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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.

GDC 2016

Randy Culley


Matt Shaw


free content



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