GDC 2020

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Late Summer, 2020
Moscone Center, San Francisco, CA

GDC 2020 Live Streams

All the hard work that went into this event is being partially salvaged as many of the originally scheduled talks will be recorded by the speakers themselves. These pre-recordings will broadcast for free on the GDC Twitch channel.

You can watch the live stream from 9 a.m. to 5 p.m. PT or 12 p.m. to 8 p.m. ET, March 16-20, 2020.

GDC 2020 Postponed

"After close consultation with our partners in the game development industry and community around the world, we’ve made the difficult decision to postpone the Game Developers Conference this March.

Having spent the past year preparing for the show with our advisory boards, speakers, exhibitors, and event partners, we’re genuinely upset and disappointed not to be able to host you at this time.

We want to thank all our customers and partners for their support, open discussions, and encouragement. As everyone has been reminding us, great things happen when the community comes together and connects at GDC. For this reason, we fully intend to host a GDC event later in the summer. We will be working with our partners to finalize the details and will share more information about our plans in the coming weeks."

For more information, please visit the GDC Frequently Asked Questions page .

Game development, Graphics, and Augmented/Virtual Reality — Khronos standards will be all over GDC 2020. Attend our full day of sessions at our Khronos Developer Summit. 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.

Khronos GDC Activity Overview

Event Date/Time Location
Khronos Developer Summit TBD
9:30am - 6:30pm
Moscone West
GDC Expo Plus Pass or higher is required
WebGL / WebXR Meetup TBD
Galvanize, 44 Tehama Street, San Francisco, CA, 94105 (MAP)
No GDC Expo pass required


Khronos Developer Summit Sessions: TBD

Location: Moscone West Hall

glTF, WebGL & 3DCommerce - 9:30am – 10:30am

WebGL has become a ubiquitous standard 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 not only in gaming, but also in the retail industry.

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 textures with KTX2 and Basis Universal. 3D Commerce will present ways to distribute and experience 3D content at scale.

  • Shrek Shao, Google
  • Patrick Cozzi, Cesium
  • Henrik Edstorm, Autodesk
  • Mike Bond, Adobe
  • Gary Hsu, Microsoft

 OpenXR – State of the Union – 10:50am – 11:50am

OpenXR is the cross-platform standard for the VR and AR ecosystem. Join us for an update on the progress made since release of OpenXR 1.0 at SIGGRAPH last year, the features and extensions the working group is developing, and demos of OPenXR in action.

  • Brent Insko, Intel

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

Join us for a fast-paced overview of the state of Vulkan from the point of view of the Vulkan Working Group and the wider ecosystem. We'll look at Vulkan adoption and availability, and see how and where it's being used. We'll review the latest API and language features, including new extensions as well as the new functionality in Vulkan 1.2. We'll hear from LunarG about progress and plans for the Vulkan SDK, and from Google about the latest developer tools for Vulkan on Android. Finally, we'll talk about where Vulkan is going and how developers are helping to drive the future direction of the world's leading cross-platform, close-to-the-metal graphics and compute API.

  • Tom Olson, Arm
  • Karen Ghavam, LunarG
  • Pau Baiget, Google

Ray Tracing in Vulkan - 2:40pm – 3:40pm

Join us to hear about the latest developments in Vulkan around standardized ray tracing functionality; the working group will provide an update on the current state of the ray tracing efforts, what this means for the graphics industry, and how you’ll be able to take advantage of this technology.

  • Daniel Koch, NVIDIA
  • Eric Werness, NVIDIA
  • Tobias Hector, AMD
  • Joshua Barczak, Intel

Porting Snowdrop to Vulkan and Tips and Tricks for Stadia – 4:00pm – 5:00pm

Carl Johan Lejdfors shares Massive Entertainment's experience of adding Vulkan support to the Snowdrop engine, including similarities and subtle nuances between Vulkan and the existing DX12 render backend. Snowdrop is a fully fledged cross platform engine that takes full advantage of modern hardware, including asynchronous compute, multi-threaded command list generation, and bindless shaders. All of these features map naturally to Vulkan but, as with many things, the devil is in the details. Carl Johan will be joined by Jean-Noe Morissette from Google to cover the first areas Stadia developers should focus on after completing their initial port to get quick performance gains with Vulkan. A session full of useful lessons and tips based on real world developer experience that should not be missed.

  • Carl Johan Lejdfors, Massive Entertainment, Ubisoft
  • Jean-Noe Morissette, Google

Jet Set Vulkan: Reflecting on the move to Vulkan – 5:30pm – 6:30pm

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.

  • Calum Shields, Samsung
  • Razvan Baraitaru, Atypical Games

WebGL/WebXR Meetup: TBD

Location: Galvanize, 44 Tehama Street, San Francisco, CA, 94105
Time: 6:30pm - 9:00pm
Live Stream: TBD

The Khronos Group is sponsoring this WebGL/WebXR 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/WebXR Meetup. Be sure to arrive a few minutes early to increase the odds of finding a seat.

Preliminary list of speakers

  • WebGL Working Group: status updates from all browsers
  • Patrick Cozzi, Cesium: Cesium + 3D Tiles + glTF
  • Jason Carter, Microsoft: Babylon.js Updates
  • Alban Denoyel, Sketchfab: Sketchfab Updates
  • Henrik Edström, Autodesk: WebGL viewers and glTF at Autodesk
  • Ricardo Cabello, Google: Latest Developments in Three.js
  • Francisco Avila, HOVER: Interactive Path Tracer using WebGL 2.0
  • Vaios Kalpias Ilias, Snap: PlayCanvas updates

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 and OpenCL sessions, please refer to the official GDC sessions page.

Vulkan Related

Khronos Members and Associates Exhibiting

You can find a complete list of GDC Exhibitors here.

Conference Code of Conduct: The Khronos Group is dedicated to providing a harassment-free conference experience for everyone. Visit our Code of Conduct page to learn more.