You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name: Low-Level Thinking in High-Level Shading Languages
Speaker(s): Emil Persson
Company Name(s): Avalanche Studios
Track / Format: Visual Arts

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

Overview: As programmable shading has grown increasingly sophisticated, an industry-wide problem is happening: shader authors are losing touch with the underlying hardware. This lecture argues that low-level thinking is still a relevant practice, and shows examples of why this is the case. The connection between high-level shading constructs and the resulting hardware instructions that are generated will be discussed, as well as what the compiler is able to optimize and what the shader author must express explicitly in the shader. Numerous low-level optimization tricks are covered, which illustrate the benefits of a close-to-the-metal mindset while writing shaders in high-level languages.

GDC 2013

Emil Persson

Avalanche Studios

free content

Visual Arts

Visual Arts