Game & Production Technology
Information
Room Capacity
241
Audience Level
Intermediate
Attendee Takeaway
Part 1 – Sergio Alapont (Arm) The session covers how the frame is structured, how we budget GPU time to sustain 60 Hz, and how we validate performance in the absence of final hardware. We'll also dig into practical lessons learned while bringing ray-traced lighting and neural graphics to a mobile production environment—what worked, what didn't, and where the real bottlenecks were. Part 2 – Willen Yang (Arm) This session introduces Arm’s neural graphics SDK architecture, Unreal Engine plugins built on the NG SDK, and the IQ improvements enabled by real content and practical workflows. Learn how to leverage neural graphics to optimize rendering pipelines, reduce GPU load, and deliver stunning visuals across diverse platforms. We showcase real-world examples, performance benchmarks, and best practices for deploying neural rendering in production titles.
Pass Type
Festival PassGame Changer Pass
Type
Partner Session
Available on GDC Vault Later
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