Phew, I’m 21 presentations into 2019 and I’ve only just finished all the ones that start with “A”
2019 is gonna be a long year
Reviewing GDC programming presentations based on my own arbitrary criteria, in roughly chronological order.
Not affiliated with GDC.
A score of > 5 roughly means I’d recommend watching/listening. < 5 roughly means I wouldn’t.
I review the presentation in the context of today, not in the context of which they were presented.
Q&A portions of presentations are not considered.
Raw scores: https://docs.google.com/spreadsheets/d/1fuxpeyMLwi83xeWtJfKR4O2ot_LMA--EGmINQOUXqKg/edit?usp=sharing
Phew, I’m 21 presentations into 2019 and I’ve only just finished all the ones that start with “A”
2019 is gonna be a long year
GDC 2019: "Autonomous Driving Simulation with Unity (Presented by Baidu USA)" by Jaewon Jung, Turner Sinopoli of Baidu USA https://gdcvault.com/play/1026207/Autonomous-Driving-Simulation-with-Unity
This wasn't good, for one major reason which I'll explain shortly.
This presentation was about Apollo https://www.apollo.auto/en/ which they described as, literally, "a ... platform for its partners to develop their own ... systems." If this isn't meaningless, I don't know what is.
1/5
GDC 2019: "Advanced Graphics Techniques Tutorial: Wakes, Explosions and Lighting: Interactive Water Simulation in 'Atlas'" by Mark Mihelich of Studio Wildcard (despite them introducing themselves as being from Grapeshot Games), Tim Tcheblokov of NVIDIA https://gdcvault.com/play/1025819/Advanced-Graphics-Techniques-Tutorial-Wakes
This was a very deep (pun intended) presentation, specifically about ocean rendering. They spent roughly half the time talking about simulation and half talking about rendering.
1/6
GDC 2019: "Advanced Graphics Techniques Tutorial: High Zombie Throughput in Modern Graphics" by Anton Krupkin, Denis Sladkov of Saber Interactive https://gdcvault.com/play/1025817/Advanced-Graphics-Techniques-Tutorial-High
I actually liked this a lot. The first half of the presentation was about their overall frame rendering breakdown, and the second half was about how they made the zombies from a tech art perspective.
Their frame rendering was actually a fairly classic Forward+ approach.
1/6
The main takeaways are mostly:
Review: 10/10 I learned a lot!!! The specific numbers aren't really relevant nowadays, but the approach he used to compare the throughput of different units, and how to measure, were really illustrative.
They didn't pull any punches! They weren't trying to sell me anything.
3/10
Yep :)
IMO one of the great things about this presentation is I see echoes of it nowadays:
4/10
Regarding MakeResident(), they made the point that they don't want the model of "make all the resources you need resident before using them" but instead want something like "let me use the resource across the PCI bus, while making it resident in the background"
6/10
So all those extra calls to ExecuteCommandLists() cost significant perf.
But the main point of his presentation seemed to be that everyone in the industry was telling gamers for years that their performance would get 30% higher or whatever, but for enthusiasts with fast CPUs, this didn't actually happen because they weren't CPU-bound. Both DX12 games Nixxes ported had DX11 paths too, and gamers were vocally disappointed about the lack of perf increases.
7/10
They don’t model the interior of the planets; instead they just have a low frequency heightmap on the surface of the sphere, and there’s a sort of skin of voxels on it.
Each voxel is roughly 1m^3, and only holds a few things:
They generate the voxels in chunks of 36^3 voxels.
They generate everything in a sequence of passes; each pass writes out a data structure that the next pass reads. It’s a pipeline.
2/4