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2019 GDC
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March 18-22, 2019
Moscone Center, San Francisco, CA

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Presentations and other assets from this event are presented here. For information on upcoming events, click here.

Game development, Graphics, and Augmented/Virtual Reality — Khronos standards will be all over GDC 2019. Attend our full day of sessions at our Develop Day. Check out our WebGL/WebVR Meetup. Visit our members’ booths at the GDC expo. Attend one of the many individual courses and sessions held throughout the conference by Khronos members, implementers, and users.

Video from Khronos GDC 2019

Khronos GDC Activity Overview

Event Date/Time Location
VRDC Table Mon-Tues, Mar 18-19
10am - 6:30pm
Moscone, South Hall, Outside room 202
GDC Expo pass required
Khronos Developer Day Sessions Tuesday, Mar 19
10am - 6:30pm
Moscone West, Room 2020
GDC "EXPO PLUS" pass required
WebGL/WebVR Meetup Wed, Mar 20
Galvanize, 44 Tehama Street, San Francisco, CA, 94105 (MAP)
Live stream: Silicon Valley WebGL group on Facebook
No GDC Expo pass required


Khronos Developer Day Sessions: March 19

Location: Moscone West, Room 2020

glTF and WebGL - 10:00am – 11:00am

WebGL has become a ubiquitous mechanism for displaying interactive, high-performance graphical content on the World Wide Web. glTF 2.0, which includes Physically Based Rendering (PBR) materials, has become the runtime format of choice for transmitting high-performance 3D models.

This session will present the current state of both the WebGL API and glTF file format. The latest features of both will be demonstrated, as well as how each is being used in the wild. The glTF roadmap will be covered including next-generation materials and compressed texture transmission (CTTF).

  • Ken Russell, Google
  • Patrick Cozzi, Cesium
  • Saurabh Bhatia, Microsoft
  • Chris Joel, Google
  • Mike Bond, Adobe
  • Robert Long, Mozilla
  • Pär Winzell & Susie Su, Facebook

 OpenXR – State of the Union – 11:20am – 12:20pm

OpenXR is the cross-platform standard for the VR and AR ecosystem, which helps applications run on a multitude of platforms, and allows hardware manufacturers to gain access to a broader range of pre-existing content. We gave the first technical deep dive into the specification here last year, and we'd like to update how things have progressed since then with additional technical details, and an updated roadmap.

  • Brent Insko, Intel
  • Members of the OpenXR Workgroup

Khronos Member Showcase - 12:20pm - 1:20pm

Visit with Khronos members who will be discussing how their solutions make use of Khronos APIs. 

COLLABORA showcase Basemark showcase

Vulkan – State of the Union - 1:20pm – 2:20pm

Over the past three years Vulkan has become the world's leading cross-platform, low-overhead graphics and compute API. In this session, we'll check in on the state of the Vulkan universe and review the latest developments in the standard and the ecosystem. We'll look at advances in tools and platform support, including Vulkan on iOS, and new features such as bindless resources, pointers, and eight- and sixteen-bit arithmetic. We'll take a deep dive into LunarG's GPU Assisted Validation, which is now available to application developers, demonstrating its value and how to use it. Finally, we'll talk about where Vulkan is going and how the Vulkan Working Group is responding to the needs of a growing, diverse, and often highly opinionated user community.

  • Tom Olson, Arm
  • Karl Schultz, LunarG
  • Jeff Bolz, NVIDIA

Making Use of New Vulkan Features – 2:40pm – 3:40pm

Join us in this session to learn about recently released Vulkan features that have been driven by developer feedback. This session is comprised of 3 smaller topics each delivered by a different speaker and focused on specific new features that are targeted at real world use cases. The first topic will be presented by AMD featuring memory management improvements including new extensions, inline constants, 8-bit storage and finally an update on the Vulkan Memory Allocator. Our second topic will be presented by Gaijin Entertainment, the creators of hit title WarThunder, and cover their experience iterating through versions of their HLSL shader compiler. This talk will provide insight into how Gaijin Entertainment handled descriptors as well as pipeline layouts and why they took certain development decisions. Finally, Samsung Electronics will provide insight into the new depth stencil resolve extension, its benefits and some real world use cases.

  • Dr. Matthäus Chajdas, AMD
  • Tiemo Jung, Gaijin Entertainment
  • Lewis Gordon, Samsung Electronics

Bringing Fortnite to Mobile with Vulkan and OpenGL ES – 4:00pm – 5:00pm

This session will provide a behind-the-scenes look at how Epic Games brought the full PC and console game experience of the global phenomenon that is Fortnite Battle Royale to Android devices using Vulkan and OpenGL ES. The session will cover the challenges faced, optimization strategies, performance and memory trade offs, content changes and implementation details Epic used to get the most out of the mobile graphics APIs as implemented in modern Android mobile devices. In particular it will discuss the results of the close collaboration made with Samsung in developing and optimizing Fortnite's Vulkan render interface implementation for multiple mobile SoCs.

