|Session Name||Designing a VR renderer and engine for modern CPU/GPUs using MaxPlay's Game Development Suite (GDS) (presented by NVIDIA)|
|Speaker(s)||Randy Culley, Matt Shaw|
|Company Name(s)||MaxPlay, MaxPlay|
|Track / Format||Programming|
VR is pushing existing engines beyond their original design. Designing a realtime renderer and game engine for modern hardware and VR is an enormous undertaking. At MaxPlay we've gathered the requirements, resulting in a need to support VR, scalability to a variety of multi-processor platforms, multiple 3D apis (DX11/DX12/VulKan) and multiple GPU configurations.. It's all about getting the data to the GPU as fast as possible to fully leverage the GPU. This has resulted in a MaxPlay designed engine that leverages multi-processor systems with scalable performance based on the number of available cores, and a rendering architecture that matches the simulation design while also targeting VR.
In this talk, we will discuss how MaxPlay's engine architecture addresses VR performance pain points.