditionally target is cause for taking a step back and rethinking many aspects of rendering. Some topics that will be covered include: efficient stereo rendering, reducing rendering latency, saturating the GPU despite synchronization points, reducing pixel cost for low-priority pixels, specular antialiasing, constrained anisotropic lighting, and other tips and tricks relating directly to VR rendering performance and quality.

glNext: The Future of High Performance Graphics (Presented by Valve) aka Vulkan

Join us for the unveiling of Khronos' glNext initiative, the upcoming cross-platform graphics API designed for modern programming techniques and processors. glNext will be the singular choice for developers who demand peak performance in their applications. We will present a technical breakdown of the API, advanced techniques and live demos of real-world applications running on glNext drivers and hardware.
 
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