Reboot Develop Red 2019 will be taking place from October 30th to November 1st 2019 in beautiful Banff Canada.
Reboot Develop is a conference focused strictly on games industry professionals such as game developers, artists, audio artist (both seniors and indie), managers, PR, marketing experts, sales and publisher representatives.
Conference will take place during three consecutive days and will be starting at 10:00 am each of the days and running all the way until 6:30pm. More then 100 lectures will be split between 6 separate tracks all running in parallel.
Please check back here for updates, or sign up to our mailing list to be the first to hear about all of the Khronos sessions at Reboot Developer Red.
World War Z – Using Vulkan to Tame the Zombie Swarm
Speakers: Jordan Logan, Sr. DevTech Engineer (AMD) / Nikolai Petrov (Saber Interactive)
Learn how AMD Game Engineering and Saber Interactive ported the Swarm engine to use Vulkan for the insanely successful World War Z. We will look at the many obstacles that we ran into as well as how we used Vulkan to optimize the performance of the game. The topics will include multithreading, PSO management, memory allocation with VMA, dynamic resolution though memory aliasing, and many others.
Bringing Ray Tracing to Vulkan
Speaker: Nuno Subtil (NVIDIA)
Ray tracing has long been considered the holy grail of real time graphics, due to its ability to accurately simulate all kinds of light transport scenarios, down to the physical properties of light itself. Recent hardware and software developments have finally put real-time ray tracing within reach on mass-market platforms, and applications are now starting to take advantage of this new functionality.
In this talk, we’ll explore how Khronos is bring real-time ray tracing to Vulkan. We’ll describe why ray tracing matters for real-time rendering, show a few examples of real-world applications that are shipping with ray tracing today and outline our approach to integrate this functionality into the Vulkan API.
Getting Faster and Leaner on Mobile: Optimizing Roblox with Vulkan
Speakers: Arseny Kapoulkine (Roblox), Joe Rozek (Arm)
Learn how Roblox engine was ported to Vulkan for mobile devices, targeting better performance for a third of Android mobile market. We will look at best practices for getting good CPU and GPU performance on Arm based architectures, and how to follow them while still maintaining OpenGL ES support. The topics will include memory management, render passes and barriers, optimizing draw call submission and many others
Mobilising Call of Duty: Bringing a Blockbuster title to Android
Speaker: Benjamin Mitchell (Samsung)
To have the same game experience from one platform to another is no easy task, but just imagine the risks and challenges when it's a blockbuster hit like Call of Duty. In this session, you'll get a behind-the-scenes look at the challenges and steps Activision and Tencent took to develop Call of Duty for mobile, with a particular focus on how to optimize the mobile gaming experience. You'll also learn how Samsung's Galaxy GameDev team supported Tencent to bring high fidelity and stable performance to the gaming experience with Vulkan and Adaptive Performance by Unity.