Game Developers Conference 2020

This year's technical sessions will cover a broad array of topics including performance tools for AAA games, Unreal Engine* 4, Variable Rate Shading, Profiling with Intel® Graphics Performance Analyzers (Intel® GPA), and the latest in Intel technologies.

Intel Sponsored Sessions

A Primer on Xe Architecture – Antoine Cohade (Intel)

Intel's brand new Xe Architecture has been teased for a while, and is scheduled for release later this year! This update brings a significant compute, geometry and throughput improvements over todays widely used Gen9 and Gen11 graphics.

This talk will provide a detailed tour of the hardware architecture behind Intel's upcoming GPUs, unveiling the structure behind its building blocks and their performance implications. Special consideration will be taken to explain how graphics engineers can best exploit the new Xe Architecture. We will then take an in-depth look at the powerful new features being introduced with this new architecture.

Takeaway
Introduction to Xe Architecture including: new and innovative features, unique insight on 3D and compute, and clear guidance on Xe Architecture optimizations.

Intended Audience
This technical talk addresses game and engine developers with an interest in graphics architecture and performance, as well as future looking graphics algorithms.

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Variable Rate Shading Tier 1 with DirectX* 12 From Theory to Practice – Marissa du Bois (Intel) and Kai Wang (Intel)

10th Generation Intel® Core™ processor architecture (formerly codename Ice Lake) with Gen11 graphics supports the DirectX 12 Tier 1 Variable Rate Shading (VRS) capability. We'll walk you through an integration of Tier 1 VRS with a AAA game engine and its forward and deferred rendering pipeline with examples of the performance and quality trade-offs. We'll also provide recommendations for the use of Tier 1 VRS based on our experience.

Takeaway
Developers will learn where and when to leverage VRS, performance vs. quality trade-offs, and high-level Unreal deferred/forward rendering architecture.

Intended Audience
Graphics engineers and ISVs

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For the Alliance! World of Warcraft and Intel's Partnership for an Optimized Azeroth - Laura Reznikov (Intel), Max Rahm (Blizzard)

Celebrating their 15th anniversary in 2019, World of Warcraft has continued to advance Azeroth while supporting players on a wide range of hardware. The team has evolved the engine to embrace both modern CPU optimizations and graphics advancements such as variable rate shading. In this talk, Blizzard and Intel engineers will discuss the recent advancements in the World of Warcraft engine.

Takeaway
Intel has been a long term partner with World of Warcraft, and has worked with them to include the latest CPU and GPU optimizations. This session will present the optimizations for others to consider in their game engines.

Intended Audience
Game engine engineers looking to improve their engine and/or Blizzard fans.

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Intel® Implicit SPMD Program Compiler (Intel® ISPC) in Unreal Engine 4: A Peek Behind the Curtain – Jeff Rous (Intel), Michael Lentine (Epic Games), Martin Wilson (Epic Games)

Intel® Implicit SPMD Program Compiler (Intel® ISPC) is now available in Unreal Engine 4. Learn how Intel worked with Epic Games* to optimize the physics and animation systems and how any Unreal developer can use it to make their games even better.

Takeaway
Unreal developers will learn how to take advantage of Intel ISPC to make their worlds even more immersive and learn what went into making the physics and animation systems even faster.

Intended Audience
Unreal Engine 4 developers

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Optimizing World of Tanks: from Laptops to High-End PCs - Philipp Gerasimov (Intel), Denis Ishmukhametov (Wargaming.net), Bronislav Sviglo (Wargaming.net)

In 2020, World of Tanks will celebrate its 10 years. For more than a half of this journey, Wargaming and Intel have been working together to improve the player experience and make the game run smoothly across the entire PC spectrum, from light laptops to high-end gamer rigs. In this talk, Wargaming and Intel engineers will discuss the key tech solutions used in their joint projects such as improving performance on integrated graphics, re-architecting the game engine for modern CPUs with concurrent rendering and latest SIMD instruction sets, implementing immersive physics (with Havok), tank track simulation, and greatly improved shadows.

Takeaway
Intel platforms, software products, and developer ecosystem provide unique value for any game developers for PCs, which let ISVs greatly improve their products, increase their market, and enable latest technologies.

Intel platforms deliver great experience for gamers across the whole spectrum of PC configurations, from latest Ultrabook and Convertibles to most powerful high-end PC configurations for most demanding enthusiasts.

Intended Audience
This talk is targeted for game development engineers, responsible for core engine technologies, as engine architecture, rendering and physics.

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Does Your Game's Performance Spark Joy? Profiling with Intel® Graphics Performance Analyzers (Intel® GPA)

Learn about exciting new features in Intel GPA to identify and quantify performance bottlenecks. We will demonstrate the synergy of using Graphics Frame Analyzer and Graphics Trace Analyzer to gain deeper insight into your game's execution. Using the new Intel® Graphics Performance Analyzers Framework (Intel® GPA Framework), we will then describe how to automate portions of your profiling workflow and create reports for continuous integration systems and increase the visibility of your game's performance earlier in the development life cycle.

Takeaway
Learn how to effectively identify graphics inefficiencies that can produce bottlenecks with the largest performance impact in a frame. Moreover, learn about the powerful new features of the Intel GPA Framework that exposes various programmatic interfaces in Intel GPA.

Intended Audience
Developers interested in getting improved performance in their games. Individuals seeking an introduction to graphics profiling and performance optimizations as well as an introduction to the tools needed to accomplish these endeavors.

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Towards Real-time Ray Tracing at Scale on CPU+GPU - The Present and Future of Intel® oneAPI Rendering Toolkit For Digital Content Creation and Runtime Optimizations

The Intel oneAPI Rendering Toolkit presents a set of libraries for CPU, and soon to be GPU, optimizations of common ray tracing tasks from base ray tracing kernels, to denoisers, to volume rendering and full turn-key renderers. Several use cases and optimization strategies are presented in real-world applications including interactive path tracing in digital content creation tools, interactive rendering of movie production assets at large scales, interactive denoising of path traced lightmaps, and run-time uses of Embree in gaming engines.

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General Sessions

Fair Play Summit: Voice Chat Content Moderation System Design

This talk is intended to examine voice chat content moderation and reporting at scale through our collaboration with Discord. The talk will introduce the challenges that moderators of communities that depend on voice chat face. A taxonomy of voice chat abuse will be introduced based on our learnings. The talk will include an example architecture and design of a voice chat content moderation system as well as exposure to real-world examples through live demos. The foundation of this session is to analyze how voice chat content moderation systems can be conducive to reforming player behavior by providing moderators more tools and focusing on providing timely feedback to players to produce the desired outcome of fostering productive interactions in games.

Takeaway
The audience will be given a framework describing how to implement opt-in audio data collection on their platforms that we believe is most fair to players.

  • The audience will be given a framework for identifying disruptive behavior in online community audio chats including a taxonomy of types of disruptive behavior discovered in our collaboration with Discord.
  • The audience will gain a better understanding of the components in a game chat audio content moderation system and the challenges associated with various use cases they will encounter on their platforms.
  • The audience will receive a call to action to give more control to the user for receiving audio from in-game voice chat systems.

Intended Audience
The primary audience is designers, developers, community professionals, and researchers with an interest in how to implement content moderation and reporting best practices.

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