  • Jack Porter, Epic Games
  • Kostiantyn Drabeniuk, Samsung Electronics

Ubisoft's Experience Developing with Vulkan – 5:30pm – 6:30pm

Come join us to hear Jean-Noe talk about his experience developing with Vulkan! From shader compilers to pipeline caches, Jean-Noe will share thoughts and perspectives on working with ecosystem tools and the Vulkan API. Contrasting Vulkan with DX12 will highlight practical concerns when porting projects to Vulkan.

  • Jean-Noe Morissette, Ubisoft


Khronos OpenXR Table at VRDC: March 18-19

Location: Moscone, South Hall, Outside room 202
Time: 10:00am to 6:30pm

Learn more about OpenXR: Khronos’ standard for AR/VR. Talk with OpenXR working group members, and learn how your company can implement or join in the development of this important industry standard.


WebGL/WebVR Meetup: March 20

Location: Galvanize, 44 Tehama Street, San Francisco, CA, 94105
Time: 6:30pm - 9:00pm
Live Stream: Silicon Valley WebGL Group on Facebook

The Khronos Group is sponsoring this WebGL/WebVR Meetup. Last year we had over 200 RSVPs and an amazing lineup of speakers. Join the WebGL working group and other speakers for this gathering of the Silicon Valley WebGL/WebVR meetup. Be sure to arrive a few minutes early to increase the odds of finding a seat.

  • Dave Evans, PlayCanvas: Dave will discuss the latest features in the PlayCanvas engine, including integrated, collaborative version control for your entire game and all of its assets!
  • Andrew Best, Toyota Research Inc.: Andrew will present TRI's autonomous car driving visualizations, powered by CesiumJS, 3D Tiles, glTF, and WebGL!
  • Alban Denoyel, Sketchfab: Alban will present Sketchfab's latest visual improvements and features such as configurators, making it the ideal choice for product visualization on the web!
  • Ricardo Cabello, Three.js: Ricardo will present the latest advancements in the ubiquitous Three.js library, including enhancements to its physically-based rendering model which make web graphics look better than ever before!
  • Gary Hsu, Microsoft: Gary will be presenting the latest developments in Babylon.js including support for ECMAScript 6 modules, our experiences using the WebGL multiview extension in Babylon.js and latest updates to tools for debugging WebGL and glTF.
  • Robert Long, Mozilla: Robert will present an update on Hubs, the Spoke editor, and how the team has optimized Hubs for use on standalone VR headsets and mobile devices.

Register today


Khronos Related Sessions at GDC

Most of the biggest players in 3D Graphics and Gaming are Khronos members, and many of them are having sessions at GDC that are about or pertain to Khronos technologies. Here are some sessions you may be interested in.

For the latest up-to-date list of Vulkan, OpenCL and OpenGL session, please refer to the official GDC sessions page.

Time Session Details
Room 303, South Hall
"Surfing the Wave(front)s with Radeon GPU Profiler" &
"Debugging and Profiling DXR & Vulkan Ray Tracing"
AMD, NVIDIA - Vulkan
Room 303, South Hall
Breaking Down Barriers: An Introduction to GPU Synchronization Ready at Dawn - Vulkan
Room 3001, West Hall
Enabling Real-Time Light Baking Workflows in Saber Engine with AMD RadeonRays Library AMD - OpenCL, Vulkan
Room 205, South Hall
Ray Tracing in Vulkan NVIDIA - Vulkan
Room 2000, West Hall
Galaxy GameDev: Bringing Maximum Boost to Mobile Games Samsung - Vulkan
Room 2024, West Hall
All-in-One Guide to Vulkan on Mobile Arm / Samsung - Vulkan
Room 3001, West Hall
AMD GPU Performance Revealed AMD - OpenCL, Vulkan
Room 3009, West Hall
It Doesn't Have to Be Hard: How to Fix Your Performance Woes Intel - Vulkan
Room 205, South Hall
Real-Time Path Tracing and Denoising in 'Quake 2' NVIDIA - Vulkan
Room 205, South Hall
Getting The Most From Your Vulkan Applications with NVIDIA Nsight Graphics NVIDIA - Vulkan


Khronos Members and Associates Exhibiting

You can find a complete list of GDC Exhibitors here.

  • Activision - N2309
  • AMD - N2231
  • Arm - S1049
  • Epic Games - Unreal Engine – S327, S349
  • Futuremark - P1805
  • Google, Inc – N2102, N2103, N2104, N2106, N2202, P1501
  • Imagination Technologies - S763
  • Intel Corporation - S449
  • Khronos Group - VRDCTT9
  • Microsoft - S427, N2125, N2127, N2129, N2131, N2225, N2229, N2227, N2231, N2325, N2329, N2327, N2331
  • Nintendo - N2209, N2213, N2217
  • NVIDIA - P1739
  • Oculus - NDA South Hall 50, 52, 54, 56, 58, 60, 62, 70A, 72, 74, 76, 70B
  • Pico Interactive - S748
  • Qualcomm - S849
  • Samsung Electronics - N2315
  • Sony Interactive Entertainment - S527
  • Tobii - S663
  • Ubisoft - West Hall - 2nd Floor
  • Unity Technologies - S249, S127, S227
  • Valve



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